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Showing posts with label zynga. Show all posts
Showing posts with label zynga. Show all posts
U.S. Patent No. 8,282,491: Game-based incentives for location-based actions
Issued October 9, 2012, to Zynga, Inc.
Priority Date August 13, 2010




Summary:
Smart Phones have allowed people to play games anywhere. U.S. Patent No. 8,282,491 (the '491 Patent) describes a method and system for giving in-game rewards to players for performing an action at a physical location. The game may give a player in-game currency for scanning the receipt for coffee from Starbucks. The '491 Patent relates more to how the game determines the reward for the player, than how the game determines a player's location. Rewards are determined based on the player's demographic information, how often the player visits the location, how often the player buys something from the location.

Abstract:
Systems and methods for providing game-based incentives to users of online games as a reward for performing actions at physical locations are provided.

Illustrative Claim:
1. A method comprising: accessing a game state of one or more computer-implemented games associated with a user; determining, using at least one processor of a machine, an incentive reward for the user based at least in part on the game state of the one or more computer-implemented games, the incentive reward being an in-game asset in the one or more computer-implemented games; determining a location-based action for the user based at least in part on the game state of the one or more computer-implemented games, the location-based action being an action performable by the user at a physical location that is external to the one or more games; and transmitting, to a device associated with the user, a message comprising a description of the location-based action, a description of the incentive reward, and an offer of the incentive reward for performing the location-based action at the physical location.


Researched By: Andrew F. Thomas
U.S. Patent No. 9,669,291: System and method to facilitate moves in a word game
Issued June 6, 2017, to Zynga, Inc.
Priority Date May 31, 2011




Summary:
U.S. Patent No. 9,669,291 describes a system and method for distributing letters in a digital scrabble game. In an analog Scrabble game, a player has to rely on luck when pulling their letters, compared to a digital game where a computer algorithm is selecting the pieces. Each letter has a probability rate based on the number of pieces that letter has in the physical board game. Once probability rates are established, the game then analyzes the digital game board, list of playable words, player skill levels, and relationships of particular letters in word formations. From there, the game adjusts the probability rates of the remaining letters. Changing the rates helps balance the competition between players of different skill levels and ensure that a player can play a word in most situations.

Abstract:
A system and method to facilitate moves in a word game includes a game asset distribution module that adjusts the respective distribution weights of letters in a set of alphabet letters. The letters are distributed to players in a word game with a probability proportional to the distribution weights. The game asset distribution module includes an analysis module to analyze the game board, lists of playable words, player skill levels, and relationships of particular letters in word formations. Accordingly, distribution weights of the letters are adjusted in order to facilitate allocation to the player of those letters which will facilitate word formation, ensure at least a minimum playable word experience, and enhance an overall user experience, even amongst players with significantly different skill levels.

Illustrative Claim:
1. A computer-implemented method comprising: assigning, via at least one processor, to each alphabet letter a respective distribution weight according to a weighting rule of an online game, wherein each respective distribution weight reflects a frequency the corresponding alphabet letter, to which the respective distribution weight is assigned, is available for a game action in the online game of a game network server system; allocating based on respective assigned distribution weights, for availability in one or more game actions by a particular player, instances of each alphabet letter in a plurality of the alphabet letters; initiating display, to the particular player, of the allocated instances of each alphabet letter in a game interface of the online game; receiving a game action representing completion of a formation of a word, the word based on selection of a subset of the allocated instances of each alphabet letter; determining a losing player being the particular player having a point score in the online game lower than any further player within the online game, wherein each further player has a respective social network connection in a social network server system with the particular player; based on determining the losing player being the particular player: determining a number of remaining instances of the alphabet letters, available for distribution, and yet to be allocated to the losing player, in accordance to the respective distribution weights and the plurality of alphabet letters previously allocated to the losing player; determining the number of the remaining instances of the alphabet letters is less than or equal to a predetermined threshold; comparing a set of played words based on one or more words previously formed in one or more game action selected by the losing player in the online game; determining a prospective word formation, in a subset of the remaining instances of the alphabet letters, matches at least one of the words previously formed; adjusting the respective distribution weight of each letter in the subset of the remaining instances of the alphabet letters, the adjusted respective distribution weight being greater than a prior corresponding distribution weight.

Researched By: Andrew F. Thomas


U.S. Patent No. 9,044,680: Low-friction synchronous interaction in multiplayer online game
Issued June 2, 2015, to Zynga, Inc.
Priority Date January 10, 2012





Summary: 
U.S. Patent No. 9,044,680 (the '680 Patent) describes a method for two players to interact in certain online games. The type of game depicted in the patent is a city building that could be found on Facebook or the free-to-play versions on iOS. The '680 Patent specifically relates to the ability to invite friends to help progress the game. A friend can help complete a building or generate income depending on the task assigned to the friend. Both players need to be playing the game for the invitation to be sent. A player accepting the invitation will obtain an in-game reward for helping.

