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Case Update: May 2012

During August of 2011, US District Court Judge Stanley Chester granted the plaintiff's motion for entry  of default judgment on the count of patent infringement.  The plaintiff's requested an award of attorneys fees, however this request was denied.  The case was remanded to Magistrate Judge Shipp for a hearing on damages.

Original Post:

On January 21st, LottoTron, Inc. filed a complaint against eleven Costa Rican entities alleging infringement of U.S. Patent No. 5,921,865 entitled “Computerized Lottery Wagering System.” As previously reported, LottoTron has asserted infringement of the same patent against other entities over the past few years. The Complaint, filed in the District of New Jersey, does not specifically identify which claims were infringed, but alleges that the operation of “interactive gaming websites directly infringes the claims of the ‘865 patent in violation of 35 U.S.C. §271(a).” The Complaint further alleges that the Costa Rican entities have “also induced and contributed to the infringement of the claims of the ‘865 patent by others.”

The patent has two independent claims (claims 1 and 8) and fifteen dependent claims. Claim 1 is directed towards a wagering system and claim 8 is directed towards a method of automatically accepting different wagering formats. The two independent claims are reproduced below.

1. A wagering system for automatically accepting wagers comprising:

a) communications means for receiving communications from subscribers, said communications means including computer means and a wireless link;

b) message means connected to said communications means for receiving the incoming communications routed from said communication means and for providing a series of messages requesting subscriber information particular to one of the plurality of wagering formats; and

c) computer means having storage means connected to said message means for receiving and storing said subscriber wagering information, and assigning a reference number to a wager.


8. Method for automatically accepting a plurality of different wagering formats over a computer system, comprising:

receiving incoming communications from prospective wagerers and routing each of said communications according to which one of said plurality of different wagering formats is requested by a subscriber;

providing a series of messages requesting subscriber wagering information particular to one or more of said plurality of wagering formats;

requesting identification information from said prospective wagerers; and

requesting said prospective wagerers to enter a wager.
The case is LottoTron, Inc. v. SBG Online Casino et. al.,Case 2:10-cv-00337-SRC –MAS, 2:10-cv-0337 (D.N.J. filed January 21, 2010). We will continue to follow this case and the related cases.
IA Labs CA, LLC v. Nintendo Co., Ltd. et al. 
District of Maryland
Civil case No.: 8:10-cv-00833-PJM.

Case Update: May 2012

In March 2012, a Maryland District Court judge dismissed IA's suit against Nintendo alleging that several of Nintendo's peripheral accessories infringed upon its patents. Rick Flamm, Nintendo of America’s senior vice president of Legal & General Counsel, announced "Nintendo has a passionate tradition of developing innovative products while respecting the intellectual property rights of others. We vigorously defend patent lawsuits when we firmly believe that we have not infringed another party’s patent. We refuse to succumb to patent trolls."  This victory marked the third consecutive win for Nintendo in patent litigation.

Original Post:

Nintendo’s Wii gaming system is again the subject of patent infringement lawsuit. IA Labs, LLC recently filed a Complaint in the District of Maryland against Nintendo alleging infringement of U.S. Patent Nos. 7,121,982 and 7,331,226. Nintendo’s allegedly infringing activities and products relate to the “Wii console video game machines and related ‘Wii Fit’, Wii Fit Plus’, Wii Balance Board’, ‘Wii Remote’, Wii Nunchuck’, 'Wii Motion Plus’, ‘Wii Zaper’ peripheral devices and software.”

On their face, both patents are assigned to Powergrid Fitness Inc. According to the Complaint, IA Labs acquired the patents from Interaction Labs, which is “also known as Powergrid Fitness.” The ‘982 patent recites two independent claims (claims 1 and 9). Claim 1 recites:
1. An isometric exercise system serving as a peripheral to manipulate a virtual reality scenario of a host processing system in accordance with user exercise, comprising:
a frame to support a user;
an effector to provide an isometric exercise for said user, wherein said effector is fixedly secured to said frame and includes an elongated rod;
at least one sensor coupled to said rod and responsive to at least one force applied by said user to said effector to perform said isometric exercise, wherein said applied force effects a measurable deformation of said rod that is measured by said at least
one sensor; and
a processor coupled to said at least one sensor and including a data processing module to receive and process data corresponding to applied force information measured by said at least one sensor and to transfer information to said host processing system to control said virtual reality scenario of said host processing system in accordance with performance of said isometric exercise and manipulation of said effector by said user.
The Complaint alleges that “Intereaction Labs developed several products incorporating the technology of the ‘982 Patent. These products include the Kilowwatt Sport, the Exer-Station controller, Exer-Station PRO, and the PowerSquad Leg Joystick, among others.” The ‘226 patent recites three independent claims (claims 1, 10 and 19). Claim 1 recites:

