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Fantasy Sports

Also called owner simulation, roto or rotisserie, a fantasy sport is a game in which participants act as owners to form a team that competes against other fantasy owners based on the statistics generated by the real players or teams of a sport.

266 Questions

Which Fantasy sport is least popular?

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Asked by Herb123

The most popular is Fantasy Football (by far), followed by Fantasy Baseball. There is also Fantasy Hockey, Fantasy Basketball and Fantasy NASCAR which all seem to have about the same following.

Will a policeman arest you if he sees you with a airsoft gun?

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Asked by Wiki User

Normally no, but anything is possible.

With my local laws, it is legal to have a clear airsoft gun pretty much anywhere (excluding places like schools and city hall), but if you fire it, it can be confiscated and destroyed.

What is a util in Fantasy Sports?

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Asked by Wiki User

in baseball it means you can put anyone there at that position except for pitchers since it is an offensieve position and pitchers dont normally bat

How old do you have to be to have a fantasy football account?

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Asked by Wiki User

you can be any age but you have to have a email address

What shape is a tennis ball?

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Asked by Wiki User

It is a sphere.

What is fantasy football?

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Asked by Wiki User

Fantasy Football is a game in which the participants (called "owners") each draft or acquire via auction a team of real-life NFL (or college depending on the league) players and then score points based on those players' statistical performance on the field. Leagues can be arranged in which the winner is the team with the most total points at the end of the season or in a head-to-head format (which mirrors the actual NFL) in which each team plays against a single opponent each week, and at the end of the year the team with the best win-loss record wins the league. Most leagues set aside the last weeks of the NFL regular season for their own playoffs.

What is the best site to get fantasy golf picks?

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Asked by SteveRedman1

CricBro is a recently launched match prediction app which provides daily match prediction tips on cricket matches. You can win real money with this app all you have to do is just predict who will win the game. CricBro app offers various matches with different payout. It also provides free cricket expert tips to take the better decisions. No doubt CricBro is the best Match Prediction App in India.

How many times hav Liverpool won the premiership?

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Asked by Wiki User

F.C. Liverpool have won the E.P.L title 18 times.

Can AFL supercoach 2010 be cybercoach live?

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Asked by Wiki User

No. Cybercoach Live is a superior concept. Read below.

INFORMATION PROVIDED FROM SELECTED CHAPTERS FROM:

"It's Time... for the Future of Interactive Sports"

CYBERCOACH LIVE â„¢/ CYBERMASTER â„¢/ CYBERLEGENDâ„¢

MANUAL FOR HOLDERS OF COPYRIGHT / TRADE MARK / PATENT (BUSINESS PROCESS) LICENSING AGREEMENTS WITH THE DESIGN AND CONTENT SPECIFICATIONS FOR INTERACTIVE SPORTS INTERNET (ONLINE) / TELEVISION COMPETITIONS.

Cybercoach Live; Got What it Takes?® Is an internet / TV sports game show concept based on sporting knowledge of clubs and players with weekly competitions and prizes. Sporting clubs and networks can utilise their current website by incorporating a value based incentive to members for purchasing the additional online game option when subscribing or renewing an annual membership for individual sports clubs or organisations. Television networks have the opportunity to utilise new technologies and establish new boundaries in interactive entertainment.

Cybercoach Live has the potential to establish the AFL as Australia's national game without competition from any other sports code. Cybercoach Live is the only multi faceted concept allowing a television game show format to exist in conjunction with an online / internet entertainment factor. This format can also extend to the television format including a variety of sports codes, therefore uniting the nation to watch a sports game show that caters for every sports fan with the interactive factor of competing for prizes online and with in-house studio audience participation. Up until now no other concept has existed.

The online fantasy game concept is meant to provide the foundations and support the television sports game show. Cybercoach Live is a multi faceted concept allowing for an array of concept implementation.

The internet competition is the main member incentive to subscribe or renew an annual membership. The competition offers a simplistic format of selecting a point range margin or precise number for every position on the Player Performance List. The performance list includes the skills necessary for the sport. At the end of each round or week, the subscriber is provided with an overall percentage of accuracy for the team's player performance list. Each week the challenge varies according to the match up opponent.

The internet / TV concept will also contain an Interactive Player Contact feature, where members and/or viewers can chat to players online or via webcam on a one to one basis. This feature is only available to members who have purchased Cybercoach Live with their annual membership. A schedule of players online will be provided once members have accessed the player performance list competition.

The member competition concept will succeed, as it offers the continual interest factor for members to test their game and player knowledge on a weekly basis. Members will be awarded accumulative points throughout the season.

The internet website concept will have fifty three (53) interactive optional competition segments available for implementation on a singular basis or with the amalgamated television entertainment venture. The successful amalgamation of the internet concept, in conjunction with the television broadcast conceptwill make Cybercoach Live, a unique and innovative Australian concept with worldwide marketing potential.

The concept is intended to provide freedom, choice and diversity in offering fifty three (53) interactive optional competition segments, which most are in conjunction with a television commentary or game show format. The television concept will be innovative providing an avenue of live and interactive competitions from the internet competition winner base, television audience and from the general public. It will also provide information on a week to week basis of the week's top stories, up to date progressive sports scores, ladder positions and increase / decrease percentage information. Coaches and sports celebrities will provide tips along with valuable information for members completing the internet player performance list competition. This internet player performance list competition and the additional fifty three (53) optional competition segment choices, combine perfectly with the television concept in providing a truly unique interactive entertainment experience. The internet concept fully complements the television concept, allowing for the identical interactive segment implementations.

Advertisers will benefit from two original patented marketing strategies (refer to page 29). These strategies will give advertisers the opportunity to market their product or service directly to sports members, television audiences and a consumer base. Until now, this has never existed.

The promotion and ongoing exposure of the television commentary show will be further promoted by the development of a magazine with the titled concept. The magazine contents will include sporting events, professional coaching articles and game winner member's articles on social life and acquisition of sporting knowledge.

This concept can further incorporate radio broadcast media by announcing member results on specific games and bringing winners into live interview commentary scenarios. Competitions such as the television methodology above can be applied to radio.

Arrangements to further promote the Cybercoach Live concept will involve expanding into music and sports highlights television by offering a 24/7 Televised Channelspecifically allocating separate times to accommodate all sports information on recent sports and Cybercoach Live winner results. This concept will have commercial music played whilst filmed highlights of sports action will be shown with a continuous scroll of Cybercoach Live winners and overall position in competition. This is extremely appealing to the 18-25 age group.

The TAB and wagering component concerning wagering on the established player performance list point margin range feature will be promoted and advertised throughout all four media avenues (television, print, radio and internet).

Two (2) Television Family Sports Game Shows are included under a separate exclusive agreement or they can be amalgamated with the titled Cybercoach Liveâ„¢, Cyberlegendâ„¢ and Cybermasterâ„¢ concepts (refer to Options 37 & 38).

The television concept will enhance the member appeal factor regarding ratings. Viewer stability and increased numbers to the media network are almost guaranteed.

The member's loyalty towards their club, coupled with the interactive internet competition, will make it a certainty that the television concept: Cybercoach Live, will encapsulate all club members associated with a variety of national and international sporting events.

The Cybercoach Live concept applies to all sports.

The Cybercoach Live internet and television business concept applies to all sports on a national and international level.

· It is an opportunity to be the first sporting or media organisation to offer and utilise a revolutionary marketing concept that continually and consistently rewards its valued membership base.

· It is an opportunity to utilise Trade Mark merchandising with advertising or sponsorship business arrangements by amalgamating business interests with brand organisations.

The Cybercoach Live profitability factor includes:

· Profit from membership option for sports organisations.

· Profit from internet advertising on Cybercoach Live website.

· Profit from Cybercoach Live television concept.

· Profit from sponsorship business arrangements.

· Profit from merchandising services and products.

· Profit from sub-leasing licensing agreements to overseas network media organisations and sports governing authorities covering all sports codes worldwide.

Cybercoach Live maintains member loyalty by value based incentives.

Cybercoach Live considers the consumer worthiness in purchasing this exclusive membership option, allowing for a personal contribution in an interactive and knowledge based internet competition.

Cybercoach Live provides a challenging, recreational sports knowledge competition with prizes as a reward for members.

Cybercoach Live allows for choice to participate in internet sporting competitions on a national and international level.

Cybercoach Live has club membership profit potential on four levels.

1. Charging fees on membership option.

2. Advertising on website.

3. Merchandise sales from Trade Mark.

4. Sponsorship from television, pay television and telecommunication organisations offering internet, landline and mobile service options as discounts on renewal or subscription of annual membership.

Cybercoach Live provides advertising and sponsorship interests on a national and international level.

The domino effect of continual advertising and support by all four media services guarantees a membership value incentive and an increase in:

· Profitability on a national and international level (mainly including advertising and sponsorship).

· Direct business relationship development with merchandising, television, print and radio ratings.

Cybercoach Live provides a challenging recreational sports knowledge competition where members can meet or speak with players and coaches via television, internet and radio.

Cybercoach Live will improve the declining Friday night televised football viewer numbers.

Channel 9 AFL viewer numbersYearAverageHighLow2002450,000612,000327,0002003481,000639,000376,0002004469,047584,000246,0002005437,000574,000255,0002006394,625501,000276,000

Source: Herald Sun, Friday July 28th 2006

Cybercoach Live's reinforcement of the television and internet concept means constant promotion and exposure, otherwise funded solely without the support element of cross promotion from associated organisations.

Cybercoach Live gives you the opportunity to own exclusive leasing rights as a contractual agreement. Potentially, the Cybercoach Live venture can be the biggest commercial endeavour on multiple business levels.

Cybercoach Live will increase product merchandise sales by associating the club with the Trade Mark.

Cybercoach Live can be applied to associated wagering organisations on a national and international scale, as an innovative and separate recreational consumer choice.

Cybercoach Live provides constant interest from members as club website popularity is boosted, therefore number of hits increase, allowing for an increase in advertising for the website; add to this a profit generating factor which increases as the appeal of the television concept increases. This is a tremendously innovative marketing concept that can be applied to all sports nationally and internationally.

Cybercoach Live provides further advertising exposure for clubs, organisations and wagering organisations by keeping in touch with sports member and fan based interest levels. It is constantly challenging members and fans by allowing them to play the internet competition or utilise wagering facilities by selecting a sport and placing a bet on an hourly, daily and weekly basis on a national and international level - twenty four hours a day, seven days a week.

The Cybercoach Live concept can be extended and developed into a separate interactive personal game. The software sales incorporating the interactive fan based feature is very appealing to and essential in gaining accessibility for sports fans. This is an exclusive Trade Mark product that can be further developed on a separate business venture basis.

IN CENTIVES TO SUBSCRIBE OR RENEW AN ANNUAL MEMBERSHIP

Amalgamating services of telecommunication organisations will allow members choice on service and product options when subscribing or renewing their annual membership. The examples listed below can be grouped and offered as options upon membership registration.

· Discount on mobile phone purchase or lease arrangement.

· Discount on landline service provider for home or business use.

· Discount on all products associated with the telecommunication organisation.

· Free sms messenger system to alert member on Cybercoach Live leader board position within the competition.

· Free sms messenger system to notify members of prizes won on Cybercoach Live.

· Free amount of calls (landline or mobile).

· Free amount of downloading facilities from internet provider.

· Discount on internet facility charges.

· Discount on pay television services.

· Bonus deal offers when services are grouped as a cost effective option, eg. mobile phone purchase, leasing and landline service fee reduction with internet and pay television services offered as an optional saving structure when subscribing or renewing an annual membership with Cybercoach Live.

· Bonus deals for corporations - employees can receive discounted group deals when a set number of employees select the Cybercoach Live option on club membership.

The radio and print media aspect concerning the Cybercoach Live magazine will further secure Cybercoach Live's successful promotion into the future of interactive sports.

The product and service Trade Mark will be successful because the promotional and advertising aspect of all four (4) media avenues, television, print, radio and internet will guarantee ratings and earnings from continual concept exposure.

B ROAD OUTLINE OF PROFIT MARGINS FROM MEMBERS SELECTING CYBERCOACH LIVE OPTION ON AFL WEBSITE

The following example concerns members selecting the option when subscribing or renewing an annual membership. This enables them to utilise the Cybercoach Live competition throughout the season. This example only applies to the internet competition and prizes option (amalgamated telecommunication services and products are not offered at this price).

The AFL has sixteen (16) clubs with a 25,000 member base average for each club. When the Cybercoach Live competition option is selected, it will cost an extra $30.00 for each membership.

25,000 members x 16 clubs = 400,000 members

400,000 members x $30.00 = $12,000,000.00 (Twelve Million Dollars)

If only one third of AFL members select the Cybercoach Live competition option in its first year of implementation, total profit equals $4,000,000.00 (Four Million Dollars)

This competition will offer weekly, fortnightly or monthly prizes.

BROAD OUTLINE OF P ROFIT MARGIN OPTIONS CONCERNING AMALGAMATED TELECOMMUNICATION PRODUCTS AND SERVICES (Examples only)

Option 1

Discount on purchase of mobile phone, overall monthly landline and mobile calls and service provider costs with the Cybercoach Live competition option.

The AFL has sixteen (16) clubs with a 25,000 member base average for each club. When the Cybercoach Live competition option is selected, it will cost an extra $80.00 for each membership.

25,000 members x 16 clubs = 400,000 members

400,000 members x $80.00 = $32,000,000.00 (Thirty Two Million Dollars)

If only one third of AFL members select the Cybercoach Live competition option in its first year of implementation, total profit is approximately $11,000,000.00 (Eleven Million Dollars).

This amount excludes profits from advertising on the website. This is money generated ONLY from club membership.

Option 2

Profit from members selecting Cybercoach Live competition option on a singular club level.

Each club has a 25,000 member base average. When the Cybercoach Live competition Option 2 is selected, it will cost an extra $40.00 for each membership.

25,000 members x $40.00 = $1,000,000.00 (One Million Dollars)

If only one third of AFL members select the Cybercoach Live competition option in its first year of implementation, total profit equals $333,000.00.

