There are provided methods (200) and systems (100) for simulating sports activities. Historical data is aggregated to develop realistic, simulated, fictional players and teams (206, 208). The aggregation of data is sufficient to avoid any discrete identification of a simulated player, team, league or other participant with a real-life equivalent. The historical data collected is sufficient in quantity and type that simulated sports events can be realistically performed in substantially unlimited scope and quantity. Degrees of randomness may be introduced (510) to provide excitement and unpredictability. Non-random variations to the historically based activities can be made (512) so as to alter the fundamental nature of a player, team or league. Outcomes of the simulation can be generated substantially indefinitely to provide long-term entertainment, for example full seasons and multiple seasons/years of sports activities. The simulated sports activities of the present invention can be presented to fans in lieu of live sports events (522). Mediums of presentation (600) can include, for example, live video displays, television transmissions, radio transmissions and real-time display to stadium fans.

 
Web www.patentalert.com

> Gaming chip communication system and method

~ 00399