1. A force measurement system comprising:
an effector device including a hollow interior;
an inner support disposed within said hollow interior of
said effector device; and
at least one sensor secured at a selected location to said inner support and configured to measure a force applied to said inner support; wherein at least one outer surface portion of said inner support is coupled with at least one interior surface portion of said effector device such that forces applied to said effector device are at least partially transferred to said inner support for measurement by said at least one sensor.
IA Labs further alleges that Nintendo’s infringement was willful. Specifically, IA Labs alleges that Nintendo met with representatives of Interaction Labs in December 2007 to discuss their “force feedback technology” and communications continued until at least November 4, 2008.

The case is IA Labs CA, LLC v. Nintendo Co., Ltd. et al. Civil case No.: 8:10-cv-00833-PJM. We will continue to monitor this case.
iCloud Communications LLC. v. Apple Inc.

United States District Court, District of Arizona

Case No. 11-cv-01158, Filed June 9, 2011

Case Update: May 2012


In September of 2011, iCloud Communications filed a motion for a voluntary dismissal with prejudice of its trademark infringement suit against Apple's iCloud.  iCloud Communications has since changed its name to PheonixSoft and may not bring suit against Apple again for the same subject matter.

Original Post:


On Thursday, June 9, just one week after iCloud’s debut at the Apple Worldwide Developers Conference (WWDC), Apple was sued for trademark infringement in the iCloud mark. iCloud Communications, an Arizona-based company, has been using the iCloud name since 2005 in conjunction with its own cloud-based service. The company focuses primarily on VoIP solutions for business and residential customers but also provides cloud computing services for customers and asserts that it has spent significant amounts of money building the infrastructure to do this, as well as “tens of thousands of dollars” annually in advertising its cloud computing services. In its complaint iCloud Communications alleges that Apple willfully infringed on its mark, that this action is representative of a pattern of willful trademark infringement by Apple, and that this infringement has led to consumer confusion as to the origin of its services.

iCloud Communications asserts that Apple was either aware, or was willfully blind to its rights in the iCloud trademark and that this reflects a pattern by Apple of “act first, worry about the [trademark] consequences later.” The complaint cites other examples like the use of iPhone (similar to Cisco's iPhone), the iPad (to which a trademark application has been filed by Fujitsu Frontech North America), iAds (a trademark owned by Innovative Media Group), and now iCloud as evidence that Apple regularly tramples on the marks of others.

In addition, iCloud Communications has put forward a reverse confusion argument that "due to the worldwide media coverage given to and generated by Apple's announcement of its 'iCloud' services and the ensuing saturation advertising campaign pursued by Apple, the media and the general public have quickly come to associate the mark 'iCloud' with Apple, rather than iCloud Communications," causing irreparable harm to iCloud Communications’ trademark. The VoIP company also cites instances of actual confusion where consumers have called in to inquire whether the company is associated with Apple now.

This case is reminiscent of Dreamwerks Production, Inc. v. SKG Studio, 142 F.3d 1127 (9th Cir. 1998.) There the 9th Circuit held that DreamWorks studios reverse infringed on the trademarks of the smaller Dreamwerks company. Despite the fact that DreamWorks was a movie production studio, and Dreamwerks organized sci-fi conventions, the 9th circuit held that both companies belonged to the entertainment industry and that the “reasonably prudent consumer” would likely be confused as to the source of the service provided. In the case of the iCloud, both companies engage directly in cloud-computing services, adding to the apparent strength of a reverse confusion argument.

