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Showing posts with label activision. Show all posts
Showing posts with label activision. Show all posts
U.S. Patent No. 9,061,205: Music video game with user directed sound generation
Issued June 23, 2015, to Activision Publishing, Inc.
Priority Date July 14, 2008







Summary:
U.S. Patent No. 9,061,205 (the '205 Patent) describes a method to add more variety in a music rhythm game during a free play routine. Music rhythm games like Guitar Hero often feature a free play feature. The '205 describes a method where if the player holds the plastic guitar in a certain position during free play, the game will enter into a different mode. Pointing the head of the guitar downward would access a power chord mode. The game would mute the normal audio sample and begin to play a power chord version of the same song. The idea is to recreate the artistic nature that takes place during live performances. A real guitarist can add or subtract elements from a song while playing, and that is the type of freedom the '205 Patent aims to give players.


Abstract:
A music based video game provides a user directed sound generation feature. In some embodiments, the user is provided a video game controller simulating a musical instrument, which the user may operate similarly to its real musical instrument counterpart. A free play feature is provided for users to operate the video game controller, where a processor of a video game console receives input signals from the video game controller and outputs audio samples based on the received input signals. During the free play feature, multiple suggestions as to how to operate the video game controller are simultaneously provided to give users some guidance as to what to play using the video game controller.


Illustrative Claim:
1. A method of generating audio tracks in a music video game, comprising: receiving a first input signal indicating status of a first plurality of input devices of a video game controller; outputting a polyphonic audio compilation based on the first input signal, the polyphonic audio compilation including at least two audio tracks featuring a sequence of notes or chords of different instruments; receiving a second input signal indicating status of a second plurality of input devices of the video game controller; selecting at least one of the at least two audio tracks based on the second input signal; and muting the at least one of the at least two audio tracks.


Researched By: Andrew F. Thomas


U.S. Patent No. 8,802,953: Scoring of free-form vocals for video game
Issued August 12, 2014, to Activision Publishing
Priority Date February 5, 2009



Summary:
U.S. Patent No. 8,802,953 (the '953 Patent) describes a method for a video game to evaluate and score a person singing. In a music based video game, a person's singing score is determined by comparing the person's performance to a set of predetermined criteria. Aspects of the performance, like pitch, tempo, and key, are evaluated against a targeted range. A player singing inside the targeted range for pitch will earn points, while a player singing outside the range will lose points. The evaluation is happening in real-time and the player can see their score while performing. 

Abstract:
A music based video game in which a game player's singing performance is digitally sampled while the player performs a free-form vocal over a prerecorded musical composition. Aspects of the game player's free-form vocal performance are compared with predetermined criteria. For example, the vocal performance may be compared with tempo and key information to generate performance evaluation data. The performance evaluation data may be used to present performance feedback to the game player while the game player is singing.

Illustrative Claim:
1. A method for evaluating vocal inputs in a music based video game, comprising: repeatedly over time receiving input signals providing audio information; repeatedly over a particular time period determining a pitch of the audio information so as to determine a plurality of pitches of the audio information; determining if the pitches are in accordance with a plurality of target pitches, without regard to particular timing of individual pitches of the plurality of pitches; determining a valuation based on whether the pitches are in accordance with a target key; and commanding presentation of an indication of the valuation.

Researched By: Andrew F. Thomas

U.S. Patent No. 8,858,330: Music video game with virtual drums
Issued October 14, 2014, to Activision Publishing, Inc.
Priority Date July 14, 2008







Summary:
U.S. Patent No. 8,858,330 (the '330 Patent) describes a music rhythm game that uses motions controls without any peripheral equipment. An excellent example of the '330 Patent is a game with virtual drums. The game represents the drums on the screen. To play the virtual drums, the user must do the correct controller inputs, which could include motions. A person using the Nintendo Wii might have to swing the Wiimote down for the system to register an input. A drum sound will be played on the television once the system logs the input. The '330 Patent is not limited to just motion controls; a player can use traditional controller inputs as well.