This does not include advertising, sponsorship or financial arrangements deriving directly from the Cybercoach Live internet venture.

WEB SITE ADVERTISING PROFIT FACTOR

The Cybercoach Live website advertising links will contribute to further increases in continual profits as popularity and exposure is sustained throughout the first year of implementation.

The website's home page design has taken all factors into consideration to guarantee success in member / fan interest.

AMALGAMA TING MEDIA NETWORKS AND INTERNET COMPETITIONS

A unique Australian concept offering value for money on a membership level where members have the option of selecting a recreational knowledge testing competition that is different and challenging every week. The contribution of implementing Cybercoach Live by all media organisations will increase awareness and exposure of all sports on a national and international level.

SERVICES PROVIDED TO THE CONSUMER

· Easy access to the Cybercoach Live competition via internet.

· Cost effective service and product options on annual membership subscription.

· Competition testing sports knowledge.

· Knowledge acquisition on team and player events on a continual basis.

· Knowledge testing and knowledge acquisition of club and player events strengthen the loyalty factor towards team on a personal basis.

· New challenge every week as new opponents enter the competition.

· Prizes may include free accommodation, airfares and spending money to see team at away game for interstate members.

· Meeting players and coaches on television concept.

· Play off competitions on television between Cybercoach Live leader board competitors.

· Play off competitions on television between members and players and coaches.

· Spontaneously chatting via website to other members whilst filling out the following week's player performance list competition.

· Twenty four hour, seven day a week all sports selection.

(if website includes option of international sports selection)

· A unique opportunity to compete on a national and international level.

SERVICES PROVIDED TO THE CONSUMER WITH TELECOMMUNICATION (SERVICE AND PRODUCT) PROVIDER AND ORGANISATIONS HOLDING AMALGAMATED LICENSING AGREEMENTS

· Telecommunication organisations (service providers or phone retail outlets) have the option of offering discount prices on products and services to members selecting the Cybercoach Live competition option. The member would be offered discount prices on landline and mobile phones from the telecommunication service provider with the no charge option, when retrieving their Cybercoach Live position on the competition leader board or retrieving information about the prize they have won.

PRODUCTS PROVIDED TO THE CONSUMER

· Cybercoach Live products will be awarded as prizes to competitors when the competitor obtains a position in the Top 100 on the leader board. Suggested prizes: jackets, mugs, pens and movie tickets etc..

· Cybercoach Live Certificates of Acknowledgement for every member that reaches the Top 100. This can be awarded weekly.

· Members receive discount on products when purchasing from specific sporting brands. This assumes major sportswear manufacturers and retailers have amalgamated / joint Trade Mark / concept rights. This can be an option placed on membership renewal. In this manner sports members of a club receive annual discounts and major sports brand companies can advertise goods via links on the Cybercoach Live website.

BUSIN ESS INCENTIVES FOR AMALGAMATED SERVICE & PRODUCT PROVIDERS AND ASSOCIATED INVESTMENT GROUPS

Presently, Australia has no television concept that combines or amalgamates with a healthy sports knowledge based internet competition. It is every sporting fan's desire to test their acquired knowledge on game plan, player, on field player performance and coaching tactics.

Currently, no commercial network medium is utilised to its maximum potential. There is no interactive sporting competition concept that allows the internet competition concept to combine with a sports commentary or entertainment game show.

The advertising marketing profit potential would be extraordinary considering the effective implementation of a possible 24/7 entertainment channel. This would be a world first in the sports entertainment arena where fans have choices and are constantly challenged, no matter what their sports preference. The fifty three (53) interactive competition options will make Cybercoach Liveâ„¢, Cyberlegendâ„¢ and Cybermasterâ„¢ a continual revolutionary concept, with a 24/7 assorted competitive segment format. The outlined concept title/s, graphics, photographs, concept competitions including the fifty three (53) interactive competition options and the specific business process application methodology as described in this document, has been patented nationally and internationally, in accordance with Trade Mark / copyright implications to secure and protect the inventors exclusive rights.

The inventor has intentionally formed three separate Trade Marks with fifty three (53) distinct segment titles. The fifty three (53) interactive competition options have been specifically designed and formulated to be easily adapted and to further enhance the operational implementation of the television concept, thus completely complementing the internet website concept.

All three Trade Marks: Cybercoach Liveâ„¢, Cyberlegendâ„¢ and Cybermasterâ„¢ have the website domains reserved for intended concept implementation. The inventor has also reserved the associated sport domain category for prospective concept implementation on a singular level for existing business interests.

The sporting clubs, media networks and wagering organisations now have this revolutionary new concept that is easily applicable and marketable regarding internet accessibility. TAB and wagering organisations may set betting odds on the performance list as an independent wagering initiative option for customers.

Radio broadcasting stations can follow the same business application and process as for television station operations. The radio broadcasting medium can be utilised as an advertising and publicity forum when awarding prizes and interviewing winners from the internet website competition and from the interactive television commentary or game show concept. The above will further increase radio broadcast ratings, therefore advertisers will be attracted by the potential of reaching a large consumer base covering all age group demographics. Australian viewers at present have no interactive game show concept utilising all media forums.

Presently, all television game show competitions rely on four or eight participants at most, competing between one another or as a group, to win prizes within an in-house studio environment. This methodology ignores the millions of viewers nationally and globally that could participate from the comfort of their own homes by utilising interactive internet technologies currently available and presently affordable.

An increase in sales and preference for laptop notebooks makes it evident that in a mobile world, people want instant participation and reward without the inconvenience of extending all efforts to be part of social and community events.

Cybercoach Liveâ„¢, Cyberlegendâ„¢ and Cybermasterâ„¢ offers consumers a recreational, social and interactive alternative in having the choice:

a) To view the entertainment concept and be informed about the sports world.

b) To participate interactively, by selecting one or more of the fifty three (53) interactive television and internet competition options.

c) To participate interactively, via a selection of processes by submitting competition answers or responses.

d) Of instant notification of the daily or weekly position held in the interactive competition by utilising the 24/7 leader board displayed on the television or internet.

e) Of instant gratification in obtaining prize knowledge automatically.

f) Of being invited to appear on television and compete for further prizes.

g) Of being invited to appear on television and meet sports players or personalities.

h) Of being invited to compete in a variety of competitions with sports players or personalities.

i) Of being invited to compete with other Cybercoach Liveâ„¢, Cyberlegendâ„¢ and Cybermaster â„¢contestants live on television and progressively compete in various championship competition stages.

j) Of being acknowledged of winner status by being listed on the Cybercoach Live honour board.

k) Of opportunities to purchase products with discounts received from associated advertisers listed on the Cybercoach Liveâ„¢, Cyberlegendâ„¢ and Cybermaster â„¢internet sites. Service and product providers can amalgamate business interests and offer discount incentives if consumers want to utilise more than one service or purchase products, eg. Internet host providers can form a business alliance with telecommunication companies seeking a viable consumer sales discount scheme in accordance with client or consumer preference.

The advertising revenue and profits from prospective advertising links offered on the Cybercoach Live® website nationally and internationally would confirm the concept as Australia's most profitable global concept to date.

The careful implementation of this concept could eventuate into the largest commercial venture in Australia, resulting in extraordinary profits on a worldwide basis.

This concept should be very carefully considered as it could be the major profit mechanism in competitive sporting organisations and media networks in the twenty first century.

WHAT DOES THIS MEAN TO THE BUSINESS WORLD?

Entertainment and leisurely consumer activities have entered the new millennium of integrating business and social interests. This has changed marketing methodologies to an extent that has never been envisaged. No interactive concept exists to fill this consumer vacuum which is constantly ever changing in accordance with the technologies available. The current information technology concerning interactive internet and television facilities exist. The consumer base with computer ownership also exists and internet usage is expanding at a considerable pace.

Australian business is not properly utilising these interactive technologies for a variety of reasons. The most important reason being, no concept has been discovered for this transition into interactive media services to succeed. Up until now, there has been a huge void of boring, non-engaging, tasteless, reality or game shows that have been continually rejected by television networks, as the public seek better quality concepts and demand to be active contributors. Australian television broadcasting stations can either continue purchasing internationally produced shows with no success or be part of an interactive television game or commentary show revolution.

The infrastructure for the implementation of Cybercoach Liveâ„¢ Cyberlegend â„¢and Cybermasterâ„¢ can easily be applied to existing current websites. The implementation costs would be minimal in relation to the profit potential. The above concept will revolutionise sports entertainment and change marketing strategies by offering businesses a freeway to a new consumer base that has previously never existed.

Cybercoach Live is a global concept and all interested parties who embrace this innovative, original recreational or business venture will be seen as leaders in the new information age frontier.

DESCRIPTION OF THE DESIGN AND CONTENT SPECIFICATIONS FOR THE DEVELOPMENT AND IMPLEMENTATION OF:

SOFTWARE PROGRAMS (PRODUCT)

This outlines the operational methodology instructions for business applications concerning sports clubs and organisations on a national and international level. All information listed in this document applies to the development of software programs.

BUSINESS PROCESS AND MARKETING MODEL CONCEPT CONCERNING MODE AND FUNCTIONALITY

This includes the design, colour, logo and advertising content on the website home page.

N.B. application and methodology listed in this document should be utilised only with the contractual agreement signed by the listed inventor providing the exclusive rights to finalise the intended purposes of commercial or private business ventures on a national and international level.

ASSOCIATED TAB AND WAGERING AGENCIES

This outlines the operational methodology and instructions for business applications concerning sporting clubs and organisations on a national and international level. Operating with or separately by formal licensed agreements between one or more of the listed media or public organisations, eg. pay television networks, general viewing no charge television networks, public and private radio broadcasting media networks, sports clubs and organisations and other interested investment groups or individuals.

MEDIA NETWORKS, PAY TELEVISION AND RADIO BROADCASTING NETWORKS

These are in conjunction with the internet concepts. It outlines operational methodology instructions for business applications concerning sport clubs and organisations on a national and international level. All information contained in the TAB and wagering section applies to the media networks, pay television and free to air viewing.

And related specified matters listed below:

· Trade Mark patenting business process of Cybercoach Live.

· Information technology software programs.

· Information technology business marketing process (including sponsorship and retail advertising links).

· Information about incorporating concept.

· Media networks and pay television network.

· Television concept title: CYBERCOACH LIVE 2007.

· Information technology user functionality components.

· Website design formation specifying player details, club performance statistics, schedules on matches, performance selection criteria including point range margins for each of the above.

· Game functionality concerning independent software development.

SPECIFI CATIONS FOR WEBSITE DESIGN

TITLE: CYBERCOACH LIVE

Please note: The following specifications are for the actual Cybercoach Live / Cyberlegend / Cybermaster websites on their own domain, however these features can be integrated into an existing sporting club or organisation's website.

AIM OF WEBSITE HOMEPAGE

To create a feeling of unity and camaraderie with the club, players and coach. Emphasis should be on the emotion of victory accomplished on a pseudo partnership level. The intentional psychologically created emotion provides a connection and closeness at a team level. It encourages members to register for the interactive game concept with increased fees the following year. It should be offered as choice upon registration format.

HOMEPAGE STORY BOARD APPLICATION

(Special:Wysiwyg)

The homepage will include four (4) morphing motion images.

1) The first image is a bird's eye view of members and fans shown at the excitable stage of cheering for their team.

2) The second image is of the coach and players displaying the expression or emotion of victory and satisfaction on team performance.

3) The third morphing image is of a young family sitting and watching the game and standing with an expression of excitement when the image morphs into the last stage of a player scoring a goal.

4) The fourth image will focus on the player's expression when scoring a goal and accompanying players displaying gestures and emotions of approval.

Directly under the morphing images the following phrases will scroll from right to left as one long monologue:

· Welcome to Cybercoach Live, the future of interactive sports

· Be an interactive Cybercoach

· Meet multiple players online at any time

· Meet coaches, players, as you compete

· Compete against professional sports persons

· 24/7 player statistics

· Weekly prizes

HOMEPAGE FEATURES AND NAVIGATION MENU

Member Login Section

The member login section will consist of the following two (2) fields:

a) Hyper Quick Member Login Number (Club Membership No.)

b) Password

Player Profile Menu Button

This link takes the member to the Player Profile page which provides the player's personal and performance statistics. Statistical information will include:

Personal Statistics ListPerformance Indicator List

Name

Age

Height

Guernsey Number

On Field Position

Games Played in Current Season

Average Time on Field

Debut Year for Current and Past Teams

Career Games Played

Goals

Points

Kicks

Marks

Disposals

Inside 50's

Contested Marks

Clearances

Effective Tackles and Hard Ball Gets

It will also provide the above statistics on the player's past performance with a contesting team.

Club Leader

This link takes the member to the Club Leader page and provides statistics on the sports player who is leading on the player performance list.

ADVERTISING AND SPONSORSHIP ALLOTMENTS

1) Ideally, the page should allow for two columns for advertising space - a column on the right and left hand side of the page, from top to bottom.

2) These columns are ideally for premium rate advertising of general retail and service providers paying a fee to use space or an agreement to award prizes in catalogues to winning competition members.

3) Ideally, there would be two (2) main advertising allocations at both sides of the morphing images.

'PLAYER PERFORMANCE LIST' PAGE

(Special:Wysiwyg)

Once a member has logged in, the page will show a playing field (oval) with player and key positions within it. All players listed are from the member's supporting team. In order to enter the Cybercoach Live player performance list competition, the member will choose a player from the playing field and a Performance Skills List will be shown for that player with the following information:

Eg.

a) GOALS

b) POINTS

c) MARKS

d) KICKS

e) HANDBALLS

f) DISPOSALS

g) TACKLES

h) TIME ON FIELD

i) GOAL ASSISTS

j) RUNS

k) TOUCHDOWNS

l) INCIDENT REPORT

m) ON FIELD INJURIES

(Each individual sport will provide a list of their required skills)

Each of the above skills will then link to the scoring option for that skill (explained in later section: 'How to Play the Player Performance List Competition', page 25).