The twist here is that, although it has used the iCloud name for six years, iCloud Communications never registered the term as a trademark. Apple actually owns the rights to the iCloud trademark through registration at the USPTO. According to Cnet and USPTO records, Apple recently spent $4.5 million to acquire the iCloud.com domain and corresponding Federal trademark registration no. 3,744,821 from the Swedish cloud computing company Xcerion, and filed for additional trademark rights to the iCloud name in May 2011, listing various classifications, including one for "electronic storage of data, text, images, audio, and video; storage services for archiving electronic data; information and consultation in connection therewith." This is all very reminiscent of the now infamous Burger King dispute between the Burger King fast-food chain and the mom-and-pop Burger King restaurant in Mattoon, Illinois.

We’ll continue to follow the case and bring you updates.
Thorner et al v. Sony Computer Entertainment America LLC et al
U.S. Court of Appeals for the Federal Circuit (On appeal from the U.S. District court, District of New Jersey)

Case No. 2011-1114 (originally 09-01894), Filed December 13, 2010 (originally April 21, 2009)


Case Update 05/23/2012:


On February 2, 2012, the U.S. Court of Appeals for the Federal Circuit vacated the New Jersey District Court's decision previously reported below.  The Federal Circuit reviewed the district court's interpretation of the terms "attached" and "flexible," noting that the general rule is that claims must be given their ordinary and customary meaning unless the patentee acts as his own lexicographer or the patentee disavows the full scope of the claim.  Since the term "attached" met neither of these exceptions, the Federal Circuit determined that it should be given its ordinary and customary meaning that includes both internal and external attachment.  The  Federal Circuit also disagreed with the district court's interpretation of the term flexible ("capable of being noticeably flexed with ease").  Thorner argued that this term should be given its ordinary and customary meaning that only requires the pad to be "capable of being flexed."  The  Federal Circuit accepted Thorner's interpretation and has remanded the case for further proceedings.  


Case Update:


We previously reported (see original post below) about a spinoff from the Sony v. Immersion case dealing with haptic feedback technology. Craig Thorner had previously developed patents for Immersion and had also received payments from Sony for his work on vibrating touch technology. As we reported, Thorner sued Sony claiming that Sony's lawyers induced him to accept less than favorable terms for his license. He sued Sony for monetary compensation for infringement on his vibrating touch feedback patent.

Specifically at issue was Thorner’s U.S. Patent # 6,422,941 (the ‘941 patent) titled “Universal Tactile Feedback System for Computer Video Games and Simulations.” According to Judge Brown, “attached to said pad” is construed to mean “affixed to the exterior surface of the flexible pad,” and as a result Sony does not infringe the ‘941 patent. He wrote that under the court’s construction of the phrase “attached to said pad” Sony did not infringe because “the patent claim limitation is not met with respect to their products.”

On November 4, 2010, the charges against Sony were dismissed in district court. The court’s judgment as to whether Sony’s technology infringed Thorner’s patent was determined by its construction of the phrase “attached to said pad.” After conducting Markman hearings over the disputed claim phrase, Chief Judge Garrett Brown of the New Jersey District Court dismissed all of Thorner’s patent claims against Sony without prejudice. The judge noted that he was dismissing the claims without prejudice in light of Thorner’s specific objection to the district court’s construction of “attached to said pad.” The parties also agreed to a stipulation of dismissal without prejudice, and Sony acknowledged that dismissal of the claims would not prejudice Thorner’s ability to assert those claims in the future, in this same case. The court noted that if the Federal Circuit reverses its construction of “attached to said pad” or applies a different construction, the parties may reassert all claims and issues on remand.

Original Post:

The dust has long settled on the Sony/Immersion haptic feedback suit, right?

Not quite. According to a complaint filed in Thorner v. Sony Computer Entertainment America, Inc., Case No. 09-01894 (NJ filed April 21, 2009), and amended recently, a witness from that case claims he was tricked into cooperating and signing away his own patent rights for a fraction of their worth.

According to the complaint, Craig Thorner was an engineer who held several patents that were also directed to haptic feedback technology, similar to those asserted by Immersion against Sony, and his patents were part of Sony's after-trial attempt to invalidate Immersion's patents.

