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U.S. Patent No. 7,677,977: Video game processing apparatus, a method and a computer program product for processing a video game
Issued March 16, 2010, to Square Enix


Summary:

The ‘977 describes a feature for role-playing games whereby the main character is controlled by the user while a sub-character (computer controlled) follows behind him. The invention programs the sub-character so that he follows the path taken by the main character. Thus, the character automatically follows the user. This saves the user time by only having to move one character, not both. If the player gets too far ahead of the sub-character, the sub-character is programmed to take the shortest route to catch up to the user-controlled character.

Abstract:

A movement determining map is stored in addition to a field display map. The field display map is a three-dimensional map for displaying a field of the video game on the image display screen. The movement determining map is a two-dimensional map in which an enterable region. An unenterable region is distinguishably provided for the characters existing in the field. A control section determines a movement route of the sub character, in which no unenterable region exists, using the movement determining map when a predetermined movement route determining condition is met. The sub character is caused to move in accordance with the determined movement route. The predetermined movement route determining condition is met every predetermined period of time or in the case where the main character moves apart from the sub character in a predetermined distance or more.

Illustrative Claim:

1. A video game processing apparatus that causes an image display apparatus to display multiple characters, including a main character and a sub character moving in a field that includes an enterable region and an unenterable region provided in a virtual three-dimensional space, on an image display screen of the image display apparatus, the video game processing apparatus controlling progress of the video game by controlling an action such as moving of the main character to be displayed on the image display screen in accordance with operations by a player and an action such as moving of the sub character following the moving of the main character to be displayed on the image display screen in accordance with a predetermined control program, the sub character moving so as to follow the main character, the video game processing apparatus comprising: a movement determining map generator that generates a movement determining mare based on a field display map, the field display mare being a three-dimensional mare that represents the field provided in the virtual three-dimensional space, the movement determining mare being a two-dimensional representation of the field display mare that identifies the enterable region and the unenterable region of the field; a movement determining map memory that stores the movement determining map in addition to the field display map; a movement route determiner that identifies the enterable region and the unenterable region on the field provided in the virtual three-dimensional space by using the movement determining map and that determines a movement route of the sub character in the field using the movement determining map when the main character separates from the sub character by a predetermined distance; and a movement executor that causes the sub character to move in accordance with the movement route determined by the movement route determiner, wherein the determined movement route of the sub character causes the sub character to follow the main character in the enterable region on the field, and wherein the determined movement route of the sub character exists only in the enterable region on the field.

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


U.S. Patent No. 7,677,979: Method and system for allocating resources in a video game
Issued March 16, 2010, to Leviathan Entertainment, LLC




Summary:

The ‘979 patent is intended for use during MMOs whereby a player can control the quantity and distribution of virtual natural resources. The user has the ability to exchange resources with a second player. The resources in the game are renewable and the player can exchange them at will. The value of the resources depends on a conversion rate set by the two players involved. The player needs to use these resources to complete game objectives, so they more wisely he uses the resources, the better the game will be for him.

Abstract:

The present disclosure provides various novel concepts to a video game environment. The disclosure describes video game environments that include a method and system for controlling the quantity and distribution of virtual natural resources, raw materials, skills and NPCs in and between games, where player characters may acquire, use and modify such virtual resources within the physical limits of the games.

Illustrative Claim:

1. A method performed by a computing device, the method comprising: running, by a Video Game Central Server, a massive multi player online game that is operable to simultaneously support a plurality of players via a plurality of video game devices, in which each of the players controls at least one player character, in which play of the game continues regardless of whether a first player character of the plurality of player characters is logged in to the game; in which a first game environment is provided to the first player character; acquiring, by the Video Game Central Server, virtual resources from a second game environment through a virtual exchange, based on a conversion rate between the first game environment and the second game environment, wherein the first game environment and the second game environment exist in different games; determining, by the Video Game Central Server, a value in the first game environment of the virtual resources from the second game environment; and permitting, by the Video Game Central Server, the first player character to select an amount of virtual resources for distribution within the game environment wherein the resources available for selection depends on a game objective.