Team Statistics and Head to Head

These links provide information on the team's past performance against other teams in the league. Each section should allow the user to compare the two sides competing for that round or week. It could be enhanced by providing side by side player profiles (see examples below).

a) TEAM: NORTH WOMBATS

- PLAYED: - PREMIERSHIPS:

- WON: - COMPETITOR:

- LOST: - DATE OF GAME:

- VENUE: - TIME OF GAME:

b) GAME: NORTH WOMBATS vs SOUTH EAGLES

c) TEAM: NORTH WOMBATS

d) PLAYER PROFILE: statistics and player photograph appear

Player Profile feature statistics includes the following information:

Player Profile

Guernsey Number

Name

Date of Birth

Height

Matches Played

Goals Scored

Premierships Played

Pre-Season Matches Played

Pre-Season Goals Scored

Awards / Medals Won

No. of Tribunal Appearances and Result

Medal Votes

This field offers a variety of choices for members to have their say on who they believe should win a particular medal.

a) MEDALS: Brownlow Medal, Norm Smith Medal, Coleman Medal, Club Best And Fairest and Other Medals

b) BEST AND FAIREST(for particular match selected)

c) BEST AND FAIREST FOR THE YEAR

Cybercoach Live Honour Board

This board includes all winners of the player performance list and the fifty three (53) interactive competition options. Names, dates, time, year, competition/s won, winning margin percentage and prizes awarded will be listed on the Cybercoach Live honour board.

Interactive Player Contact

This function only becomes available once members have accessed the player performance list competition. It allows members to chat online with a player on a one to one basis. A schedule of players online will be provided.

HOW TO PLAY THE PLAYER PERFORMANCE LIST COMPETITION

Members will choose a player from the playing field and a performance skills list will be shown for that player. For each skill, a choice of scoring options are available making allowances for a range of performance scoring alternatives.

Option A

1. A five point selection margin is available by utilising the margin range drop down list.

eg. Kicks 1 - 5

6 - 10

11 - 15

16 - 20

21 - 25

26 - 30

31 plus

2. The margin range varies according to the particular sport.

· Decreasing the margin range increases the difficulty factor.

· The margin range is primarily the point or scoring range selection feature utilised by the internet competition members.

· This feature also applies to the player time on field performance list selection component.

Option B

The internet competition member will have the option of entering precise scores. Members are awarded bonus points when selecting this option, only if they accurately record the precise score, therefore the player accuracy percentage could be higher. Bonus points are also awarded for selecting the correct time on field, incident report and off field due to injury for the game.

OptionC

Internet competition members are given the choice of utilising a combination of margin range and the precise score options when entering the player performance skills list competition.

COMPETITION WINNERS

These are the members who have achieved the closest percentage of accuracy on the player performance skills list competition.

If a member made the following player performance skills list selectionsAnd the actual player's statistics were as follows

GOALS 0

POINTS 0

KICKS 10 - 15

MARKS 6 - 10

HANDBALLS 6 - 10

TACKLES 1 - 5

DISPOSALS 20 - 25

GOAL ASSISTS 1 - 5

TIME ON FIELD 80 - 90 minutes

INCIDENT REPORT YES

OFF FIELD DUE TO INJURY NO

GOALS 0

POINTS 0

KICKS 14

MARKS 7

HANDBALLS 9

TACKLES 5

DISPOSALS 22

GOAL ASSISTS 3

TIME ON FIELD 87 minutes

INCIDENT REPORT YES

OFF FIELD DUE TO INJURY NO

The member's player performance skills list selected point margin concerning accuracy would be in the 90 - 100% range. Percentage increases with the selection of Option B where exact player performance statistics are chosen.

Each week the internet member leading the player performance list competition, ie the member achieving the highest percentage, is awarded a cash prize.

At the end of the competition the internet member who has achieved the highest percentage is awarded the major cash prize.

Team Statistics and Head to Head

These links provide information on the team's past performance against other teams in the league. Each section should allow the user to compare the two sides competing for that round or week. It could be enhanced by providing side by side player profiles (see examples below).

e) TEAM: NORTH WOMBATS

- PLAYED: - PREMIERSHIPS:

- WON: - COMPETITOR:

- LOST: - DATE OF GAME:

- VENUE: - TIME OF GAME:

f) GAME: NORTH WOMBATS vs SOUTH EAGLES

g) TEAM: NORTH WOMBATS

h) PLAYER PROFILE: statistics and player photograph appear

Player Profile feature statistics includes the following information:

Player Profile

Guernsey Number

Name

Date of Birth

Height

Matches Played

Goals Scored

Premierships Played

Pre-Season Matches Played

Pre-Season Goals Scored

Awards / Medals Won

No. of Tribunal Appearances and Result

Medal Votes

This field offers a variety of choices for members to have their say on who they believe should win a particular medal.

d) MEDALS: Brownlow Medal, Norm Smith Medal, Coleman Medal, Club Best And Fairest and Other Medals

e) BEST AND FAIREST(for particular match selected)

f) BEST AND FAIREST FOR THE YEAR

Cybercoach Live Honour Board

This board includes all winners of the player performance list and the fifty three (53) interactive competition options. Names, dates, time, year, competition/s won, winning margin percentage and prizes awarded will be listed on the Cybercoach Live honour board.

Interactive Player Contact

This function only becomes available once members have accessed the player performance list competition. It allows members to chat online with a player on a one to one basis. A schedule of players online will be provided.

OPERA TIONAL STRUCTURE FOR TELEVISION NETWORKS

The owner of exclusive rights could have an up to date scoreboard on the website, as a particular game is played live.

The pay television concept could be live from the studio as the match is played.

Television commentators could check the progress of specific members and performance of each player by checking performance list Top 100 leader board. Leaders of the competition shown on screen as show is aired live.

TELEVISION CONCEPT

Design and methodology application

The television concept will place leading competition member names at the bottom of the screen with the positions of each member, eg. 1 to 20 for the particular game played. Each week the top three (3) winners leading the point range in the competition will be granted a guest spot on Cybercoach Live television and radio and interviewed for print media, to further promote the television show concept.

Guest Spot Cybercoach Live Appearances

The interview on the guest spot television commentary show would explore topics such as the general interests of the competition winner, acquisition of sports knowledge, favourite players, current employment, family, etc..

Sponsors and Prizes

Sponsors will present prizes to competition winners live on television. They could fund advertising throughout the week, connecting products listed on the website product catalogue to the Cybercoach Live advertising for the television concept.

DESIGN

Media networks must abide by the same specifications to set design as the internet requirements on design and colour.

a) Common schematic design of colour and media stage must be the same as internet concept with the concept title: Cybercoach Live abiding by the Trade Mark requirements.

b) Only the registered Trade Mark graphic image and logo is permitted to be associated with Cybercoach Live, Cyberlegend and Cybermaster concepts.

c) Each concept listed above is registered individually with distinct design and graphics as displayed in this document.

MUSIC TELEVISION (MTV) AND SPORTS HIGHLIGHTS

This will involve current music with video clips of the week's sports action and the leader board winner details scrolled at the bottom of television program. This can be a pay television or free to air television option: 24/7 CYBERCOACH MTV LEADER BOARD.

TELEVISION / INTERNET C ONCEPT: FIFTY THREE (53) INTERACTIVE COMPETITION OPTIONS

The following fifty three (53) options are primarily additional competitions for Cybercoach Live, Cyberlegend or Cybermaster internet player performance list competition winners. These winners are given a further opportunity to test their skill level and knowledge by a variety of competitions listed below. Most of the options are specifically designed for the winners of the sports internet player performance list competition.

Many of the interactive options listed also cater for television audience and general public participation. Submitting competition answers or responses can be via the Cybercoach Live, Cyberlegend and Cybermaster websites, sms, dialling the competition line and for television audience via in-house voting facilities as the live show is aired.

The two (2) special advertising and marketing features below are separate to the fifty three (53) interactive competition options. The purpose of these features is to attract current members to renew their membership or the general public to become members of their preferred club. It is also an incentive for advertisers to utilise the website as another avenue to market their products and services.

© Georgios Stingas 2006. All rights reserved.

UNITED STATES PATENT AND TRADE MARK OFFICE

PATENT NUMBER: 60/834,345

UNITED KINGDOMTRADE MARK OFFICE

TRADE MARK NUMBER: 2429770

UNITED KINGDOM WRITERS' COPYRIGHT ASSOCIATION

CATEGORY: CONCEPT (SPORTS INTERNET / TV COMPETITION & GAME)

TITLE: CYBERCOACH LIVE.

REGISTRATION NUMBER: C101733

CATEGORY: CONCEPT (SPORTS INTERNET INTERACTIVE COMPETITION (ON-LINE) / TELEVISION COMPETITION WITH FIFTY THREE (53) INTERACTIVE OPTIONAL GAME SEGMENTS.

TITLE: CYBERCOACH LIVE / CYBERLEGEND / CYBERMASTERINTERACTIVE INTERNET MEMBER SPORTS COMPETITION FOR MEDIA NETWORKS / SPORTS ORGANISATIONS / SPORTS ADMINISTRATIVE GOVERNING AUTHORITIES.

REGISTRATION NUMBER: C101896

UNITED STATES OF AMERICA, LIBRARY OF CONGRESS USA: COPYRIGHT REGISTRATION OFFICE

REGISTRATION TYPE: UNPUBLISHED WORKS

TITLE OF WORK: CYBERCOACH LIVE

CATEGORY: TEXT AND TWO DIMENSIONAL GRAPHIC IMAGES.

TITLE OF TEXT: USER'S MANUAL FOR BUSINESS APPLICATIONS FOR INTERACTIVE INTERNET MEMBER SPORTS COMPETITION FOR MEDIA NETWORKS / SPORTS ORGANISATIONS / SPORTS ADMINISTRATIVE GOVERNING AUTHORITIES.

REGISTRATION NO. TXu 1-320-252

REGISTRATION TYPE: UNPUBLISHED WORKS

TITLE OF WORK: CYBERCOACH LIVE 53 INTERACTIVE SEGMENTS

CATEGORY: TEXT AND TWO DIMENSIONAL GRAPHIC IMAGES.

TITLE OF TEXT: CONCEPT CYBERLEGEND / CYBERMASTER / CYBERCOACH LIVE DESIGN AND CONTENT SPECIFICATION FOR INTERNET COMPETITION / TELEVISION COMPETITION MANUAL FOR HOLDERS OF CONCEPT / COPYRIGHT / TRADE MARK LICENSING AGREEMENTS.

REGISTRATION NO. TXu 1-329-630

REGISTRATION TYPE: UNPUBLISHED WORKS

TITLE OF WORK: CYBERCOACH LIVE

CATEGORY: ARTISTIC (TWO DIMENSIONAL GRAPHIC IMAGE WITH TEXT)

CLASSIFICATION: ADVERTISING

REGISTRATION NO. VAu 724-064

What is techdech?

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A Tech Deck is a miny skate board that you use with your fingers instead of your feet and legs.

Is Everton FC owner of Cybercoach Live fantasy football concept?

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NO...BUT WHY NOT?

INFORMATION PROVIDED FROM SELECTED CHAPTERS FROM:

"It's Time... for the Future of Interactive Sports"

CYBERCOACH LIVE â„¢/ CYBERMASTER â„¢/ CYBERLEGENDâ„¢

MANUAL FOR HOLDERS OF COPYRIGHT / TRADE MARK / PATENT (BUSINESS PROCESS) LICENSING AGREEMENTS WITH THE DESIGN AND CONTENT SPECIFICATIONS FOR INTERACTIVE SPORTS INTERNET (ONLINE) / TELEVISION COMPETITIONS.

LET THE MEDIA, SPORTS ADMINISTRATIVE AUTHORITIES, TELEVISION STATIONS & YOUR FOOTBALL CLUB KNOW WHAT YOU THINK ABOUT THE CONCEPT.

PLACE YOUR VOTE ON THE CYBERCOACH LIVE FAN CLUB 2010 and "Tell a Friend" BY USING TWITTER, FACEBOOK OR ANY OTHER SOCIAL NETWORKING FORMAT.

http://www.orble.com/cybercoach-live-online-tv-concept/2/

Cybercoach Live; Got What it Takes?® Is an internet / TV sports game show concept based on sporting knowledge of clubs and players with weekly competitions and prizes. Sporting clubs and networks can utilise their current website by incorporating a value based incentive to members for purchasing the additional online game option when subscribing or renewing an annual membership for individual sports clubs or organisations. Television networks have the opportunity to utilise new technologies and establish new boundaries in interactive entertainment.

Cybercoach Live has the potential to establish the AFL as Australia's national game without competition from any other sports code. Cybercoach Live is the only multi faceted concept allowing a television game show format to exist in conjunction with an online / internet entertainment factor. This format can also extend to the television format including a variety of sports codes, therefore uniting the nation to watch a sports game show that caters for every sports fan with the interactive factor of competing for prizes online and with in-house studio audience participation. Up until now no other concept has existed.

The online fantasy game concept is meant to provide the foundations and support the television sports game show. Cybercoach Live is a multi faceted concept allowing for an array of concept implementation.

The internet competition is the main member incentive to subscribe or renew an annual membership. The competition offers a simplistic format of selecting a point range margin or precise number for every position on the Player Performance List. The performance list includes the skills necessary for the sport. At the end of each round or week, the subscriber is provided with an overall percentage of accuracy for the team's player performance list. Each week the challenge varies according to the match up opponent.

The internet / TV concept will also contain an Interactive Player Contact feature, where members and/or viewers can chat to players online or via webcam on a one to one basis. This feature is only available to members who have purchased Cybercoach Live with their annual membership. A schedule of players online will be provided once members have accessed the player performance list competition.

The member competition concept will succeed, as it offers the continual interest factor for members to test their game and player knowledge on a weekly basis. Members will be awarded accumulative points throughout the season. The Herald Sun AFL Supercoach 2010 and Toyota AFL Dream Team 2010 do not offer such scope and have limited interactive entertainment value. Channel 9's AFL Footy show does not offer the 53 interactive audience (in-house, television or online) competitions.