The complaint alleges that days after the verdict against Sony, Thorner was contacted by another company that had also been targeted by Immersion. This other company, Performance Designed Products LLC (PDP), was a game distribution company, and (according to the complaint) needed Thorner's help.

Thorner claims that in working with PDP, he ended up negotiating with them to license his own patents to them, and that in that negotiation process he sought help from the same attorneys that represented Sony. According to the complaint, those attorneys helped him with the license, and they encouraged him to accept terms that were less than favorable to Thorner (including a provision that could grant a patent license to Sony, and another one accepting royalty payments that were much less than he had originally sought).

Thorner now alleges that all that time, those attorneys were actually helping Sony get a better deal out of him, and that Sony and PDP were actually working together to get that deal. He has sued them for legal malpractice, and has sued Sony for infringement of his patents.

This case is just beginning, so we will have to wait to see the other side of the story, and to see how it all turns out. Stay tuned ....
Hasbro, Inc. v. Infogrames Entertainment SA


United States District Court, District of Rhode Island


Case No. 09-cv-00610, Filed December 16, 2009


Case Update 05/24/2012:

In August of 2011, Hasbro and Atari released that they had reached a settlement regarding the intellectual property rights in Dungeons & Dragons.  Hasbro has reacquired digital licensing rights to the franchise while licensing these rights to Atari.

Case Update:

This case is still making its way through the court system. On June 28, 2011, Atari's motion to have the case dismissed was denied. In it's motion Atari argued that Hasbro could not prove its fraud claims since it did not actually or justifiably rely on statements from Atari regarding licensing of D&D to third parties. Atari's motion also accused Hasbro of "attempting to manufacture a non-existent [fraud] claim out of thin air." The court was apparently not convinced by this argument as it has allowed the case to continue.


Original Post:

Earlier this week, Hasbro, which owns the intellectual property rights in Dungeons & Dragons, filed a lawsuit against Atari over Atari’s allegedly unauthorized sublicensing of its rights in Dungeons & Dragons to Namco Bandai, one of Hasbro’s major competitors.

According to Hasbro’s complaint, which was filed on Wednesday in federal district court in Rhode Island, Hasbro first entered into a license agreement with Atari in 2000 in which Hasbro granted Atari the exclusive rights to make, market, distribute, provide customer support, and sublicense (with Hasbro’s approval) digital game rights in Dungeons & Dragons.

Earlier this year, however, Atari allegedly sold its European distribution rights to Namco Bandai, which according to Hasbro’s complaint is the third largest toy and game manufacturer in the world behind Mattel and Hasbro.

In this lawsuit against Atari, Hasbro is arguing that Atari breached its license agreement with Hasbro in sharing confidential information related to Dungeons and Dragons with Namco Bandai. For this alleged breach, Hasbro seeks a declaration from the court that Hasbro may terminate immediately its Dungeons & Dragons license agreement with Atari, as well as an injunction against Atari and money damages.

The case is Hasbro, Inc. v. Infogrames Entertainment S.A. a/k/a Atari, S.A., case number CA09-610ML, and it was filed on December 16, 2009, in the U.S. District Court for the District of Rhode Island.

We will continue to follow this case.
Motiva LLC v. Nintendo Co. Ltd.

United States District Court for the Western District of Washington (originally Eastern District of Texas)

Case No. 10-cv-349, Filed March 2, 2010 (originally November 10, 2008)



Case Update 05/24/2012:

Not much new to report.  Just ongoing discovery formalities.  For example, ALJ Rogers granted-in-part Nintendo's motion to compel the production of documents from Motiva back in May of 2011, however the public version of this order has now been issued as of March 21, 2012.  Motiva asserted that the documents Nintendo requested were privileged, that Motiva did not waive privilege, and that the privilege log and accompanying documents Motiva had provided were sufficient.  The first piece of information discussed concerned a freedom to operate opinion ("Standley Opinion") prepared by the Standley Law Group for Motiva. ALJ Rogers determined that Motiva waived its attorney-client privilege when it shared this opinion with a business partner, and thus ordered the company to produce this document and other related communications.