U.S. Patent No. 7,682,237: Music game with strike sounds changing in quality in the progress of music and entertainment music system
Issued March 23, 2010, to SSD Company Limited



Summary:

The ‘237 patent describes a music game console where the player strikes a surface in time with notes on the screen to produce musical sounds. The musical sounds change in the game depending on the timing of the player. The pitch of the musical sound is controlled by the location of the player’s strike and the strength of the strike. Pitches are lowest at the bottom of the strike zone and are quieter when the player strikes the surface softly.

Abstract:

Indication objects are displayed on a television monitor at the intervals in agreement with the rhythm of music, such that the player can generate musical tones in synchronization with music by striking the strike surface of a music game console in the appropriate timing as indicated by indication objects. In this case, the tone quality of the strike sound changes in the progress of music on the basis of strike sound indicating information.

Illustrative Claim:

1. A music game console comprising; a plurality of strike surfaces to be struck by a player; a plurality of detection circuits that correspond respectively to said strike surfaces; a plurality of vibration transmission plates that correspond respectively to said detection circuits; a plurality of resilient members that correspond respectively to said vibration transmission plates; and a support structure that supports said vibration transmission plates, wherein each of said vibration transmission plates is supported by said support structure through the corresponding resilient members, wherein said support structure is fixed inside of a housing such that each of said vibration transmission plates is located to face a rear surface of said corresponding strike surface, wherein said detection circuits are located to face said support structure, each of said detection circuits being attached to a corresponding one of said vibration transmission plates, wherein said vibration transmission plates are supported by said support structure so as not to contact with each other, wherein each of said detection circuits detects a striking strength and outputs strike information indicative of the striking strength, and wherein each of the resilient members comprises a rubber or a spring, wherein said support structure is provided with a plurality of holes that correspond respectively to said vibration transmission plates, wherein each of said vibration transmission plates is provided at a lower surface thereof with a guide, wherein each of said guides is inserted into a corresponding hole of said support structure though said corresponding resilient member, and wherein each of the guides does not contract an inner surface of the corresponding hole.


U.S. Patent No. 7,682,243: Method for providing online game which changes pilot data and unit data in gear and system thereof
Issued March 23, 2010, to NHN Corporation


Summary:

The ‘243 patent seeks to correct a problem with past games: whenever a player’s character levels up, any robot or computer-controlled character does not level alongside him. This can create problems when the user’s character gains new abilities needed to compete with later foes, but the computer’s character remains weak and in the same form as when the game began. The present invention proportionally levels the computer player whenever the user’s character levels. This allows the gamer to compete in the game with a capable companion.

Abstract:

Disclosed are an online game providing method including the steps of: maintaining a unit information database recording unit information on at least one unit, in which the unit information includes at least one piece of unit ability information and sync point information; maintaining a pilot information database recording pilot information on at least one pilot, in which the pilot information includes a unit identifier associated with a pilot, at least one piece of pilot ability information and unit ability information associated with the pilot ability information; receiving updating request information on first pilot ability information of a first pilot; searching for unit identifier information associated with the first pilot by referring to the pilot information database; searching for sync point information associated with the searched unit identifier information by referring to the unit information database; and updating and recording first pilot ability information and unit ability information associated therewith in accordance with the searched sync point information, respectively, and a system thereof.