The internet website concept will have fifty three (53) interactive optional competition segments available for implementation on a singular basis or with the amalgamated television entertainment venture. The successful amalgamation of the internet concept, in conjunction with the television broadcast conceptwill make Cybercoach Live, a unique and innovative Australian concept with worldwide marketing potential.

The concept is intended to provide freedom, choice and diversity in offering fifty three (53) interactive optional competition segments, which most are in conjunction with a television commentary or game show format. The television concept will be innovative providing an avenue of live and interactive competitions from the internet competition winner base, television audience and from the general public. It will also provide information on a week to week basis of the week's top stories, up to date progressive sports scores, ladder positions and increase / decrease percentage information. Coaches and sports celebrities will provide tips along with valuable information for members completing the internet player performance list competition. This internet player performance list competition and the additional fifty three (53) optional competition segment choices, combine perfectly with the television concept in providing a truly unique interactive entertainment experience. The internet concept fully complements the television concept, allowing for the identical interactive segment implementations.

Advertisers will benefit from two original patented marketing strategies (refer to page 29). These strategies will give advertisers the opportunity to market their product or service directly to sports members, television audiences and a consumer base. Until now, this has never existed.

The promotion and ongoing exposure of the television commentary show will be further promoted by the development of a magazine with the titled concept. The magazine contents will include sporting events, professional coaching articles and game winner member's articles on social life and acquisition of sporting knowledge.

This concept can further incorporate radio broadcast media by announcing member results on specific games and bringing winners into live interview commentary scenarios. Competitions such as the television methodology above can be applied to radio.

Arrangements to further promote the Cybercoach Live concept will involve expanding into music and sports highlights television by offering a 24/7 Televised Channelspecifically allocating separate times to accommodate all sports information on recent sports and Cybercoach Live winner results. This concept will have commercial music played whilst filmed highlights of sports action will be shown with a continuous scroll of Cybercoach Live winners and overall position in competition. This is extremely appealing to the 18-25 age groups.

The TAB and wagering component concerning wagering on the established player performance list point margin range feature will be promoted and advertised throughout all four media avenues (television, print, radio and internet).

Two (2) Television Family Sports Game Shows are included under a separate exclusive agreement or they can be amalgamated with the titled Cybercoach Liveâ„¢, Cyberlegendâ„¢ and Cybermasterâ„¢ concepts (refer to Options 37 & 38).

The television concept will enhance the member appeal factor regarding ratings. Viewer stability and increased numbers to the media network are almost guaranteed.

The member's loyalty towards their club, coupled with the interactive internet competition, will make it a certainty that the television concept: Cybercoach Live, will encapsulate all club members associated with a variety of national and international sporting events.

The Cybercoach Live concept applies to all sports.

The Cybercoach Live internet and television business concept applies to all sports on a national and international level.

· It is an opportunity to be the first sporting or media organisation to offer and utilise a revolutionary marketing concept that continually and consistently rewards its valued membership base.

· It is an opportunity to utilise Trade Mark merchandising with advertising or sponsorship business arrangements by amalgamating business interests with brand organisations.

The Cybercoach Live profitability factor includes:

· Profit from membership option for sports organisations.

· Profit from internet advertising on Cybercoach Live website.

· Profit from Cybercoach Live television concept.

· Profit from sponsorship business arrangements.

· Profit from merchandising services and products.

· Profit from sub-leasing licensing agreements to overseas network media organisations and sports governing authorities covering all sports codes worldwide.

Cybercoach Live maintains member loyalty by value based incentives.

Cybercoach Live considers the consumer worthiness in purchasing this exclusive membership option, allowing for a personal contribution in an interactive and knowledge based internet competition.

Cybercoach Live provides a challenging, recreational sports knowledge competition with prizes as a reward for members.

Cybercoach Live allows for choice to participate in internet sporting competitions on a national and international level.

Cybercoach Live has club membership profit potential on four levels.

1. Charging fees on membership option.

2. Advertising on website.

3. Merchandise sales from Trade Mark.

4. Sponsorship from television, pay television and telecommunication organisations offering internet, landline and mobile service options as discounts on renewal or subscription of annual membership.

Cybercoach Live provides advertising and sponsorship interests on a national and international level.

The domino effect of continual advertising and support by all four media services guarantees a membership value incentive and an increase in:

· Profitability on a national and international level (mainly including advertising and sponsorship).

· Direct business relationship development with merchandising, television, print and radio ratings.

Cybercoach Live provides a challenging recreational sports knowledge competition where members can meet or speak with players and coaches via television, internet and radio.

Cybercoach Live will improve the declining Friday night televised football viewer numbers. The Herald Sun AFL Supercoach 2010 and Toyota AFL Dream Team 2010 do not offer such scope and have limited interactive entertainment value. Channel 9's AFL Footy show does not offer the 53 interactive audience (in-house, television or online) competitions.

Channel 9 AFL viewer numbersYearAverageHighLow2002450,000612,000327,0002003481,000639,000376,0002004469,047584,000246,0002005437,000574,000255,0002006394,625501,000276,000

Source: Herald Sun, Friday July 28th 2006

Cybercoach Live's reinforcement of the television and internet concept means constant promotion and exposure, otherwise funded solely without the support element of cross promotion from associated organisations.

Cybercoach Live gives you the opportunity to own exclusive leasing rights as a contractual agreement. Potentially, the Cybercoach Live venture can be the biggest commercial endeavour on multiple business levels.

Cybercoach Live will increase product merchandise sales by associating the club with the Trade Mark.

Cybercoach Live can be applied to associated wagering organisations on a national and international scale, as an innovative and separate recreational consumer choice.

Cybercoach Live provides constant interest from members as club website popularity is boosted, therefore number of hits increase, allowing for an increase in advertising for the website; add to this a profit generating factor which increases as the appeal of the television concept increases. This is a tremendously innovative marketing concept that can be applied to all sports nationally and internationally. The Herald Sun AFL Supercoach 2010 and Toyota AFL Dream Team 2010 do not offer such scope and have limited interactive entertainment value. Channel 9's AFL Footy show does not offer the 53 interactive audience (in-house, television or online) competitions.

Cybercoach Live provides further advertising exposure for clubs, organisations and wagering organisations by keeping in touch with sports member and fan based interest levels. It is constantly challenging members and fans by allowing them to play the internet competition or utilise wagering facilities by selecting a sport and placing a bet on an hourly, daily and weekly basis on a national and international level - twenty four hours a day, seven days a week.

The Cybercoach Live concept can be extended and developed into a separate interactive personal game. The software sales incorporating the interactive fan based feature is very appealing to and essential in gaining accessibility for sports fans. This is an exclusive Trade Mark product that can be further developed on a separate business venture basis.

IN CENTIVES TO SUBSCRIBE OR RENEW AN ANNUAL MEMBERSHIP

Amalgamating services of telecommunication organisations will allow members choice on service and product options when subscribing or renewing their annual membership. The examples listed below can be grouped and offered as options upon membership registration.

· Discount on mobile phone purchase or lease arrangement.

· Discount on landline service provider for home or business use.

· Discount on all products associated with the telecommunication organisation.

· Free sms messenger system to alert member on Cybercoach Live leader board position within the competition.

· Free sms messenger system to notify members of prizes won on Cybercoach Live.

· Free amount of calls (landline or mobile).

· Free amount of downloading facilities from internet provider.

· Discount on internet facility charges.

· Discount on pay television services.

· Bonus deal offers when services are grouped as a cost effective option, e.g. mobile phone purchase, leasing and landline service fee reduction with internet and pay television services offered as an optional saving structure when subscribing or renewing an annual membership with Cybercoach Live.

· Bonus deals for corporations - employees can receive discounted group deals when a set number of employees select the Cybercoach Live option on club membership.

The radio and print media aspect concerning the Cybercoach Live magazine will further secure Cybercoach Live's successful promotion into the future of interactive sports.

The product and service Trade Mark will be successful because the promotional and advertising aspect of all four (4) media avenues, television, print, radio and internet will guarantee ratings and earnings from continual concept exposure. The Herald Sun AFL Supercoach 2010 and Toyota AFL Dream Team 2010 do not offer such scope and have limited interactive entertainment value. Channel 9's AFL Footy show does not offer the 53 interactive audience (in-house, television or online) competitions.

B ROAD OUTLINE OF PROFIT MARGINS FROM MEMBERS SELECTING CYBERCOACH LIVE OPTION ON AFL WEBSITE

The following example concerns members selecting the option when subscribing or renewing an annual membership. This enables them to utilise the Cybercoach Live competition throughout the season. This example only applies to the internet competition and prizes option (amalgamated telecommunication services and products are not offered at this price).

The AFL has sixteen (16) clubs with a 25,000 member base average for each club. When the Cybercoach Live competition option is selected, it will cost an extra $30.00 for each membership.

25,000 members x 16 clubs = 400,000 members

400,000 members x $30.00 = $12,000,000.00 (Twelve Million Dollars)

If only one third of AFL members select the Cybercoach Live competition option in its first year of implementation, total profit equals $4,000,000.00 (Four Million Dollars)

This competition will offer weekly, fortnightly or monthly prizes. The Herald Sun AFL Supercoach 2010 and Toyota AFL Dream Team 2010 do not offer such scope and have limited interactive entertainment value. Channel 9's AFL Footy show does not offer the 53 interactive audience (in-house, television or online) competitions.

BROAD OUTLINE OF P ROFIT MARGIN OPTIONS CONCERNING AMALGAMATED TELECOMMUNICATION PRODUCTS AND SERVICES (Examples only)

Option 1

Discount on purchase of mobile phone, overall monthly landline and mobile calls and service provider costs with the Cybercoach Live competition option.

The AFL has sixteen (16) clubs with a 25,000 member base average for each club. When the Cybercoach Live competition option is selected, it will cost an extra $80.00 for each membership.

25,000 members x 16 clubs = 400,000 members

400,000 members x $80.00 = $32,000,000.00 (Thirty Two Million Dollars)

If only one third of AFL members select the Cybercoach Live competition option in its first year of implementation, total profit is approximately $11,000,000.00 (Eleven Million Dollars).

This amount excludes profits from advertising on the website. This is money generated ONLY from club membership.

Option 2

Profit from members selecting Cybercoach Live competition option on a singular club level.

Each club has a 25,000 member base average. When the Cybercoach Live competition Option 2 is selected, it will cost an extra $40.00 for each membership.

25,000 members x $40.00 = $1,000,000.00 (One Million Dollars)

If only one third of AFL members select the Cybercoach Live competition option in its first year of implementation, total profit equals $333,000.00.

This does not include advertising, sponsorship or financial arrangements deriving directly from the Cybercoach Live internet venture.

WEB SITE ADVERTISING PROFIT FACTOR

The Cybercoach Live website advertising links will contribute to further increases in continual profits as popularity and exposure is sustained throughout the first year of implementation.

The website's home page design has taken all factors into consideration to guarantee success in member / fan interest.

AMALGAMA TING MEDIA NETWORKS AND INTERNET COMPETITIONS

A unique Australian concept offering value for money on a membership level where members have the option of selecting a recreational knowledge testing competition that is different and challenging every week. The contribution of implementing Cybercoach Live by all media organisations will increase awareness and exposure of all sports on a national and international level. The Herald Sun AFL Supercoach 2010 and Toyota AFL Dream Team 2010 do not offer such scope and have limited interactive entertainment value. Channel 9's AFL Footy show does not offer the 53 interactive audience (in-house, television or online) competitions.

SERVICES PROVIDED TO THE CONSUMER

· Easy access to the Cybercoach Live competition via internet.

· Cost effective service and product options on annual membership subscription.

· Competition testing sports knowledge.

· Knowledge acquisition on team and player events on a continual basis.

· Knowledge testing and knowledge acquisition of club and player events strengthen the loyalty factor towards team on a personal basis.

· New challenge every week as new opponents enter the competition.

· Prizes may include free accommodation, airfares and spending money to see team at away game for interstate members.

· Meeting players and coaches on television concept.

· Play off competitions on television between Cybercoach Live leader board competitors.

· Play off competitions on television between members and players and coaches.

· Spontaneously chatting via website to other members whilst filling out the following week's player performance list competition.

· Twenty four hour, seven day a week all sports selection.

(If website includes option of international sports selection)

· A unique opportunity to compete on a national and international level.

SERVICES PROVIDED TO THE CONSUMER WITH TELECOMMUNICATION (SERVICE AND PRODUCT) PROVIDER AND ORGANISATIONS HOLDING AMALGAMATED LICENSING AGREEMENTS

Telecommunication organisations (service providers or phone retail outlets) have the option of offering discount prices on products and services to members selecting the Cybercoach Live competition option. The member would be offered discount prices on landline and mobile phones from the telecommunication service provider with the no charge option, when retrieving their Cybercoach Live position on the competition leader board or retrieving information about the prize they have won.

PRODUCTS PROVIDED TO THE CONSUMER

· Cybercoach Live products will be awarded as prizes to competitors when the competitor obtains a position in the Top 100 on the leader board. Suggested prizes: jackets, mugs, pens and movie tickets etc..

· Cybercoach Live Certificates of Acknowledgement for every member that reaches the Top 100. This can be awarded weekly.

Members receive discount on products when purchasing from specific sporting brands. This assumes major sportswear manufacturers and retailers have amalgamated / joint Trade Mark / concept rights. This can be an option placed on membership renewal. In this manner sports members of a club receive annual discounts and major sports brand companies can advertise goods via links on the Cybercoach Live website.

BUSIN ESS INCENTIVES FOR AMALGAMATED SERVICE & PRODUCT PROVIDERS AND ASSOCIATED INVESTMENT GROUPS

Presently, the world has no television concept that combines or amalgamates with a healthy sports knowledge based internet competition. It is every sporting fan's desire to test their acquired knowledge on game plan, player, on field player performance and coaching tactics. The Herald Sun AFL Supercoach 2010 and Toyota AFL Dream Team 2010 do not offer such scope and have limited interactive entertainment value. Channel 9's AFL Footy show does not offer the 53 interactive audience (in-house, television or online) competitions.