ALJ Rogers further determined that Motiva waived privilege with respect to documents underlying Motiva's domestic industry assertions.  Again, Motiva had waived privilege with respect to the Standley Opinion since it had put its contents at issue with respect to its domestic industry claims.  It was decided that Motiva had further waived privilege with respect to documents that related to patent prosecution and litigation because of its domestic industry claims.   Nintendo argued that it could not determine the accuracy of Motiva's domestic industry investments without certain supporting documents.  ALJ Rogers agreed and ordered Motiva to produce documents related to billing and the subject of the work performed.  ALJ Rogers further ordered Motiva to produce certain documents on its privilege log that were identified as invoices or billing records in addition to its fee arrangement regarding its present litigation.  Nintendo's request for production of Motiva's privileged communications related to patent litigation and prosecution were denied, however, since they were not put at issue.

The last issue decided upon was the privilege log that Motiva had produced earlier.  Nintendo argued that Motiva violated Ground Rule 4.10.1 while Motiva asserted that Nintendo was referring to an old privilege log, and that its amended privilege log complied with this rule.  ALJ Rogers found Motiva's privilege log to be insufficient in many regards.  For example, many of the authors or senders of each document were omitted from the log.  ALJ Rogers further found that documents omitted from the log and documents relating to corporate formation were not adequately explained to be withheld as attorney work product.  Nintendo also argued that communications were being withheld even though there was no indication that an attorney was involved.  For this reason, and because of all other deficiencies found with the privilege log, ALJ Rogers ordered Motiva to produce a privilege log that complies with Ground Rule 4.10.1.

Case Update: June 2011

Initially in the Eastern District of Texas, this case was referred to mediation on March 17, 2009, and then transferred to the US District Court for the Western District of Washington on March 3, 2010. The parties are concurrently litigating a related case in front of a judge at the International Trade Commission. On June 2, 2011, the ITC judge denied Nintendo’s motion to force Motiva to turn over documents that Nintendo alleged Motiva was improperly withholding as privileged.

After reviewing the items ALJ Robert Rogers found that while Motiva did not meet the burden to show that the documents were protected by attorney client privilege (because they did not “in any way reflect or relate to a fact of which the attorney was informed by the client”), they did successfully prove that the documents were protected by the attorney work product doctrine.

This is the latest chapter in the suit’s progress through the ITC. The ITC probe was initially terminated in February because Judge Rogers initially determined that there was no domestic industry that existed to allow Motiva to proceed with this patent-based suit. Prior to filing this ITC complaint Motiva had been involved in district court proceedings in the US against Nintendo but the judge initially found that this was not enough to constitute “domestic activity.” The ITC vacated this determination in April 2011 saying 1) that it was a genuine issue of material fact as to whether Motiva’s district court litigation against Nintendo was related to its licensing activities and thus a “domestic activity,” and 2) that Judge Rogers erred in declining to consider Motiva’s activities in the US before the issuance of their patents (this included substantial amounts of time spent on product development.) The case was remanded to Judge Rogers.


Additional coverage at Law360.



Original Post:


As we previously reported here, Motiva LLC sued Nintendo for allegedly infringing U.S. Pat. No. 7,292,151, which is directed to a "Human Movement Measurement System." The patent relates to "a system and methods for setup and measuring the position and orientation (pose) of transponders. More specifically, for training the user to manipulate the pose of the transponders through a movement trajectory, while guided by interactive and sensory feedback means, for the purposes of functional movement assessment for exercise, and physical medicine and rehabilitation." The suit was filed in the Eastern District of Texas.