Abstract:
A video game maps each of a plurality of outputs to inputs associated with a video game controller. In some embodiments, the plurality of outputs represent the various potential outputs of a drum set. Combinations of video game controller inputs are used to generate the outputs. Video game controller inputs include traditional input devices such as button inputs, as well as input signals generated from positioning and movement of the video game controllers. In some embodiments, a video game console provides a video representation of the outputs generated by input combinations received from the video game controllers.
Illustrative Claim:
1. A method of providing audio and video outputs for a video game, comprising: receiving an input signal from a video game controller, the input signal being based on an output of an accelerometer of the video game controller; receiving additional signals from a plurality of additional inputs on the video game controller, the additional signals being based on status of a plurality of buttons of the video game controller, at least one combination of the additional inputs being associated with a predefined sequence of successive audio outputs; selecting one or more audio outputs to output based on the input signal and the additional signals, the one or more audio outputs including the predefined sequence of successive audio outputs; and determining a video output based on the selection of the one or more audio outputs.

Researched By: Andrew F. Thomas


U.S. Patent No. 9,381,430: Interactive video game using game-related physical objects for conducting gameplay
Issued: July 5, 2016, to Activision Publishing, Inc.
Priority Date: May 17, 2011


Summary:
U.S. Patent No. 9,381,430 describes a method for toys to interact with a video game. Only designated toys containing an identification tag can interact with a compatible video game. A peripheral detection device is needed for the video game to read the game data contained in the toy's tag. The toy's game data can alter the gameplay by giving a character a new attack or item. A user must place the toy in the designated area on the peripheral device for the video game to detect the data.

The '430 Patent relates to Activision's Skylanders franchise since the patent uses Spyro the Dragon in certain figures. Spyro appeared in the first Skylanders and has been a key character in the Skylanders lore. The Skylanders franchise popularized the toys-to-life video game genre. Since 2011, Activision has released six main Skylanders games and six spin-off games. By 2016, the Skylanders franchise had sold over 300 million toys. Both Disney and Lego tried to compete against Activision, but both companies have ceased to make toys-to-life games or products.

Abstract:
A video game includes a peripheral device that senses the presence and identity of toys near or on the peripheral. Each of the toys includes an identification device such as an RFID tag. Each of the toys is also associated with a corresponding game character or object. The interactive video game presents a play pattern such that when a toy is detected in a detection area of the peripheral, the virtual game system may process the placement of the toy so as to effectuate a video game control action such as an attack or a maneuver to evade an enemy.


Illustrative Claim:
1. A computer implemented method for controlling a movement of a virtual object in a video game using a physical object, comprising: detecting a physical object within a detection area of a detection device; determining a position for a virtual character, controllable by inputs from user input devices, corresponding to the physical object within a video game play sequence; retrieving identification information from the physical object; executing instructions to conduct a game play sequence to display the virtual character based on the identification information and to display a movement of the virtual character from an entry point to the determined position in response to detecting the presence of the physical object, the movement including an attack sequence determined according to the identification information; detecting removal of the physical object from the detection area of the detection device; and executing instructions to conduct a second game play sequence to display an exit movement of the virtual character from a last position of the virtual character to an exit point in response to detecting the removal of the physical object, wherein the exit movement including a defensive gameplay move and the exit point being different than the last position of the virtual character.

Researched By: Andrew F. Thomas

Infernal Technology, LLC et al v. Crytek GmbH
United States District Court for the Eastern District of Texas
Docket No. 2-18-cv-00284, filed July 10, 2018

On July 10, 2018, Infernal Technology and Terminal Reality (Infernal) filed a lawsuit in the Eastern District of Texas alleging that Crytek GmbH (Crytek) infringed upon U.S. Patent Nos. 6,362,822 (the '822 Patent) and 7,061,488 (the '488 Patent). The two patents relate to lighting and shadowing methods in computer graphic simulations.

