I wouldn't rely on the database as the backbone of the (any) real-time feed; I would instead focus on using it for purposes of archival and "bulk information loading". I would reiterate the questions Mr. Lopez asked, and then question the need for immediate "mirrored" status present on disk or in distributed memory. Real-time feeds should be services in themselves, not glommed onto a database which has other things to worry about.
In other words, if you are expecting constant push updates from the database itself, you are probably doing something "wrong". Not "Wrong", but "wrong". It crowds what a database is supposed to do. A good example of why it "crowds" is to ask yourself why other databases that might be replicants or slaves would need that information in a fully up-to-date manner, especially if they are offering segmented experiences.
The answer is that they probably wouldn't - only a particular "servlet" - or if you would prefer to think about it this way, a set of clients - would. Unless of course you are planning on engaging everyone at once - upwards of a million people, lets say - in which case you probably have other problems, and thats definitively "doing it Wrong". This also brings into question what the action of the game is, but its outside of the discussion for now. The fact remains that, there are other ways to push and "store" that kind of information. You might have to get a little creative, but hey, thats app development.
As a simpler example of how it could be done, I would suspect at some point there would be a client host (assuming one person 'starts a game'), or some form of server side host/service that is aligned to each "room" or several rooms. It's entirely possible to use that servlet/client as the arbiter of current state. I would use the database response as a starting point and then fill forward from whatever the servlet/client host had.