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