Image from the '822 Patent, Fig. 2.

Claim 1 of the '822 Patent reads:
A shadow rendering method for use in a computer system, the method comprising the steps of:

providing observer data of a simulated multi-dimensional scene;

providing lighting data associated with a plurality of simulated light sources arranged to illuminate said scene, said lighting data including light image data;

for each of said plurality of light sources, comparing at least a portion of said observer data with at least a portion of said light data to determine if a modeled point within storing at least a portion of said light image data associated with said point and said light source in a light accumulation buffer; and then

combining at least a portion of said light accumulation buffer with said observer data; and

displaying resulting image data to a computer screen. ('822 patent, col 12, lines 4-21).

Infernal claims that Crytek's utilization of video game engine "CryEngine" allegedly infringes the asserted patents. According to the Complaint, Crytek used the allegedly infringing game engine to develop the Crysis series, Warface, Ryse: Son of Rome, The Climb, and Robinson: The Journey.

Typically, the next step for a defendant in this situation is to petition the Patent Trial and Appeal Board (PTAB) for an Inter Partes Review (IPR), but the '822 and '488 Patents have already survived an IPR because of earlier litigation. In 2015, Infernal sued Electronic Arts for patent infringement. EA responded by petitioning the PTAB for an IPR; however, the PTAB found the '822 and '488 Patents to be "Not Unpatentable." EA settled the lawsuit after the PTAB's decision. Crytek can still petition for an IPR of the asserted patents, but will likely have to use different prior art that the art used by EA or provide a good reason why the Board got it wrong the first time around.

If this seems like deja vu that is because Infernal filed complaints similar to the Crytek Complaint against Microsoft in April and against Activision Blizzard in May. To read our blog post on the Microsoft case click here.  We will continue to monitor all three of these cases and provide updates when possible.
Game and Technology v. Activision Blizzard et al., C.D. Cal.,
Case No. 2:16-cv-06499-MLH-SK, Filed August 29, 2016

On March 14, 2018, the Patent Trial and Appeal Board (PTAB) invalidated U.S. Patent 8,253,743 (the '743 Patent), which Game and Technology (GAT) owns and asserted in this lawsuit. Activision Blizzard, Riot Games, and Valve had petitioned for Inter Partes Review of the '743 Patent in response to litigation we had reported on earlier. The '743 Patent is related to the layering of items on a character avatar in a video game.
 
FIG. 5 shows avatars (gamvatars) having a game item function according to an embodiment of the present invention, and it exemplifies gamvatars 530 and 540 generated by combining an avatar 510 which wears clothes purchased at the avatar shop 430 and a game item 520 purchased at the item shop 440. The gamvatar 530 shows the avatar 510 but is arranged in the background layer. As described above, it is possible for the avatar 510 to wear the item 520 or not wear the item 520 depending on the user's setting. ('743 patent, col. 6, lines 33-44).
The PTAB found that the '743 Patent would have been obvious based on the combined teachings of a Diablo II manual and a 2005 publication of U.S. patent application 2005/0127015 A1 filed August 19, 2004. GAT filed an appeal to the United States Court of Appeals for the Federal Circuit on May 16, 2018.
 
Earlier, we had reported on Activision Blizzard and Wargaming filing a petition for IPR on another asserted patent, U.S. Patent 7,682,243 (the '243 Patent). The petition was granted but the PTAB has not yet issued a final written decision in that matter. The Central District of California granted a stay on the original lawsuit until the IPR and the appeals process for the '243 and '743 Patents have concluded.
 
In the original lawsuit, GAT claimed the defendants infringed upon three patents. Indeed, Activision had sought an IPR on the third patent, U.S. Patent 8,035,649 (the '649 Patent). But on February 28, 2017, the PTAB denied instituting a review of the '649 Patent. Then, on May 17, 2018, both sides jointly asked the District Court to drop all claims relating to the '649 Patent, which the court granted four days later.
 