Currently, no commercial network medium is utilised to its maximum potential. There is no interactive sporting competition concept that allows the internet competition concept to combine with a sports commentary or entertainment game show.

The advertising marketing profit potential would be extraordinary considering the effective implementation of a possible 24/7 entertainment channel. This would be a world first in the sports entertainment arena where fans have choices and are constantly challenged, no matter what their sports preference. The fifty three (53) interactive competition options will make Cybercoach Liveâ„¢, Cyberlegendâ„¢ and Cybermasterâ„¢ a continual revolutionary concept, with a 24/7 assorted competitive segment format. The outlined concept title/s, graphics, photographs, concept competitions including the fifty three (53) interactive competition options and the specific business process application methodology as described in this document, has been patented nationally and internationally, in accordance with Trade Mark / copyright implications to secure and protect the inventors exclusive rights.

The inventor has intentionally formed three separate Trade Marks with fifty three (53) distinct segment titles. The fifty three (53) interactive competition options have been specifically designed and formulated to be easily adapted and to further enhance the operational implementation of the television concept, thus completely complementing the internet website concept.

All three Trade Marks: Cybercoach Liveâ„¢, Cyberlegendâ„¢ and Cybermasterâ„¢ have the website domains reserved for intended concept implementation. The inventor has also reserved the associated sport domain category for prospective concept implementation on a singular level for existing business interests.

The sporting clubs, media networks and wagering organisations now have this revolutionary new concept that is easily applicable and marketable regarding internet accessibility. TAB and wagering organisations may set betting odds on the performance list as an independent wagering initiative option for customers.

Radio broadcasting stations can follow the same business application and process as for television station operations. The radio broadcasting medium can be utilised as an advertising and publicity forum when awarding prizes and interviewing winners from the internet website competition and from the interactive television commentary or game show concept. The above will further increase radio broadcast ratings, therefore advertisers will be attracted by the potential of reaching a large consumer base covering all age group demographics. Australian viewers at present have no interactive game show concept utilising all media forums.

Presently, all television game show competitions rely on four or eight participants at most, competing between one another or as a group, to win prizes within an in-house studio environment. This methodology ignores the millions of viewers nationally and globally that could participate from the comfort of their own homes by utilising interactive internet technologies currently available and presently affordable.

An increase in sales and preference for laptop notebooks makes it evident that in a mobile world, people want instant participation and reward without the inconvenience of extending all efforts to be part of social and community events.

Cybercoach Liveâ„¢, Cyberlegendâ„¢ and Cybermasterâ„¢ offer consumers a recreational, social and interactive alternative in having the choice:

a) To view the entertainment concept and be informed about the sports world.

b) To participate interactively, by selecting one or more of the fifty three (53) interactive television and internet competition options.

c) To participate interactively, via a selection of processes by submitting competition answers or responses.

d) Of instant notification of the daily or weekly position held in the interactive competition by utilising the 24/7 leader board displayed on the television or internet.

e) Of instant gratification in obtaining prize knowledge automatically.

f) Of being invited to appear on television and compete for further prizes.

g) Of being invited to appear on television and meet sports players or personalities.

h) Of being invited to compete in a variety of competitions with sports players or personalities.

i) Of being invited to compete with other Cybercoach Liveâ„¢, Cyberlegendâ„¢ and Cybermaster â„¢contestants live on television and progressively compete in various championship competition stages.

j) Of being acknowledged of winner status by being listed on the Cybercoach Live honour board.

k) Of opportunities to purchase products with discounts received from associated advertisers listed on the Cybercoach Liveâ„¢, Cyberlegendâ„¢ and Cybermaster â„¢internet sites. Service and product providers can amalgamate business interests and offer discount incentives if consumers want to utilise more than one service or purchase products, eg. Internet host providers can form a business alliance with telecommunication companies seeking a viable consumer sales discount scheme in accordance with client or consumer preference.

The Herald Sun AFL Supercoach 2010 and Toyota AFL Dream Team 2010 do not offer such scope and have limited interactive entertainment value. Channel 9's AFL Footy show does not offer the 53 interactive audience (in-house, television or online) competitions.

The advertising revenue and profits from prospective advertising links offered on the Cybercoach Live® website nationally and internationally would confirm the concept as Australia's most profitable global concept to date.

The careful implementation of this concept could eventuate into the largest commercial venture in Australia, resulting in extraordinary profits on a worldwide basis.

This concept should be very carefully considered as it could be the major profit mechanism in competitive sporting organisations and media networks in the twenty first century.

WHAT DOES THIS MEAN TO THE BUSINESS WORLD?

Entertainment and leisurely consumer activities have entered the new millennium of integrating business and social interests. This has changed marketing methodologies to an extent that has never been envisaged. No interactive concept exists to fill this consumer vacuum which is constantly ever changing in accordance with the technologies available. The current information technology concerning interactive internet and television facilities exist. The consumer base with computer ownership also exists and internet usage is expanding at a considerable pace.

Australian business is not properly utilising these interactive technologies for a variety of reasons. The most important reason being, no concept has been discovered for this transition into interactive media services to succeed. Up until now, there has been a huge void of boring, non-engaging, tasteless, reality or game shows that have been continually rejected by television networks, as the public seek better quality concepts and demand to be active contributors. Australian television broadcasting stations can either continue purchasing internationally produced shows with no success or be part of an interactive television game or commentary show revolution.

The infrastructure for the implementation of Cybercoach Liveâ„¢ Cyberlegend â„¢and Cybermasterâ„¢ can easily be applied to existing current websites. The implementation costs would be minimal in relation to the profit potential. The above concept will revolutionise sports entertainment and change marketing strategies by offering businesses a freeway to a new consumer base that has previously never existed.

Cybercoach Live is a global concept and all interested parties who embrace this innovative, original recreational or business venture will be seen as leaders in the new information age frontier. The Herald Sun AFL Supercoach 2010 and Toyota AFL Dream Team 2010 do not offer such scope and have limited interactive entertainment value. Channel 9's AFL Footy show does not offer the 53 interactive audience (in-house, television or online) competitions.

DESCRIPTION OF THE DESIGN AND CONTENT SPECIFICATIONS FOR THE DEVELOPMENT AND IMPLEMENTATION OF:

SOFTWARE PROGRAMS (PRODUCT)

This outlines the operational methodology instructions for business applications concerning sports clubs and organisations on a national and international level. All information listed in this document applies to the development of software programs.

BUSINESS PROCESS AND MARKETING MODEL CONCEPT CONCERNING MODE AND FUNCTIONALITY

This includes the design, colour, logo and advertising content on the website home page.

N.B. application and methodology listed in this document should be utilised only with the contractual agreement signed by the listed inventor providing the exclusive rights to finalise the intended purposes of commercial or private business ventures on a national and international level.

ASSOCIATED TAB AND WAGERING AGENCIES

This outlines the operational methodology and instructions for business applications concerning sporting clubs and organisations on a national and international level. Operating with or separately by formal licensed agreements between one or more of the listed media or public organisations, eg. pay television networks, general viewing no charge television networks, public and private radio broadcasting media networks, sports clubs and organisations and other interested investment groups or individuals.

MEDIA NETWORKS, PAY TELEVISION AND RADIO BROADCASTING NETWORKS

These are in conjunction with the internet concepts. It outlines operational methodology instructions for business applications concerning sport clubs and organisations on a national and international level. All information contained in the TAB and wagering section applies to the media networks, pay television and free to air viewing.

And related specified matters listed below:

· Trade Mark patenting business process of Cybercoach Live.

· Information technology software programs.

· Information technology business marketing process (including sponsorship and retail advertising links).

· Information about incorporating concept.

· Media networks and pay television network.

· Television concept title: CYBERCOACH LIVE 2007.

· Information technology user functionality components.

· Website design formation specifying player details, club performance statistics, schedules on matches, performance selection criteria including point range margins for each of the above.

· Game functionality concerning independent software development.

SPECIFI CATIONS FOR WEBSITE DESIGN

TITLE: CYBERCOACH LIVE

Please note: The following specifications are for the actual Cybercoach Live / Cyberlegend / Cybermaster websites on their own domain, however these features can be integrated into an existing sporting club or organisation's website.

AIM OF WEBSITE HOMEPAGE

To create a feeling of unity and camaraderie with the club, players and coach. Emphasis should be on the emotion of victory accomplished on a pseudo partnership level. The intentional psychologically created emotion provides a connection and closeness at a team level. It encourages members to register for the interactive game concept with increased fees the following year. It should be offered as choice upon registration format.

HOMEPAGE STORY BOARD APPLICATION

(Special:Wysiwyg)

The homepage will include four (4) morphing motion images.

1) The first image is a bird's eye view of members and fans shown at the excitable stage of cheering for their team.

2) The second image is of the coach and players displaying the expression or emotion of victory and satisfaction on team performance.

3) The third morphing image is of a young family sitting and watching the game and standing with an expression of excitement when the image morphs into the last stage of a player scoring a goal.

4) The fourth image will focus on the player's expression when scoring a goal and accompanying players displaying gestures and emotions of approval.

Directly under the morphing images the following phrases will scroll from right to left as one long monologue:

· Welcome to Cybercoach Live, the future of interactive sports

· Be an interactive Cybercoach

· Meet multiple players online at any time

· Meet coaches, players, as you compete

· Compete against professional sports persons

· 24/7 player statistics

· Weekly prizes

HOMEPAGE FEATURES AND NAVIGATION MENU

Member Login Section

The member login section will consist of the following two (2) fields:

a) Hyper Quick Member Login Number (Club Membership No.)

b) Password

Player Profile Menu Button

This link takes the member to the Player Profile page which provides the player's personal and performance statistics. Statistical information will include:

Personal Statistics ListPerformance Indicator List

Name

Age

Height

Guernsey Number

On Field Position

Games Played in Current Season

Average Time on Field

Debut Year for Current and Past Teams

Career Games Played

Goals

Points

Kicks

Marks

Disposals

Inside 50's

Contested Marks

Clearances

Effective Tackles and Hard Ball Gets

It will also provide the above statistics on the player's past performance with a contesting team.

Club Leader

This link takes the member to the Club Leader page and provides statistics on the sports player who is leading on the player performance list.

ADVERTISING AND SPONSORSHIP ALLOTMENTS

1) Ideally, the page should allow for two columns for advertising space - a column on the right and left hand side of the page, from top to bottom.

2) These columns are ideally for premium rate advertising of general retail and service providers paying a fee to use space or an agreement to award prizes in catalogues to winning competition members.

3) Ideally, there would be two (2) main advertising allocations at both sides of the morphing images.

'PLAYER PERFORMANCE LIST' PAGE

(Special:Wysiwyg)

Once a member has logged in, the page will show a playing field (oval) with player and key positions within it. All players listed are from the member's supporting team. In order to enter the Cybercoach Live player performance list competition, the member will choose a player from the playing field and a Performance Skills List will be shown for that player with the following information:

E.g.

a) GOALS

b) POINTS

c) MARKS

d) KICKS

e) HANDBALLS

f) DISPOSALS

g) TACKLES

h) TIME ON FIELD

i) GOAL ASSISTS

j) RUNS

k) TOUCHDOWNS

l) INCIDENT REPORT

m) ON FIELD INJURIES

(Each individual sport will provide a list of their required skills)

Each of the above skills will then link to the scoring option for that skill (explained in later section: 'How to Play the Player Performance List Competition', page 25). The Herald Sun AFL Supercoach 2010 and Toyota AFL Dream Team 2010 do not offer such scope and have limited interactive entertainment value. Channel 9's AFL Footy show does not offer the 53 interactive audience (in-house, television or online) competitions.

Team Statistics and Head to Head

These links provide information on the team's past performance against other teams in the league. Each section should allow the user to compare the two sides competing for that round or week. It could be enhanced by providing side by side player profiles (see examples below).

a) TEAM: NORTH WOMBATS

- PLAYED: - PREMIERSHIPS:

- WON: - COMPETITOR:

- LOST: - DATE OF GAME:

- VENUE: - TIME OF GAME:

b) GAME: NORTH WOMBATS vs SOUTH EAGLES

c) TEAM: NORTH WOMBATS

d) PLAYER PROFILE: statistics and player photograph appear

Player Profile feature statistics includes the following information:

Player Profile

Guernsey Number

Name

Date of Birth

Height

Matches Played

Goals Scored

Premierships Played

Pre-Season Matches Played

Pre-Season Goals Scored

Awards / Medals Won

No. of Tribunal Appearances and Result

Medal Votes

This field offers a variety of choices for members to have their say on whom they believe should win a particular medal.

a) MEDALS: Brownlow Medal, Norm Smith Medal, Coleman Medal, Club Best And Fairest and Other Medals

b) BEST AND FAIREST(for particular match selected)

c) BEST AND FAIREST FOR THE YEAR

Cybercoach Live Honour Board

This board includes all winners of the player performance list and the fifty three (53) interactive competition options. Names, dates, time, year, competition/s won, winning margin percentage and prizes awarded will be listed on the Cybercoach Live honour board.

Interactive Player Contact

This function only becomes available once members have accessed the player performance list competition. It allows members to chat online with a player on a one to one basis. A schedule of players online will be provided.

HOW TO PLAY THE PLAYER PERFORMANCE SKILL LIST COMPETITION

HOW TO PLAY THE PLAYER PERFORMANCE LIST COMPETITION

Members will choose a player from the playing field and a performance skills list will be shown for that player. For each skill, a choice of scoring options is available making allowances for a range of performance scoring alternatives.

Cybercoach Live does NOT REQUIRE or CONTAIN a SALARY CAP fantasy game play format. The online player requires filling out their real life team's statistics three times a year for every player. At the commencement of the season, mid season and lastly, just before the Finals.