Abstract:
Methods, systems, and computer programs are presented for executing an online game. One method includes an operation for executing a first game board for a first user and a second game board for a second user. The first game board is created when the first user plays the game for the first time and the second game board is created when the second user plays the game for the first time. The method further includes operations for detecting a visit by the second user to the first game board, and for detecting a request by the second user to place a game asset in the first game board. The game asset is installed in the first game board when the first user approves the request, and the second user obtains one or more game rewards when the first user interacts with the game asset while playing the online game.

Illustrative Claim:
1. A method for processing game operations during execution of an online game, the method comprising: executing, by a game server, a first game board for a first user and a second game board for a second user, wherein the first game board is created when the first user plays the online game for a first time and the second game board is created when the second user plays the online game for a first time; establishing, by a live interaction server, a synchronous mode of play when the first user and the second user play the online game at a same time, and an asynchronous mode of play when the first user and the second user are not playing the online game at the same time; sending from the live interaction server to the game server information identifying if the first user and the second user are in synchronous mode; detecting, while in synchronous mode, a visit by the second user to the first game board and a request by the second user to place a game asset of the second user in the first game board of the first user; presenting, while in synchronous mode, to the first user in the first game board an option to approve the request; and installing the game asset in the first game board when the first user approves the request, wherein the second user obtains one or more game rewards when the first user interacts with the game asset while playing the online game, wherein operations of the method are executed by a processor.

Researched By: Andrew F. Thomas


Gametek LLC v. Facebook, Inc. et al.
United States District Court, Southern District of California
Case No. 3:12-cv-00501, Filed February 28, 2012

On July 2, 2012, Plaintiff Gametek filed a notice of voluntary dismissal against Defendants Facebook, Inc.;  Facebook Operations, LLC; Facebook Payments, Inc. and Facebook Services, Inc.

On December 7, 2012, the Court dismissed the claims against Defendants Cie Games, CrowdStar, EA, Funzio, Zygna, Digital Chocolate, 6Waves, and RockYou.

This case was terminated on April 8, 2014, following a settlement conference. All claims and counterclaims were dismissed with prejudice between Plaintiff Gametek LLC and Defendant Big Viking Games, Inc.

Gametek filed suit against 21 companies including Facebook, Electronic Arts, and Zynga. Gametek alleged the companies infringed its patent for virtual currency and payment system incorporating items bought and used in-game. Gametek sought damages and injunction through this lawsuit. The patent-in-suit was U.S. Patent 7,076,445.

The original post can be found here.

Promotional Technologies LLC v. Facebook, Inc. et al.
United States District Court, Northern District of Texas
Case No. 3:11-cv-03488, Filed December 15, 2011

This case was terminated on October 25, 2013. All claims and counterclaims were dismissed with prejudice subject to a settlement agreement dated October 18, 2013.

Promotional Technologies sued Facebook and Zynga for patent infringement.  Promotional alleged that Facebook and Zynga infringed its patent through their games Farmville, MafiaWars, and other online games offering virtual prizes. The patent-in-suit is U.S. Patent 6,749,511  and it relates to an online game designed to promote websites through a host website that launches the promotional applet. The purpose of the system is to promote websites by encouraging users to revisit them by offering prizes.

The original post of the case is located here.
The Learning Company v. Zynga, Inc.
United States District Court for the District of Massachusetts
Case No: 11-cv-10894; filed June 7, 2011


This case arose from a trademark dispute regarding The Learning Company’s (“TLC”) popular “Oregon Trail” computer game.  TLC claimed Zynga infringed upon their property by using the name “Oregon Trail” in its similarly themed game “Frontierville”.  While Oregon Trail does refer to TLC’s well-known game, it also refers to the 2,000 mile long wagon route connecting the area around the Missouri River to Oregon which was used when settlers began moving west in the 1800s.  On December 18, 2012, TLC and Zynga entered into an out-of-court settlement and the case was voluntarily dismissed with prejudice.
Case Update: Electronic Arts, Inc. v. Zynga, Inc.
U.S. District Court for the Northern District of California.
Case No.3:2012cv04099. Filed On August 3, 2012

The suit filed last year by EA for copyright infringement—as well as Zynga's counterclaims—has been dismissed following an out-of-court settlement in February 2013.  Zynga released a statement saying, "EA and Zynga have resolved their respective claims and have reached a settlement of their litigation in the Northern District of California."  All claims were dismissed with prejudice.  Gamasutra claims it has a source familiar with the matter than informed them that, "Zynga is 'pleased' with the nature of the settlement."

We're closing the books on this one.

(Source: Gamasutra)


Anyone who thinks games aren't big business, think again. Zynga today (July 1, 2011) filed for a $1 BILLION dollar IPO! Unlike many of its fellow much-buzzed-about Web upstarts, Zynga is solidly profitable. In 2010, the company had a $90.6 million profit on sales of $597 million, according to its SEC filing. In the first three months of 2011, Zynga earned $11.8 million on sales of $235.4 million.
Zynga said it has 60 million daily active users, who collectively spend 2 billion minutes each day playing its games.

Read more at CNN Money.

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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