As of this writing, the Central District of California case remains stayed until the PTAB and the Federal Circuit determine the validity of the '743 and '243 Patents, while the claims relating to the '649 Patent have been dismissed. We will continue to track any new developments.
On May 15, 2018, the Patent Trial and Appeal Board (the “PTAB”) instituted two Inter Partes Review (“IPR”) proceedings against U.S. 5,822,523 (the “’523 Patent”).  The ’523 Patent generally relates to group messaging in interactive applications.  The petitioner is Riot Games, Inc. (“Riot Games”), maker of popular titles like League of Legends The patent owner is Paltalk Holdings, Inc. (“Paltalk”).  From 2006-2009, the ’523 Patent was asserted by Paltalk in patent infringement cases against Microsoft, Sony, Activision Blizzard, NCsoft, Jagex, and Turbine Inc., among others.



Claim 1 of the ’523 Patent reads:
1. A method for providing group messages to a plurality of host computers connected over a unicast wide area communication network, comprising the steps of:

   providing a group messaging server coupled to said network, said server communicating with said plurality of host computers using said unicast network and maintaining a list of message groups, each message group containing at least one host computer;

   sending, by a plurality of host computers belonging to a first message group, messages to said server via said unicast network, said messages containing a payload portion and a portion for identifying said first message group;

   aggregating, by said server in a time interval determined in accordance with a predefined criterion, said payload portions of said messages to create an aggregated payload;

   forming an aggregated message using said aggregated payload; and

   transmitting, by said server via said unicast network, said aggregated message to a recipient host computer belonging to said first message group.
Both Riot Games and Paltalk agree that the ’523 Patent expired.  While it might seem strange for Riot Games to attack the validity of an expired patent, a patent owner may sue for damages that were incurred when their now-expired patent was valid, though they cannot recover damages that were incurred more than six years prior to the filing of the lawsuit.  As it appears that the ’523 Patent expired in 2016, Paltalk could potentially file patent infringement lawsuits up until around 2022, but only for damages that they incurred prior to 2016, and only so long as their damages were in the six years before they filed the lawsuits.  For example, if Paltalk sued a game company for patent infringement on Jan. 1, 2021, they could recover damages from Jan. 1, 2015, up until the date the ’523 Patent expired in 2016.
U.S. Patent No. 8,721,412: System and method configured to unlock content within a videogame
Issued May 13, 2014, to Activision Publishing, Inc.





Summary:

The ‘412 patent covers both single and multi-player video games. The games covered have different content sets, or quests, that can be completed by any combination of a single player, other real world players, and artificial intelligences. The player can move between these content sets, interact with the players therein, and complete discrete goals.


Abstract:

A system and method are configured to provide a videogame to one or more players. The videogame may involve a series of different sets of content within which players perform activities. A group of players may be associated with the content sets. The players may include virtual players controlled by artificial intelligence and one or more real world players. Players may progress through the videogame by moving from content sets to content sets, performing objectives in the various content sets, and interacting with the players within those content sets.


Illustrative Claim:

1. A system configured to provide a player with a videogame, the system comprising:
a game platform configured to implement one or more computer program modules to provide a player with the videogame, the one or more computer program modules comprising:
a content module configured to manage multiple sets of content within the videogame, wherein the multiple sets of content within the videogame comprise a first content set that is accessible to the player engaging in the videogame and a second content set that is not accessible to the player initially within the videogame, wherein the second content set is associated with a first set of criteria, wherein the content module is configured to unlock the second content set within the videogame for the player to enable the player to access the second content set within the videogame responsive to the player fulfilling the first set of criteria, wherein the first set of criteria includes performance of one or more tasks provided by the first content set that are not sufficient to pass the first content set, successful participation in one or more events associated with the first content set, and achieving a first disposition mode for a social relationship between the player and one or more virtual players in the videogame, and wherein the first content set and the second content set must be passed to complete the videogame; and
an event module configured to manage a first set of events associated with the first content set, and to determine if the player has successfully participated in individual events in the first set of events, and wherein the first set of criteria associated with the first content set requires successful performance of some subset of the first set of events as determined by the event module.