In early 2009, Nintendo filed a motion requesting that the case be transferred to the Western District of Washington, the location of Nintendo’s principal place of business. Nintendo argued that not only were portions of physical and documentary evidence located in that district but also neither Nintendo nor Motiva were incorporated in Texas, had offices in Texas, or had any witnesses from Texas. On June 30, 2009, the Texas district court denied Nintendo’s request. Nintendo filed a motion asking the court to reconsider its decision, and also petitioned the U.S. Court of Appeals for the Federal Circuit ("Federal Circuit") to vacate the district court’s decision.
Specifically, Nintendo petitioned for a writ of mandamus alleging that the district court clearly abused its discretion when denying Nintendo’s request to transfer the suit to Washington. Citing the mounting pile of decisions transferring cases out of the very same district, including Volkswagen (545 F.3d 304), TS Tech (551 F.3d 1315) , and Genentech (566 F.3d 1338), the Federal Circuit held that “the district court clearly abused its discretion in denying transfer from a venue with no meaningful ties to the case.” In fact, the Federal Circuit indicated that “[t]his case appears to repeat the erroneous methodology that led this court to grant mandamus in TS Tech.” The decision continued to elaborate on the errors made by the district court, including:
(1) applied too strict of a standard to allow transfer;
(2) gave too much weight to the plaintiff’s choice of venue;
(3) misapplied the forum non conveniens factors;
(4) incorrectly assessed the 100-mile tenet;
(5) improperly substituted its own central proximity for a measure of convenience of the parties, witnesses, and documents; and
(6) glossed over a record without a single relevant factor favoring the plaintiffs chosen venue.

Specifically regarding the plaintiff’s choice of venue, the court again reiterated that the:




Fifth Circuit has unequivocally rejected the argument that citizens of the venue chosen by the plaintiff have a ‘substantial interest’ in adjudicating a case locally because some allegedly infringing products found their way into the Texas market.



This is especially pertinent to the gaming community, as it would be hard to imagine any given district in the United States where a gaming product (such as Nintendo’s Wii and/or its related peripherals) did not find its way into the local market. Similarly, the Federal Circuit took issue with the district court asserting Texas was an acceptable centralized location for witnesses, when in fact, no witnesses resided in that district. While not expressly stated in the decision, the court appeared to recognize that applying such a rule would affect several suits in which one witness resided west of Texas while another witness resided east of Texas. Again, given the nature of video game development and usage across the Internet, applying the district court’s rule could prevent a large portion of transfers for infringement suits involving video games.

Specifically regarding the 100-mile tenant, the Federal Circuit cited the Volkswagon decision, stating: “[w]hen the distance between an existing venue for trial of a matter and a proposed venue under [the relevant statue] is more than 100 miles, the factor of inconvenience to witnesses increases in direct relationship to the additional distance to be travelled.” The Federal Circuit's decision can be read here.

It is important to note that several issues, including: 1) the appropriateness of Nintendo's methods seeking review of the district court’s denial to transfer the suit, and 2) the forum non conveniens factors to consider when deciding a motion to transfer venue, did not relate to substantive patent law, thus the Federal Circuit applied the law of the circuit which the district court is located, in this case the 5th Circuit.

On March 1, 2010, the district court vacated its June 30, 2009 order that denied Nintendo's Motion to Transfer and transferred the matter to the United States District Court for the Western District of Washington.

We will continue to follow the case as it resumes in the Western District of Washington.
Microsoft Corporation v Datel Design and Development Inc., et al
U.S. District Court, Western District of Washington
Case No. 2:2010cv02065, Filed On December 23, 2010

During December of 2011, a settlement was reached in an antitrust and patent infringement dispute between Microsoft and Datel Design and Development Ltd that began in 2009.  To summarize the details of this battle covered partially in a previous post, Microsoft implemented an update to its Xbox 360 system that prevented Datel’s memory cards from working with the console.  Datel sued Microsoft in 2009, claiming that Microsoft’s actions were anticompetitive and in violation of federal antitrust law.  In 2010, Microsoft initiated a lawsuit of its own against Datel, claiming that Datel’s Turbofire and WildFire Xbox 360 controllers infringed its patent that covers the communication between a gaming console and a wireless accessory (U.S. Patent No. 7,787,411).  Datel agreed to stop manufacturing and importing the offending devices, however Microsoft still sought compensatory damages from past infringement despite dropping the infringement case.  Finally, in December of 2011, Microsoft and Datel reached a confidential settlement agreement out of court, ending the 2 year antitrust and infringement litigation. 

Gametek LLC v. Facebook, Inc. et al
U.S. District for the Southern District of California

Case no. 3:12-cv-00501, Filed February 28,2012


Earlier this year, Gametek LLC filed several lawsuits in the U.S. District Court for the Southern District of California against 21 companies including Facebook, EA, and Zynga.  Gametek alleges that these entities infringe upon a patent for a virtual currency and payment system incorporating items bought and used in-game.  Games that allegedly infringe upon the ‘445 patent include popular titles such as FarmVille, Mafia Wars 2, and Poppit! Sprint, to name a few.