AFL supporters are not required to have in depth knowledge concerning every player in the AFL league. The focus is on one team. Cybercoach Live: "Got What it Takes?" is not time consuming and salary cap restrictions do not apply when playing the online fantasy game.

Option A

1. A five point selection margin is available by utilising the margin range drop down list.

eg. Kicks 1 - 5

6 - 10

11 - 15

16 - 20

21 - 25

26 - 30

31 plus

2. The margin range varies according to the particular sport.

· Decreasing the margin range increases the difficulty factor.

· The margin range is primarily the point or scoring range selection feature utilised by the internet competition members.

· This feature also applies to the player time on field performance list selection component.

The Herald Sun AFL Supercoach 2010 and Toyota AFL Dream Team 2010 do not offer such scope and have limited interactive entertainment value. Channel 9's AFL Footy show does not offer the 53 interactive audience (in-house, television or online) competitions.

EUROPEAN FOOTBALL LEAGUE & FIFA WORLD CUP COMPETITION:

HOW TO PLAY INSTRUCTIONS

Below are all the selection choices that must be entered to be eligible for the online player's performance list competition. Please refer to Appendix 2. Example of Player Performance List Competition Page on page 104. The Player Performance List selection will be the same for every player on field.

Each football supporter / online contestant must enter the selection criteria below once before the commencement of the competition, once in the middle of the season and once near the end of the competition or just before the Finals / final stages commence.Play Range Description Passes:0 - 50List precise amount or select one range from 0-10, 11-20, 21-30, 31-40,

41-50.Distance covered on field (Km): 0 - 24Select one range from 0-4, 5-9, 10-14, 15-19, 20-24, or precise amount.Tackles: 0 - 14Select one range from 0-2, 3-5, 6-8, 9-11, 12-14 km or precise score.Shots at Goal: 0 - 8List precise amount from 1 to 8 or select one range from 0-2, 3-5, 6-8.Shots at Goal at Distance (metres): 0 - 30Select one range from 0-5, 6-10, 11-15, 16-20, 21-25, 26-30.Non Goal Headers: 0 - 11List precise amount or select one range from 0-2, 3-5, 6-8, 9-11.On Goal Headers: 0 - 11List precise amount or select one range from 0-2, 3-5, 6-8, 9-11.Winning the Ball in Aerial Challenge: 0 - 23Select one range from 0-3, 4-7, 8-11, 12-15, 16-19, 20-23.Fouls: 0 - 8List precise amount or select one range from 0-2, 3-5, 6-8.Warning Cards: Yellow or RedSelect one: Yellow or Red.Time on Field (minutes): 0 - 90Select one range from 0-25, 26-50, 51-75, 76-90 minutes on field.Goal Assists: 0 - 11Yearly basis. Enter precise selection or select one range from 0-2, 3-5, 6-8, 9-11.Clearances: 0 - 17List precise amount or select one range from 0-2, 3-5, 6-8, 9-11, 12-14,

15-17.Time On field Before Substitute: 0 - 90Select one range from 0-20, 21-40, 41-60, 61-80, 81-90.Goal Keeper Blocks / saves: 0 -11Select precise amount or select one range from 0-2, 3-5, 6-8, 9-11.Man of the Match: Select Player Name or Guernsey Number.

Option B

The internet competition member will have the option of entering precise scores. Members are awarded bonus points when selecting this option, only if they accurately record the precise score, therefore the player accuracy percentage could be higher. Bonus points are also awarded for selecting the correct time on field, incident report and off field due to injury for the game. The Herald Sun AFL Supercoach 2010 and Toyota AFL Dream Team 2010 do not offer such scope and have limited interactive entertainment value. Channel 9's AFL Footy show does not offer the 53 interactive audience (in-house, television or online) competitions.

OptionC

Internet competition members are given the choice of utilising a combination of margin range and the precise score options when entering the player performance skills list competition.

COMPETITION WINNERS

These are the members who have achieved the closest percentage of accuracy on the player performance skills list competition.

If a member made the following player performance skills list selectionsAnd the actual player's statistics were as follows

GOALS 0

POINTS 0

KICKS 10 - 15

MARKS 6 - 10

HANDBALLS 6 - 10

TACKLES 1 - 5

DISPOSALS 20 - 25

GOAL ASSISTS 1 - 5

TIME ON FIELD 80 - 90 minutes

INCIDENT REPORT YES

OFF FIELD DUE TO INJURY NO

GOALS 0

POINTS 0

KICKS 14

MARKS 7

HANDBALLS 9

TACKLES 5

DISPOSALS 22

GOAL ASSISTS 3

TIME ON FIELD 87 minutes

INCIDENT REPORT YES

OFF FIELD DUE TO INJURY NO

The member's player performance skills list selected point margin concerning accuracy would be in the 90 - 100% range. Percentage increases with the selection of Option B where exact player performance statistics are chosen.

Each week the internet member leading the player performance list competition, ie the member achieving the highest percentage, is awarded a cash prize.

At the end of the competition the internet member who has achieved the highest percentage is awarded the major cash prize.

Team Statistics and Head to Head

These links provide information on the team's past performance against other teams in the league. Each section should allow the user to compare the two sides competing for that round or week. It could be enhanced by providing side by side player profiles (see examples below).

e) TEAM: NORTH WOMBATS

- PLAYED: - PREMIERSHIPS:

- WON: - COMPETITOR:

- LOST: - DATE OF GAME:

- VENUE: - TIME OF GAME:

f) GAME: NORTH WOMBATS vs SOUTH EAGLES

g) TEAM: NORTH WOMBATS

h) PLAYER PROFILE: statistics and player photograph appear

Player Profile feature statistics includes the following information:

Player Profile

Guernsey Number

Name

Date of Birth

Height

Matches Played

Goals Scored

Premierships Played

Pre-Season Matches Played

Pre-Season Goals Scored

Awards / Medals Won

No. of Tribunal Appearances and Result

Medal Votes

This field offers a variety of choices for members to have their say on who they believe should win a particular medal.

d) MEDALS: Brownlow Medal, Norm Smith Medal, Coleman Medal, Club Best And Fairest and Other Medals

e) BEST AND FAIREST(for particular match selected)

f) BEST AND FAIREST FOR THE YEAR

The AFL Footy Show and the Herald Sun AFL Supercoach 2010 concepts do not offer such scope and have limited interactive entertainment value.

Cybercoach Live Honour Board

This board includes all winners of the player performance list and the fifty three (53) interactive competition options. Names, dates, time, year, competition/s won, winning margin percentage and prizes awarded will be listed on the Cybercoach Live honour board.

Interactive Player Contact

This function only becomes available once members have accessed the player performance list competition. It allows members to chat online with a player on a one to one basis. A schedule of players online will be provided.

OPERA TIONAL STRUCTURE FOR TELEVISION NETWORKS

The owner of exclusive rights could have an up to date scoreboard on the website, as a particular game is played live.

The pay television concept could be live from the studio as the match is played.

Television commentators could check the progress of specific members and performance of each player by checking performance list Top 100 leader board. Leaders of the competition shown on screen as show is aired live.

The Herald Sun AFL Supercoach 2010 and Toyota AFL Dream Team 2010 do not offer such scope and have limited interactive entertainment value. Channel 9's AFL Footy show does not offer the 53 interactive audience (in-house, television or online) competitions.

TELEVISION CONCEPT

Design and methodology application

The television concept will place leading competition member names at the bottom of the screen with the positions of each member, eg. 1 to 20 for the particular game played. Each week the top three (3) winners leading the point range in the competition will be granted a guest spot on Cybercoach Live television and radio and interviewed for print media, to further promote the television show concept.

Guest Spot Cybercoach Live Appearances

The interview on the guest spot television commentary show would explore topics such as the general interests of the competition winner, acquisition of sports knowledge, favourite players, current employment, family, etc.. The AFL Footy Show and the Herald Sun AFL Supercoach 2010 concepts do not offer such scope and have limited interactive entertainment value.

Sponsors and Prizes

Sponsors will present prizes to competition winners live on television. They could fund advertising throughout the week, connecting products listed on the website product catalogue to the Cybercoach Live advertising for the television concept. The AFL Footy Show and the Herald Sun AFL Supercoach 2010 concepts do not offer such scope and have limited interactive entertainment value.

DESIGN

Media networks must abide by the same specifications to set design as the internet requirements on design and colour.

a) Common schematic design of colour and media stage must be the same as internet concept with the concept title: Cybercoach Live abiding by the Trade Mark requirements.

b) Only the registered Trade Mark graphic image and logo is permitted to be associated with Cybercoach Live, Cyberlegend and Cybermaster concepts.

c) Each concept listed above is registered individually with distinct design and graphics as displayed in this document.

MUSIC TELEVISION (MTV) AND SPORTS HIGHLIGHTS

This will involve current music with video clips of the week's sports action and the leader board winner details scrolled at the bottom of television program. This can be a pay television or free to air television option: 24/7 CYBERCOACH MTV LEADER BOARD. The AFL Footy Show and the Herald Sun AFL Supercoach 2010 concepts do not offer such scope and have limited interactive entertainment value.

TELEVISION / INTERNET C ONCEPT: FIFTY THREE (53) INTERACTIVE COMPETITION OPTIONS

The following fifty three (53) options are primarily additional competitions for Cybercoach Live, Cyberlegend or Cybermaster internet player performance list competition winners. These winners are given a further opportunity to test their skill level and knowledge by a variety of competitions listed below. Most of the options are specifically designed for the winners of the sports internet player performance list competition. Channel 9's AFL Footy show does not offer the 53 interactive audience (in-house, television or online) competitions.

Many of the interactive options listed also cater for television audience and general public participation. Submitting competition answers or responses can be via the Cybercoach Live, Cyberlegend and Cybermaster websites, sms, dialling the competition line and for television audience via in-house voting facilities as the live show is aired. The AFL Footy Show and the Herald Sun AFL Supercoach 2010 concepts do not offer such scope and have limited interactive entertainment value.

The two (2) special advertising and marketing features below are separate to the fifty three (53) interactive competition options. The purpose of these features is to attract current members to renew their membership or the general public to become members of their preferred club. It is also an incentive for advertisers to utilise the website as another avenue to market their products and services. The AFL Footy Show and the Herald Sun AFL Supercoach 2010 concepts do not offer such scope and have limited interactive entertainment value.

© Georgios Stingas 2006. All rights reserved.

UNITED STATES PATENT AND TRADE MARK OFFICE

PATENT NUMBER: 60/834,345

UNITED KINGDOMTRADE MARK OFFICE

TRADE MARK NUMBER: 2429770

UNITED KINGDOM WRITERS' COPYRIGHT ASSOCIATION

CATEGORY: CONCEPT (SPORTS INTERNET / TV COMPETITION & GAME)

TITLE: CYBERCOACH LIVE.

REGISTRATION NUMBER: C101733

CATEGORY: CONCEPT (SPORTS INTERNET INTERACTIVE COMPETITION (ON-LINE) / TELEVISION COMPETITION WITH FIFTY THREE (53) INTERACTIVE OPTIONAL GAME SEGMENTS.

TITLE: CYBERCOACH LIVE / CYBERLEGEND / CYBERMASTERINTERACTIVE INTERNET MEMBER SPORTS COMPETITION FOR MEDIA NETWORKS / SPORTS ORGANISATIONS / SPORTS ADMINISTRATIVE GOVERNING AUTHORITIES.

REGISTRATION NUMBER: C101896

UNITED STATES OF AMERICA, LIBRARY OF CONGRESS USA: COPYRIGHT REGISTRATION OFFICE

REGISTRATION TYPE: UNPUBLISHED WORKS

TITLE OF WORK: CYBERCOACH LIVE

CATEGORY: TEXT AND TWO DIMENSIONAL GRAPHIC IMAGES.

TITLE OF TEXT: USER'S MANUAL FOR BUSINESS APPLICATIONS FOR INTERACTIVE INTERNET MEMBER SPORTS COMPETITION FOR MEDIA NETWORKS / SPORTS ORGANISATIONS / SPORTS ADMINISTRATIVE GOVERNING AUTHORITIES.

REGISTRATION NO. TXu 1-320-252

REGISTRATION TYPE: UNPUBLISHED WORKS

TITLE OF WORK: CYBERCOACH LIVE 53 INTERACTIVE SEGMENTS

CATEGORY: TEXT AND TWO DIMENSIONAL GRAPHIC IMAGES.

TITLE OF TEXT: CONCEPT CYBERLEGEND / CYBERMASTER / CYBERCOACH LIVE DESIGN AND CONTENT SPECIFICATION FOR INTERNET COMPETITION / TELEVISION COMPETITION MANUAL FOR HOLDERS OF CONCEPT / COPYRIGHT / TRADE MARK LICENSING AGREEMENTS.

REGISTRATION NO. TXu 1-329-630

REGISTRATION TYPE: UNPUBLISHED WORKS

TITLE OF WORK: CYBERCOACH LIVE

CATEGORY: ARTISTIC (TWO DIMENSIONAL GRAPHIC IMAGE WITH TEXT)

CLASSIFICATION: ADVERTISING

REGISTRATION NO. VAu 724-064

EXECUTIVE SUMMARY

CYBERCOACH LIVE: INTERACTIVE ONLINE / TV SPORTS CONCEPT

· What is Cybercoach Live?

An online interactive sports competition with a separate 53 online interactive competitive / recreational features, with an optional TV format. It's the ultimate online sports interactive entertainment experience catering for professional, amateur or family purposes.

· What is my proposition?

Implementing Cybercoach Live into ****** recreational games section on the website and associating*** entertainment services with an optionalnetwork television entertainment joint business venture.

· Who is the target market? Who are the audience that would appeal to Cybercoach Live?

18 to 55, Male / Female, professional, information technology proficient sports consumer base.

· What players are servicing this market today? What is the market differentiation to this concept?

No other players with similar competition or 53 user interactive concept feature availability currently exists on the market on a national or international level. No other player offers the dual online / TV format application.