U.S. Patent No. 8,591,332: Video game video editor
Issued Nov. 26, 2013, to Activision Publishing, Inc.




Summary:

The ‘332 patent describes a video editor that displays game play clips created while the player is in game. The editor compiles game play video, records information about the clips, and can create compilations based on this information. The editor can also associate particular audio with different video clips, creating an audiovisual presentation. It’s also capable of video overlay editing and music editing. The editing software is used used on the game system, rather than on a separate computer or device.


Abstract:

A video editor for a video game is discussed. The video editor manipulates information of video game play to provide videos of game play and in some embodiments scoring of videos.


Illustrative Claim:

1. A method of providing audiovisual presentations for a video game, comprising:
during game play, saving game state information representative of a set of video clips, each video clip corresponding to a series of images generated during game play;
generating a video compilation using selected video clips from the set of video clips;
modifying the video compilation based on inputs from a video game controller; and
adding at least some audio with the video compilation to thereby form an audiovisual presentation, the at least some audio being associated with events included in the video compilation.
U.S. Patent No. 8,591,332: Video game video editor
Issued Nov. 26, 2013, to Activision Publishing, Inc.


Summary:

The ‘332 patent describes a method of recording in game footage and including information such as score. The recordings happen continuously, allowing a player to select ideal footage. The method allows the player to edit footage using the game controller and add sound effects. Several videos can be combined into a compilation. Videos are intended to showcase gameplay.


Abstract:

A video editor for a video game is discussed. The video editor manipulates information of video game play to provide videos of game play and in some embodiments scoring of videos.


Illustrative Claim:

1. A method of providing audiovisual presentations for a video game, comprising:
during game play, saving game state information representative of a set of video clips, each video clip corresponding to a series of images generated during game play;
generating a video compilation using selected video clips from the set of video clips;
modifying the video compilation based on inputs from a video game controller; and
adding at least some audio with the video compilation to thereby form an audiovisual presentation, the at least some audio being associated with events included in the video compilation.
Amanda Lewis v. Activision Blizzard, Inc
Ninth Circuit, Case No. 13-17391
Appeal Filed 11/21/2013
From NDCA Case No. 12-cv-01096

Back in November 2010, a former World of Warcraft game master sued Blizzard alleging copyright infringement based on use of her voice with the adorable baby murlocs in the game. According to the facts presented in that case, Blizzard had sent an email to all GMs inviting them to audition for vocal parts in July 2005. Around 120 GMs, including the plaintiff signed up and attended two recording sessions with Blizzard sound engineers. Later, the plaintiff discovered that her recordings were used in baby murloc sound effects (and also a song for when the baby murloc breaks into dance). The plaintiff contended that the recordings were outside the scope of her employment, that she owned copyright in them, and that they were used without authorization in the game.
mrglgllrlrlglgrgrglgl
In 2012, the Northern District of California ruled in Blizzard's favor. The court in that case pointed to the employee handbook for Game Masters, which included this portion:
Game Masters are customer service specialists with expert knowledge of the game who are [] present as characters within World of Warcraft’s epic fantasy setting to provide assistance and guidance to players while also coordinating world functionality. In this capacity, GM’s serve as the direct link between Blizzard and its customers. Additionally, GM’s are responsible for in-game customer support, helping manage our online community, and assisting with the creation of content during the ever ongoing development of the game
(emphasis added). The fact that the plaintiff was paid for her sound recording audition carried significant weight with the court as well as that the plaintiff knew that the recordings would be used in promoting the game. The court held that the work was a work made for hire and that copyright solely belonged to Blizzard, and rendered summary judgment in Blizzard's favor. The court also awarded attorney's fees to Blizzard.