The name GameTek was used by a video game publisher prior to its closing in1998.  This publisher, based in North Miami Beach, Florida, created several video game adaptions of popular 90s game shows such as Wheel of Fortunate and Jeopardy!.  The Gametek presently involved in this lawsuit, however, claims its place of business in Newport Beach, California, and does not appear to be the same entity. In fact, the current owner of the business license Gametek LLC has not produced a single game as of the writing of this post.  


Activities of this apparent shell company may be unknown, however the last assignee of the ‘445 patent before Gametek was Theados Corporation, a company that claims to have developed “the world’s first Revenue Operating System.”  Theados Corporation assigned the patent to Gametek LLC last year, and along with it, the right to sue for all past and present infringements.  Gametek LLC seeks through this lawsuit to obtain damages, an injunction that would prohibit the defendants from infringing upon the patent, and attorneys’ fees.

Today Banner & Witcoff was named to the National Law Journal’s inaugural IP Hot List.

The National Law Journal selected 20 law firms who have proven to be innovators in applying legal principles to fast-changing technologies, and who have demonstrated creative strategies for litigation, patent prosecution, licensing and other transactional work. Banner & Witcoff’s ITC work, litigation work at the U.S. Court of Appeals for the Federal Circuit and design patent prosecution work are specifically highlighted in the article.  Unlike many other IP rankings and lists, the NLJ is not a "pay for play" listing of IP firms, but rather reflects an objective assessment by independent analysts.  This national recognition of the firm and its lawyers is indicative of the firm's dedication to achieve and maintain the highest standards within the IP legal market.

Congratulations to everyone at Banner & Witcoff!
The Patent Arcade's own Ross Dannenberg is a contributor to a new book on early video game history.  Before the Crash: Early Video Game History, edited by Mark J. P. Wolf, will give readers a thorough overview of the early days of video games along with a sense of the optimism, enthusiasm, and excitement of those times. Students and teachers of media studies will enjoy this compelling volume.

Following the first appearance of arcade video games in 1971 and home video game systems in 1972, the commercial video game market was exuberant with fast-paced innovation and profit. New games, gaming systems, and technologies flooded into the market until around 1983, when sales of home game systems dropped, thousands of arcades closed, and major video game makers suffered steep losses or left the market altogether. In Before the Crash: Early Video Game History, editor Mark J. P. Wolf assembles essays that examine the fleeting golden age of video games, an era sometimes overlooked for older games’ lack of availability or their perceived “primitiveness” when compared to contemporary video games.

In twelve chapters, contributors consider much of what was going on during the pre-crash era: arcade games, home game consoles, home computer games, handheld games, and even early online games. The technologies of early video games are investigated, as well as the cultural context of the early period—from aesthetic, economic, industrial, and legal perspectives. Since the video game industry and culture got their start and found their form in this era, these years shaped much of what video games would come to be. This volume of early history, then, not only helps readers to understand the pre-crash era, but also reveals much about the present state of the industry.

TO PRE-ORDER OR PURCHASE THE BOOK, CLICK HERE.

Mark J. P. Wolf is a professor in the Communication Department at Concordia University Wisconsin. His books include Abstracting Reality: Art, Communication, and Cognition in the Digital Age; The Medium of the Video Game; Virtual Morality: Morals, Ethics, and New Media; The Video Game Theory Reader; Myst and Riven: The World of the D’ni; The Video Game Explosion: A History from PONG to PlayStation and Beyond; The Video Game Theory Reader 2; and the forthcoming two-volume Encyclopedia of Video Games. He is also founder of the Landmark Video Game book series and the Video Game Studies Scholarly Interest Group within the Society of Cinema and Media Studies.

Contributors: Jessica Aldred, Ralph H. Baer, Brett Camper, Karen Collins, Ross A. Dannenberg (Editor of Patent Arcade!), Leonard Herman, Erkki Huhtamo, Carly A. Kocurek, Sheila C. Murphy, Ed Rotberg, Tim Skelly, Carl Therrien, Staci Tucker, Zach Whalen, Mark J. P. Wolf
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