Telstra offers the AFL Dream Team concept on Bigpond and FoxSports offer a fantasy football competition.

Optus offers the generic Fantasy Football application as above without any extra AFL interactive features.

· What is the competitive advantage of the Cybercoach Live proposal?

****** will be the only player offering an original and superior interactive alternative to the present generic, extensive knowledge based, fantasy format Dream Team competition option presently utilised by most sports codes / service providers.

· What makes the Cybercoach Live competition superior to other interactive competitions e.g. AFL Dream Team? What are the key features and functionality of the concept?

No requirements of complex statistical player and specialist knowledge concerning the entire sports code is essential to compete in the online competition. It allows for a simplistic competition format, utilising only the supporter's club / player knowledge.

53 interactive online / TV competitive / recreational features and two patented advertising features are also included as bonus features in conjunction with the main competition.

· Which organisations are most likely to be interested in amalgamating with ******* as a joint venture in order to minimise development costs and provide the maximum advertising exposure?

AFL, Foxtel, Foxsports, Channel 10, 7, 9 "Footy Show" (Can be incorporated as a special segment).

Television stations are investing in New Media interactive Online / TV formats. This concept allows for a sports commentary based family show whilst catering for the viewer interactive online competition element.

· How does the Cybercoach Live joint venture benefit *******?

Minimizes technical production costs and provides television advertising promotion and exposure.

· What is the proposed role for ******?

To licence the concept from its creators. ****** would also be responsible for all technical / cost requirements.

· What is the market readiness at present?

The concept submission is not a manual intended for the final product regarding software or the technical development aspect in order for automatic implementation into existing websites. This offer is strictly an interactive gaming & marketing and revenue concept proposal. ****** would be responsible for all technical implementation onto the ***** website. All costs for the Cybercoach Live Interactive Online / TV project would be funded by ***** and its associated business partners.

· What is the differentiation from existing ****** products?

********* does not have any similar interactive competition. The Fantasy Football competition currently on ****** Mobile is not similar in competition application and does not consist of 53 interactive features or two patented advertising features.

· What is the proposed commercial / business model?

The proposed commercial / business model is to license or purchase the concept's 100% exclusive rights ownership from Cybercoach Live Media Services. ***** can either select to:

(a) Implement the concept on an individual level and associate telecommunication service / product discount packages with

the complimentary interactive online sports concept to 'reward' loyal existing customers and 'entice' new customers

currently existing in the sports consumer base

(b) Amalgamate with current ****** business partners / clients to minimize production costs and promote the concept utilising

the television advertising forum to its full potential during prime time advertising allotments, or

(c) Utilise current existing television networks and organisations that have acquired knowledge of the concept and have expressed interest and propose a joint business venture.

· Why should ****** consider this proposal? How can ****** utilise the concept?

1. Integrate the concept with the *******mobile entertainment service by offering sports fans the ability to view AFL, receive information, submit competition answers and be alerted instantaneously when awarded prizes.

2. Offer Cybercoach Live under the existing SMS Games section in ******Mobile utilising the 53 interactive online competition options provided by Cybercoach Live.

3. Integrate the concept to include a new AFL 53 SMS INTERACTIVE GAMES COMPETITION into ******* mobile. This could also incorporate the Cybercoach Live top 100 leader board information function regarding the main Cybercoach Live competition.

4. Offer Cybercoach Live on a complimentary basis to 'entice' new customers and 'reward' present loyal clientele or as an incentive for new customers to 3G subscription by offering service / product discount packages upon initial annual subscription to 3G.

5. Competition prizes could include the latest 3G products / services for the Top 50 monthly leaders in the overall main performance list competition. This marketing methodology would attract and maintain interest and promotional exposure for ****** products and services. Winners could be published with the television advertisement format as a continuous scroll, listing position number on the Leader Board, names and states and prizes awarded.

6. Associate Cybercoach Live with ***** 3G as an entertainment feature to bundle ***** products and services for customers and provide Cybercoach Live as an incentive to SWITCH from ***** and other telecommunication providers because only ***** provides sports fans with the ultimate online interactive AFL experience.

7. The above can be utilised as a marketing campaign to attract the sports consumer base and entice the sports minded consumers to SWITCH telecommunication services and the Cybercoach Live concept would be provided complimentary upon package deal subscription.

8. Cybercoach Live would be a 24/7 marketing /advertising and promotional mechanism for ***** by rewarding its loyal customers with a quality telecommunication service and the ultimate interactive sports competition.

· How will ***** benefit from implementing Cybercoach Live?

1. Annual service / product subscription sales increase from the established sports consumer base.

2. Profit and revenue from TV viewers dialling the competition line or utilising the ***** Mobile / 3G network to

email or SMS answers from the TV game show format using ****** telecommunication services.

3. Advertising revenue generated from online traffic or hits on ****** Mobile website.

4. Revenue from sub leasing the online competition / TV format rights to international media networks and sports governing authorities / clubs.

· What is included in the Cybercoach Live concept submission?

Upon receipt of the Confidentiality Agreement your organisation will receive (3) three copies of the concept submission.

The submission can also be forwarded as a pdf word file on request from ****** management.

The concept submission titled "Cybercoach Live: Manual for Holders of Licensing Agreements with the Design and Content Specifications for Interactive Sports Internet (online) / Television Competitions " will provide a comprehensive description of the overall concept.

Listed below are the main submission contents:

Executive Summary, Aim of Concept, Incentives for subscribers / consumers, Prospective marketing methodology, Broad outline of Profit margin options concerning product and service providers, Website advertising profit factor, Amalgamated media networks and internet competitions, Business initiatives for amalgamated services and products, Design and content specification for the development and implementation of concept, Specifications for web design and competition implementation, Operational structure for television network / advertising initiatives and format, Description of main 24/7 competition methodology and the 53 interactive online consumer features concerning segment titles and operational methodology. Terms and conditions and rights of ownership are also included in the submission.

· How can ******* obtain a copy of the concept submission titled: "Cybercoach Live: Manual for Holders of Licensing Agreements with the Design and Content Specifications for Interactive Sports Internet (online) / Television Competitions"?

A copy of the Confidentiality Agreement titled: "Interactive Gaming & Marketing and Revenue Proposal" is attached with this document.

Please complete all requirements as listed in the Confidentiality Agreement. If you are representing a company / corporation complete the section titled: EXECUTE THIS SIGNING IF COMPANY / CORPORATE RECIPIENT on page 6 and the required SCHEDULE section located on the last page of the document.

· Can ****** forward the Confidentiality Agreement by email?

No, it is essential that an original copy is forwarded with authentic signatures from requested management personnel as outlined in the document.

· Provide an example of ****** associating and advertising the concept with its services?

The advertisement appeals to the sports consumer base to 'switch over' for a free interactive entertainment service in association with ***** Mobile / 3G telecommunication service.

CYBERCOACH LIVE

THE ULTIMATE 24/7 INTERACTIVE ****** MOBILE/***** SPORTS PACKAGE

WE REWARD SPORTS FANS & CUSTOMER LOYALTY.

MAKE THE SWITCH for 2010

'YYY' free from ********

* Offer only applies to annual subscription package service deals.

*Offer also applies to customers 'switch over' subscription package service deals.

PROPOSAL: INTERACTIVE AFL ONLINE / TV WEBMAG ©G.Stingas 2009

IN ASSOCIATION WITH CYBERCOACH LIVE: "GOT WHAT IT TAKES?" ONLINE / TV SPORTS CONCEPT ®

AFL CYBERCOACH LIVE.COM: "GOT WHAT IT TAKES?"®

(A)

CYBERCOACH LIVE.COM: THE WORLD'S FIRST ONLINE INTERACTIVE GAMING MAGAZINE.™ ©G.Stingsas 2009

Or

(B)

CYBERCOACH LIVE.COM: THE WORLD'S FIRST ONLINE INTERACTIVE/ TV GAMING MAGAZINE. (Interactive TV/ football Webmag)™ ©G.Stingas 2009

Free Monthly/ Fortnightly Online magazine. AFL would be the first club worldwide to offer a free football magazine online! AFL Cybercoach Live.com. the world's first online interactive magazine with heaps (53) of online competitions.

Offer the magazine within the AFL website instead of just listing games on the website. The online TV component would award prizes to supporters and used as an informative community segment with news, current events and competitions supporting the website magazine/gaming initiative. The webmag would be accessed by providing a password to fans within the official AFL website.

How does it differentiate from existing online products?

No other organisation has offered an interactive entertainment package within a magazine website structure in conjunction with an online TV component. The Cybercoach Live.com website will be designed and structured as a magazine whilst allowing for an Online TV infotainment/competition segment.Supporters will be receiving the online magazine experience whilst accessing interactive gaming components. A world first!

Would the interactive webmag require the online TV component to succeed?

No, but it would generate twice the profit margin from sponsors and advertising opportunities available. Website traffic would increase as a result from offering both the webmag and the online TV segment.

What is the most beneficial factor concerning generating further profit?

  1. Online hits increase, therefore AFL's advertising website value increases. Supporters/public access magazine through AFL website.
  2. Online hits/traffic increases due to supporters and new members requiring access to magazine and wanting to view online TV Cybercoach Live segments.
  3. Online hits increase attracting new members to visit the AFL site and also visiting the Cybercoach magazine site. Two hits from each person deriving from the AFL website, just to enter, further hits to play games & check results.
  4. A second online platform owned by AFL Cybercoach Live.com allows for a greater advertising & marketing scope for sponsors and advertisers. Allowing for a choice factor to associated business partners.
  5. Homepage advertising scope created by changing Cybercoach Live.com magazine's cover page. Greater volume of homepage advertising in line with a successful concept means that no restrictions are applied to AFL's main website. Advertisers have a different avenue of advertising without clogging AFL's official website with advertising.
  6. Advertising on the AFL's TV component generates further profit, especially when airing NEW SEGMENTS monthly ONLINE TV GAMES with contestants competing online.

How would the AFL offer & promote the webmag?

Would supporters & general public require any conditions to access the webmag?

Offer the magazine within the AFL website BUT with a separate link to Cybercoach Live.com. Fans can subscribe on the condition of sending Cybercoach news "Tell a Friend" to 2 FRIENDS and/or 2 SOCIAL NETWORKING SITES.

Include a component within the AFL site where this information is collected.

Fans must satisfy the above requirements before receiving access to the magazine.

Fans will be provided with passwords to access the magazine.

Why would sponsors be interested in a separate webmag concept?

Sponsors and advertisers could exclusively tie in purchases of products / services on the condition of providing webmag access to consumers. Products could contain the passwords, therefore both sponsor & consumer are satisfied. This marketing methodology would be very successful with telecommunications/service providers as outlined in correspondence emailed 27/6/2009 with attachment titled: Cybercoach Live Media Services Telecommunication Business document.

Why will the concept be successful?

It contains the exclusive membership factor, without the price, where you require password access. Exclusivity contains a mystery factor of what is on offer. People will become inquisitive and start asking questions, therefore further promotion & advertising on social networking sites directly from your supporter base & general public. Fans will discuss the new initiative on social networking sites, therefore advertising and marketing kept to a minimum. The AFL website & online TV component can promote the concept to an established fan base.

The AFL will gain interest from the football community wanting to see and experience this innovative entertainment package.

Can the Online TV initiative easily tie in with the webmag?

Outline the recommended online TV segments.

Yes. Utilise AFL online TV to promote & advertise the new Cybercoach Live.com Interactive Magazine: Got what it takes?" Make an announcement that subscribers directly from the web magazine will be selected for the AFL TV gaming concept.

Include simple online TV competitions once a fortnight or monthly.

Below are the recommended online TV segments.

©George Stingas 2009. All rights reserved.

Further info:

http://www.orble.com/cybercoach-live-online-tv-concept/2/

Vote if you like the concept.


Why did ESPN suspend my account?

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Asked by GWizWashington

well to answer this you got to think cause maybe u did something or somebody reported you

Is Kobe a NBA player?

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Asked by Wiki User

First, let's get the record set: Kobe Bryant will never be the best basketball player ever, and not even in the top 5 basketball player's ever. The best basketball player every was Michael Jordan. Anyone who wants to argue that Michael Jordan never scored 81 points in a game makes him worse is wrong. Kobe is a huge ball hog, thus he scores many points. How many assists did he have that game? That's right- less than 4. Michael Jordan could have scored 100 if he wanted, but he isn't a ball hog and understands when to score. Lebron James would be the second best and will probably the best once his career is over. The third best would be Magic Johnson, the fourth Larry Bird, and the fifth best Bill Russell. Kobe Bryant is no doubt good, but no where close to the best basketball player ever.

Kobe Bryant is the best basketball player to ever play the game. The only other argument would be the likes of Michael Jordan. But even his Airness never scored 81 points in one game. Or 225 points in just 4 games. 65, 50, 60, and 50.

Including games of:

30 points in one quarter.

62 points in 3 quarters.

55 points in 2 quarters.

9 straight 40+ point games

In 2005-2006 he scored 62 points in only 3 quarters. At the end of 3 quarters. Kobe Bryant had single handedly outscored the opposing Dallas Mavericks 62 to 61.

He will go down as the greatest scorer ever.

I believe he will go down as the best Basketball player who ever lived, before I erased this the lost person who posted on this said "He is a Ball Hog" IS THAT THE ONLY EXCUSE YOU HAVE NOW?! For the past 2 years, he grew up, and he has been a assister. They're even thinking about changing his name from "The Black Mamba" to something I can't remember, saw it in today's game.

The Article Below Was Taken Out of a Sports Enthusiasts WritingWhen I first heard Mark Jackson say this on an ABC halftime show during the 2005-2006 season, I nearly fell out of my chair in shock. How could a veteran like Jackson, who had played during the great Michael Jordan's heyday and had grew up watching guys like Magic and Bird, say that the often-criticized Kobe Bryant, would go down as the greatest player to ever live?