Now the case is on appeal to the Ninth Circuit. Per Law360 (subscription required) and an audio recording of the hearing, the plaintiff argues that the lower court misinterpreted the GMs job responsibilities and that the quoted portion of the handbook is in direct contradiction to other portions of the handbook. The plaintiff continues to argue that the sound recordings were made outside the scope of her employment and thus should copyright should belong to her. Blizzard argues that her job responsibilities as stated involved content creation and that the lower court's decision was sound.

The issues in this case were made a lot easier for Blizzard due to their employee handbook. It is a good practice to ensure that content included in your game was made by employees acting within stated job responsibilities, or subject to an express work for hire agreement / copyright assignment.

We will continue to watch this case for interesting developments.


Looks like the Worlds Inc v. Activision case has been dismissed, at least for now.  In an interesting development, it appears that Activision was successful in arguing that Worlds' patent attorneys did not properly claim priority to the filing date of the earliest patent in the family of patents being asserted.  Without that priority date, Worlds patents were invalid because their own products embodying the patents were released more than one year prior to the next filing date.  Worlds tried to correct the mistake by requesting a Certificate of Correction from the USPTO, which was granted on Sept. 24, 2013, but the court said that the certificate of correction was prospective only, and could not be used retroactively.  So the net result is that Worlds' patents were invalid until Sept. 24, 2013, but are valid now.  However, Worlds' case against Activision was premised on infringement occurring prior to Sept. 24, 2013, which is while the patents were invalid, so the court dismissed the lawsuit.

Interesting notes about this case:

  • Worlds Inc. can still appeal.  However, their attorneys are on contingency fee, so it might not be worth it for them at this point.
  • Worlds Inc. is free to refile the case, if it can allege infringement by Activision post-Sept. 24, 2013
  • Worlds Inc. earliest priority date is Nov. 13, 1995.  That means that its patents will likely expire around Nov. 13, 2015 (there may be some time added based on delays by the USPTO during prosecution of the patents... still need to check on that).
  • For any new case filed, the period of time for possible damages is only Sep. 24, 2013 - Nov. 13, 2015.  Not much time to rack up a huge damages award.
  • Any new case filed likely wouldn't be resolved until after the patents expires, thereby taking the threat of an injunction off the table.
Unless Worlds Inc. has other patents not in this family (which, from the USPTO assignment records, does NOT appear to be the case), then this is likely the beginning of the end for Worlds Inc.

P.S. PRODUCTS, INC. v. ACTIVISION BLIZZARD, INC., 
Case No. 4:13-cv-00342-KGB 
United States District Court for the Eastern District of Arkansas

Activision delivers a knockout punch.

P.S. Products had sued Activision Blizzard for patent infringement based on a design patent owned by P.S. Products directed to the design of a stun gun shaped to look like and be worn as brass knuckles.  Activision Blizzard had included a different looking virtual brass-knuckle-stun-gun in Call of Duty, Black Ops II. Litigation ensued.  After various motions, and before getting too far along, the court has now granted Activision's motion to dismiss for failure to state a claim.

Two points are critical here.

First, the differences between the two designs:

P.S. Products' Design Patent D561,294:
Activision Blizzard's Galvaknuckles:


Second, the design patent depicts physical brass knuckles, whereas the galvaknuckles are only ever rendered as a virtual item in a video game.  Activision Blizzard does not manufacture or sell physical Galvaknuckles.

While the differences in appearance certainly weigh in the mind of the judge, the court instead relies heavily on the second point in dismissing the patent infringement claim, stating "[n]o reasonable person would purchase defendants’ video game believing that they were purchasing plaintiffs’ stun gun."  The court thereby apparently takes the view that a design patent for a physical item is not infringed by a virtual rendering of that item. However, the court is silent regarding whether the significant differences in the designs of the two items at issue here played any part in its analysis.  The court also dismissed (for less interesting reasons) the unfair trade, trade dress, and trademark infringement counts.

Order dated February 21, 2014

Patent Compliance Group v. Activision Publishing
United States District Court for the Northern District of Texas
Case No.: 10-cv-00288; filed February 12, 2010.


Patent Compliance Group (“PCG”) originally filed a qui tam action against Activision for using false marks on its titles Guitar Hero 5, Band Hero, DJ Hero and Guitar Hero Smash Hits claiming the games were “patented or patent pending”.  This case was dismissed without prejudice on June 1, 2010, before Activision filed an answer or motion for summary judgment.  The issue is now moot in view of recent law changes barring this type of lawsuit.
NovaLogic, Inc. v. Activision Blizzard et. al.
U.S. District Court for the Central District of California
Case Number: 2:12-cv-04011

In March 2012, NovaLogic sued Call of Duty developer, Activision, for trademark infringement of its mark "Delta Force" (USPTO marks 2,704,298 and 2,304,869).  NovaLogic maintained that Activision's "Modern Warfare 3"  title (which grossed billions of dollars) infringed upon the mark they had held since the late 1990s when they released "Delta Force".  The game spawned a few sequels including 2003's "Delta Force: Black Hawk Down".  NovaLogic also sued Penguin Group USA, Inc. (who made the official guide for the game) as well as Microsoft on similar grounds. 

Judge John F. Walter ruled that Activision's use of the term "Delta Force" fell within free speech, and that the term would not confuse consumers into thinking NovaLogic endorsed the game.  The court went on to say, "Because the phrase 'Delta Force' and its insignia have an established and well-known prior meaning and connotation . . . that is unrelated to plaintiff and that meaning and connotation predate plaintiff's use of the registered trademarks, it is highly unlikely that consumers will be misled."  The claims against Penguin were dismissed on similar grounds.

NovaLogic argued that Activision had waived its free speech rights because it had initially paid NovaLogic royalties.  Judge Walter said this argument was, "unpersuasive and borders on the frivolous," because NovaLogic had licensed the mark to Vivendi Games in 2005, a company which was later acquired by Activision.  "Plaintiff fails to explain how an unrelated third party's contract could have resulted in the surrender of Activision's First Amendment rights with respect to a product, [Modern Warfare 3], that was not produced until 2011."  Activision had moved for summary judgment in March on the grounds that Delta Force was part of the "public lexicon" and is similar to terms like "West Wing" and "Scotland Yard."

With games having an ever-increasing focus on true-to-life realism, this victory is significant for publishers like Activision.  It allows them to pull inspiration from news headlines and make games directly referencing groups like the "Delta Force" without having to worry about potential litigation or licensing agreements with subsequent groups who use the term as a trademark.  Similarly, trademark owners should be careful when choosing a mark, and might think twice about trying to usurp rights to a name that has a previously understood public meaning.

While these particular claims were dismissed, the court did not address allegations regarding Activision's and Microsoft's  prominent use of the mark on the packaging of the special-edition Xbox 360 consoles that were bundled with the game.

We will update as more information becomes available.

Blizzard Entertainment, Inc. v. Alyson Reeves et al
United States District Court, Central District of California
Case No. 2:2009cv07621, Filed On October 20, 2009

In October of 2009, Blizzard brought suit against Alyson Reeves for operating a private server for the popular MMORPG, "World of Warcraft."  Usually, a player buys the WoW game software and pays a monthly subscription fee to use the service.  The copyrighted software, or "game client," allows the user to access the game and will only connect to authorized servers.  Likewise, the server software is copyrighted by Blizzard and will only recognize authorized game clients.  Before being able to access the game, users must also agree to Blizzard's End User's License Agreement and Terms of Use. After agreeing to both contracts, the user must finally pass Blizzard's anti-piracy system that authenticates the user's game client before allowing access to the game content.