ESPECIALLY since he had just come off of 2 sub-par seasons, and still had yet to prove he could win without Shaquille O'Neal and was still shaking off the dark cloud that was the Colorado rape case. At the time, I simply thought Jackson was nuts, and should have been fired from ABC. Now, it is 2008, over two seasons since Jackson made that comment, and slowly but surely I am starting to believe he may have been on to somethig.

What has caused my change of mind?

Maybe it's the realization that in the eight seasons with Shaquille O'Neal by his side ,he won three NBA championships, earned five All-Defense team selections, six All-NBA team selections, six All-Star Game selections, one All-Star Game MVP trophy, and finished top five in MVP voting three times, despite having arguably the greatest center in NBA history playing the best ball of his career by his side.

Not to mention his impressive playoff averages during the 3-peat: 25.3PPG/5.7RPG/4.9APG. What the stats don't show, is that on top of all the scoring, passing, and defending he did, his most important contribution to the Lakers during their championship years from 2000-2002 was his ability to take over in the clutch and hit game winning shots.

Due to O'Neal's inability to hit free throws at a consistent rate, and problems with foul trouble, Kobe was greatly looked upon to hit the big shots down the stretch of those tough playoff games. His most notable clutch performance in the post season was his performance against the Indiana Pacers in game 4 of the 2000 Finals when he went 4-4 in OT, including the game winning basket.

For a guy who was only 25 by the time he had accomplished all of that, what he did in his time with Shaquille O'Neal was incredible.

Maybe it was his record breaking 2005-2006 season, when he averaged 35.4PPG/5.3RPG/4.5APG/1.8SPG, including outscoring the Dallas Mavericks through three quarters by himself (62-61) on 12/20/05, and his infamous 81pt game against the Toronto Raptors on 1/22/06. He shot 28-46 from the field during that game, 7-13 from behind the arc, and 18-20 from the free throw line.

His 35.4PPG average that season put him at ninth all-time for highest points per game average for a single season. He broke many other scoring records that season. His four consecutive games of scoring 45 points or more, marked the first time that had occurred since 1964. His 43.4PPG average in January 2006 is eighth highest in NBA history, and he set a franchise record for most 40pt games in a single season (27) as well as most points scored for a season (2,832).

Not only were his individual stats impressive, but also he led a very young and untalented team to a 45-37 record, which put the Lakers in the seventh seed in a very tough Western Conference. Kobe was elected to his eighth straight All-Star Game, and received both All-Defense First Team and All-NBA First Team honors. By the middle of the 2005-2006 season he began to be recognized as the consensus best player in the NBA.

Maybe it was the 2006 playoffs, when he showed he could adjust his game to his team's needs as they nearly pulled off one of the NBA's greatest upsets by losing to the Phoenix Suns in seven games. To beat the Suns, it was essential that the Lakers exposed the major size advantages and flaws in the Suns' defense. To achieve that, Bryant had to play team ball and let his teammates expose those miss-matches.

He willingly did just that, and they slowed down the Suns' offense enough to make the game be played at the Lakers' pace, in which the Lakers picked the Suns apart. In game No. 4, with the Lakers up 2-1 in the series, the Lakers were down by two with 7.9 seconds to go when Smush Parker stole the ball from Steve Nash, and gave it to Bryant, who tied the game with 0.7 seconds to go on a very tough lay-up to send the game to overtime.

In overtime, the Lakers once again had their backs against the wall, being down by one with 6.1 seconds to go, but with a tie up between Nash and Luke Walton, and some help from the refs, Walton and Nash met at half court for a jump ball.

Walton easily won the jump ball, which found its way to Bryant. He raced up the court and buried a fade away over two Suns' defenders at the buzzer to win the game. Unfortunately for Bryant, the Lakers would lose the next three straight games.

Despite an incredible 50pts/8reb/5ast from Bryant in game six, it was a crushing loss.

Maybe it was his 2006-2007 season, in which Bryant averaged 31.6PPG/5.7RPG/5.3APG. Bryant once again made history this season with his scoring exploits. For the season, he tallied 10 50pt games, which makes him the only player not named Wilt Chamberlain to do so in a single season.

That was not the only record that he set that only he and Wilt would share. Between March 16-23, Bryant scored 50+ points for four consecutive games (65, 50, 60, 50). That same month, he averaged 40.4PPG, marking the third time in his career that he had averaged over 40PPG in an entire month.

For the second straight year, Bryant earned All-Defense First Team honors as well as All-NBA First Team honors. He was also elected to his ninth straight All-Star game, and won MVP honors with his 31pts/6reb/5ast/4stl game. Bryant would once again lead his team to the playoffs, but would be bounced in five games to an improved Suns team.

Maybe it was his summer of 2007. As the media and fans alike blasted him for his trade requests, Bryant tuned it all out and focused solely on getting in the best shape of his career, as he was set to represent his country and play for Team USA in the FIBA America's Tournament.

Much like virtually every off-season for Bryant, he worked extremely hard and lost 20lbs in preparation for the tournament. In the White vs. Blue Team USA scrimmage, Bryant took over down the stretch of the game and upstaged Lebron James in the clutch, hitting a fade away over Tayshaun Prince to put his team in the lead, and then making the defensive stop on James to seal the victory.

Right before the tournament, he took it upon himself to ask Coach Mike Kryzewski to put him on the best offensive player on each team, showing his willingness to return to the lockdown defender he was earlier in his career. During the tournament, he did just that; he locked down virtually everyone he guarded, as well as averaging 15.3PPG/2.0RPG/2.9RPG, and shooting 54.8% from the field (45.9% from 3). All of this helped lead Team USA to arguably its most dominating international performance since the Dream Team's domination of the 1992 Olympics.

Maybe it is how he has conducted himself so far in the 2007-2008 season. To start off the season he conformed to playing team ball with the emergence of young guys like Andrew Bynum and Jordan Farmar, as well as the comfort of having a veteran like Derek Fisher by his side. As a clearly matured player with supreme confidence in his teammates, along with an effort on the defensive end that carried over from his stint on Team USA, Bryant led the Lakers to a 25-11 record with averages of 27.0PPG/5.9RPG/4.9APG.

With everything going so well, rising star Andrew Bynum went down with an injury on January 13th. With things looking bleak, Bryant would lead the Lakers to a 5-5 record over the next 10 games, with averages of 33.6PPG/7.9RPG/5.6APG. Then a miracle happened: the Lakers stole Pau Gasol (as well as a second round draft pick) from the Memphis Grizzlies for Kwame Brown, Javaris Crittenton, Aaron McKie and a few draft picks.

Gasol, a former All-Star, suddenly rejuvenated both Bryant and the Lakers, giving them hope that they could be a serious contender for an NBA title. Since the trade, the Lakers have a 14-3 record, and are currently only .5 games back from No. 1 seed in the Western Conference. Bryant was elected to his 10th straight All-Star Game, and the majority currently concedes that he is in prime position to win his first regular season MVP.

Maybe it is the fact that, on top of his brilliant 11 year career, he is still only 29 years old, and with the way he keeps up his body and how refined his style of play is, he still has at least another five years or so of being a dominant player in this league, barring any major injury.

He possibly has even more than five years. With his pace, he will surpass Kareem Abdul Jabaar and become the NBA's all-time scoring leader. To go along with another few years of dominance, Bryant also has a terrific opportunity to win more championships and a few MVP trophies due to the incredibly talented and young team surrounding him.

Finally, maybe it is simply the fact that over the last few seasons, Bryant has played at an all-around level not seen from a perimeter before or since Michael Jordan's rule. In my opinion, which is often bashed, I feel Kobe Bryant is the most TALENTED and SKILLED player to ever play in the NBA.

No player in the history of the league has such a wide variety of weapons at his disposal as a scorer as Bryant. His incredible shooting ability from all ranges, his length, his athletic ability, his aggressiveness and relentlessness as a scorer, his wide variety of moves to get himself a good look (pull-up jumper, spin moves, fade away jumper, behind the back, between the legs, power moves to the rim, etc).

It all points to, along with his gaudy scoring numbers the last few seasons, Bryant being the most dangerous and skilled scorer to ever play the game. As his efficiency continues to rise as a scorer with his maturity, he will eventually take over Jordan's spot as the greatest scorer of all time. On top of his incredible scoring ability, he is a terrific rebounder for a two guard, and is a very skilled and underrated passer and ball handler.

Bryant also happens to be a terrific defensive player who can, and sometimes does, lockdown his counterpart no matter if they are a superstar or simply a role player. Bryant is also one of the greatest clutch players in NBA history, taking over countless games and hitting tons of game winning shots over his career.

Not to mention Bryant has the rare trait of having the attitude to want to take your heart out and stomp on it each and every night, which is largely what makes him such a special player.

Whatever the case may be, Kobe Bryant has made me a believer, and slowly but surely I am starting to believe that he may very well go down as the greatest player that has ever lived by the time he retires. With what he has already done, with what he is currently doing, and with what the future holds in store for #24, I firmly believe if he plays his cards right he can very well pass Jordan and be known as the greatest basketball player to ever play the game.

As Lakers commentator Stu Lantz put it, "Be happy you're getting a chance to see #24 play, because there is going to be a LONG time go by before you see a player that has THIS amount of skills on the basketball floor."

He will go down as the best basketball player EVER.

Is there an AFL supercoach 2010 webmag?

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Asked by Wiki User

Read below.

PROPOSAL TO THE AFL:

INTERACTIVE AFL ONLINE / TV WEBMAG ©G.Stingas 2009

IN ASSOCIATION WITH CYBERCOACH LIVE: "GOT WHAT IT TAKES?" ONLINE / TV SPORTS CONCEPT ®

AFL CYBERCOACH LIVE.COM: "GOT WHAT IT TAKES?" ©G.Stingas 2009

(A)

CYBERCOACH LIVE.COM: THE WORLD'S FIRST ONLINE INTERACTIVE GAMING MAGAZINE.™ ©G.Stingsas 2009

Or

(B)

CYBERCOACH LIVE.COM: THE WORLD'S FIRST ONLINE INTERACTIVE/ TV GAMING MAGAZINE. (Interactive TV/ football Webmag)™ ©G.Stingas 2009

Free Monthly/ Fortnightly Online magazine. AFL would be the first club worldwide to offer a free football magazine online! AFL Cybercoach Live.com. the world's first online interactive magazine with heaps (53) of online competitions.

Offer the magazine within the AFL website instead of just listing games on the website. The online TV component would award prizes to supporters and used as an informative community segment with news, current events and competitions supporting the website magazine/gaming initiative. The webmag would be accessed by providing a password to fans within the official AFL website.

How does it differentiate from existing online products?

No other organisation has offered an interactive entertainment package within a magazine website structure in conjunction with an online TV component. The Cybercoach Live.com website will be designed and structured as a magazine whilst allowing for an Online TV infotainment/competition segment. Supporters will be receiving the online magazine experience whilst accessing interactive gaming components. A world first!

Would the interactive webmag require the online TV component to succeed?

No, but it would generate twice the profit margin from sponsors and advertising opportunities available. Website traffic would increase as a result from offering both the webmag and the online TV segment.

What is the most beneficial factor concerning generating further profit?

  1. Online hits increase, therefore AFL's advertising website value increases. Supporters/public access magazine through AFL website.
  2. Online hits/traffic increases due to supporters and new members requiring access to magazine and wanting to view online TV Cybercoach Live segments.
  3. Online hits increase attracting new members to visit the AFL site and also visiting the Cybercoach magazine site. Two hits from each person deriving from the AFL website, just to enter, further hits to play games & check results.
  4. A second online platform owned by AFL Cybercoach Live.com allows for a greater advertising & marketing scope for sponsors and advertisers. Allowing for a choice factor to associated business partners.
  5. Homepage advertising scope created by changing Cybercoach Live.com magazine's cover page. Greater volume of homepage advertising in line with a successful concept means that no restrictions are applied to AFL's main website. Advertisers have a different avenue of advertising without clogging AFL's official website with advertising.
  6. Advertising on the AFL's TV component generates further profit, especially when airing NEW SEGMENTS monthly ONLINE TV GAMES with contestants competing online.

How would the AFL offer & promote the webmag?

Would supporters & general public require any conditions to access the webmag?

Offer the magazine within the AFL website BUT with a separate link to Cybercoach Live.com. Fans can subscribe on the condition of sending Cybercoach news "Tell a Friend" to 2 FRIENDS and/or 2 SOCIAL NETWORKING SITES.

Include a component within the AFL site where this information is collected.

Fans must satisfy the above requirements before receiving access to the magazine.

Fans will be provided with passwords to access the magazine.

Why would sponsors be interested in a separate webmag concept?

Sponsors and advertisers could exclusively tie in purchases of products / services on the condition of providing webmag access to consumers. Products could contain the passwords, therefore both sponsor & consumer are satisfied. This marketing methodology would be very successful with telecommunications/service providers as outlined in correspondence emailed 27/6/2009 with attachment titled: Cybercoach Live Media Services Telecommunication Business document.

Why will the concept be successful?

It contains the exclusive membership factor, without the price, where you require password access. Exclusivity contains a mystery factor of what is on offer. People will become inquisitive and start asking questions, therefore further promotion & advertising on social networking sites directly from your supporter base & general public. Fans will discuss the new initiative on social networking sites, therefore advertising and marketing kept to a minimum. The AFL website & online TV component can promote the concept to an established fan base.

The AFL will gain interest from the football community wanting to see and experience this innovative entertainment package.

Can the Online TV initiative easily tie in with the webmag?

Outline the recommended online TV segments.

Yes. Utilise AFL online TV to promote & advertise the new Cybercoach Live.com Interactive Magazine: Got what it takes?" Make an announcement that subscribers directly from the web magazine will be selected for the AFL TV gaming concept.

Include simple online TV competitions once a fortnight or monthly.

Below are the recommended online TV segments.

©George Stingas 2009. All rights reserved.

Further info:

http://www.orble.com/cybercoach-live-online-tv-concept/2/

Vote if you like the concept.

Cheats for Barclay's premier league fantasy football?

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Asked by Wiki User

Yes buy a player in low price and sell him fatre his price increase