In its complaint, Blizzard alleged that Reeves had violated its copyrights, circumvented copyright protection systems, and engaged in unfair competition among other claims.  Blizzard alleged that Reeves violated its copyrights through the operation of a website called "scapegaming."  Users of scapegaming's services did not have to pay a subscription fee and the service allowed users to access unauthorized servers that emulated Blizzard's own. Furthermore, scapegaming allowed pirated or unauthorized game clients to access its servers since it did not use an anti-piracy system.  Blizzard alleged that scapegaming achieved this by reverse engineering code taken from Blizzard's game client and servers.  Users were able to access WoW content through these servers and could make donations to scapegaming to keep its servers operational.  Between July 22, 2007, and September 26, 2009, Reeves received approximately $3,052,339 from donations and transactions through Paypal's "shopping cart."

After the initiation of this lawsuit, Reeves failed to appear and did not respond to the complaint.  Blizzard filed a motion for default judgement that was granted on August 10, 2010.  Blizzard was awarded  $88,594,539 in damages:  $3,052,339 in disgorged profits, $85,478,600 in statutory damages, and $63,600 in attorneys fees.  The statutory damages appear suspect, and could be overturned on appeal, but in view of the default judgment it doesn't appeal likely that will happen.
Paqits, LLC v. Activision Blizzard, Inc.
United States District Court, Eastern District of Texas
Case No. 2:2012cv00013, Filed on January 11, 2012

Activision has been slapped with a patent infringement suit for the operation of the Battle.net website.  This website serves as Activision's gaming portal where users can purchase games and join Activision's social community.  This service also allows users to access popular games such as "World of Warcraft," "Starcraft II," and the recently released "Diablo III."  In January of 2012, Paquits LLC alleged that Blizzard had infringed upon its patent titled "System using access information set by a user to allow another user to access updated portion of contact and personal information of the user."  In its complaint, Paquits claims that the "Real ID" feature of Battle.net infringes upon its patent because it "[controls] a second user’s access to a first user's information over a communications network."  According to the website, the Real ID feature of Battle.net allows users to interact with friends by communicating across Activision games, by sending broadcast messages, and by allowing users to see status information about their friends.  In its complaint, Paqits also alleged that Activision contributed to infringement of its patent because it should have known that battle.net would have "induce[d] infringement by its customers."  

This case was later settled on May 7, 2012, resulting in a dismissal of all claims with prejudice.

Walker Digital, LLC, a self-professed “invention” company who claims to hold over 500 patents, has filed suit against Activision, Inc., Activision Blizzard, Inc. and Zynga, Inc. In the complaint, Walker Digital alleges that the defendants’ games infringe upon U.S. Patent No. 6,425,828, entitled “Database Driven Online Distributed Tournament System.” The patent claims priority to 1998, and its first claim reads as follows:

1. A method of conducting a distributed electronic tournament for a plurality of players, comprising:

exchanging information between a central controller and a player located remotely from the central controller, the information (i) being exchanged while the player plays a game in the tournament and (ii) influencing game play; and

storing in a database player information associated with the player, the stored player information being available for use in a subsequent tournament to influence game play of the subsequent tournament while the player is playing a subsequent game in the subsequent tournament.

The complaint alleges infringement by a litany of games, including (among others) Activision Blizzard’s Call of Duty: Black Ops, Call of Duty: Modern Warfare (1 and 2), Call of Duty: World at War, Blur, DJ Hero 2, Cabela’s North American Adventures, and World of Warcraft (and its expansions packs), and Zynga’s Mafia Wars, Vampire Wars, Fashion Wars and Street Racing.

We’ll keep you posted on this one. The case caption is Walker Digital, LLC v. Activision et al., No. 1:11-cv-00004 (D. Del. filed Jan. 3, 2011).

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