Illustrative Claim:

1. An online game providing method for providing a pilot and a unit associated with the pilot at an online game, the method comprising the steps of: controlling an online game such that a player can manipulate a pilot and a unit associated with said pilot, said pilot being a game character operated by a player, said pilot representing the player, said unit being a virtual object controlled by the player; maintaining a unit information database, the unit information database recording unit information on said unit, in which the unit information includes ability of said unit and sync point information; maintaining a pilot information database, the pilot information database recording pilot information on said pilot, in which the pilot information includes a unit identifier indicating said unit associated with said pilot, ability of said pilot and the ability of said unit associated with said pilot; receiving a request for update on first pilot ability information of a first pilot; searching for unit identifier information associated with the first pilot by referring to the pilot information database; searching for sync point information associated with the searched unit identifier information by referring to the unit information database; and updating and recording the first pilot ability information and unit ability information associated therewith in accordance with the searched sync point information such that said ability of unit is changed proportionally to changes in ability of the pilot by referring to said sync point, wherein said sync point information is a ratio of which changes in said ability of pilot are applied to said ability of unit, and said steps of searching for unit identifier information and of searching for sync point information are performed by a processor.


U.S. Patent No. 7,682,251: Multilevel online tournament
Issued March 23, 2010, to Microsoft


Summary:

The ‘251 patent provides for a way to set up online tournaments in video games. The tournament is set up as a bracket (think March Madness-style) where the winners advance to play other winners. The system allows for players to join the tournament at any moment until the first game has started. Once the first round has begun, players are prevented from joining the game until the next tournament is established. Matched players may play their game any time they desire as long as their opponent is online and ready to compete. This system allows players to play their opponents as soon as both players have advanced to the next round. By giving players the freedom to play (and not having set match times), players can come and go as they please and set the game time for convenient moments. The invention here seems like it could be an enjoyable way to play tournaments. After all, who doesn’t love a good playoff (NCAA football committee excluded)?

Abstract:

A multilevel online tournament is provided. The first tournament round has a single bracket and each subsequent tournament round has a winners bracket and a losers bracket corresponding to a bracket in the previous tournament round. The tournament format allows players to match-up against any other player located within the same bracket. The online tournament format also allows participants to start playing match in a round of the tournament prior to the official start of that round. Thus, players are able to more quickly advance through the tournament and spend less time waiting for a suitable opponent. The tournament format also allows for players to request available tournament byes and to automatically progress when they are unable to connect with other players due to quality of service issues.

Illustrative Claim:

1. One or more computer readable storage media storing computer readable instructions that, when executed, perform a method for progressing a plurality of participants through an online tournament when the plurality of participants cannot complete a match in a current tournament round, said method comprising: determining a number of slots N available in a next round winners bracket; assigning N participants to the winners bracket according to a trust rating; and assigning remaining participants to a next round losers bracket.


U.S. Patent No. 7,682,250: Method and apparatus for simulating interactive spinning bar gymnastics on a 3D display
Issued March 23, 2010, to Nintendo


Summary:

The ‘250 patent describes a 3Dhand-held game where the user can use a stylus to control his character and have the character perform gymnastic actions during gameplay. The invention allows a player to instruct his character to grab onto an elongated metal bar. Once the character is attached, the player may use the stylus to have his character perform gymnastic moves on the bar. These types of moves include handstands, spinning around the bar, and a variety of dismounts. A player may tap the screen while his character is spinning on the bar to activate a dismount sequence whereby the character lets go of the bar and flies in the air.

Abstract:

The video or other computer graphics display shows, on a touch screen, a spinnable bar having a control wheel affixed to an end thereof. Strokes of a stylus applied to the surface of the wheel controls the direction and/or rate of spin of the wheel and bar. An animated game character holding on to the spinning bar may spin with the bar and perform acrobatic acts in response to other touch screen or other types of control inputs.

Illustrative Claim:

1. A method for modeling a gymnastic exercise comprising: displaying an animated game character holding on to an elongated object, the animated game character being moveable independently of said elongated object; detecting user manipulation of a control input device; determining, in response to said detected user manipulation, whether said user in manipulating said control input device has supplied a gesture simulating touch imparting a push to said elongated object; using animation to cause said displayed elongated object to appear to spin with an angular momentum so that repeated gestures simulating pushes in the direction of spin increase the apparent rate said virtual object spins; using animation to make the displayed elongated object appear to impart spin to said independently-movable animated game character so that said animated game character appears to spin with the spinning elongated object; and changing the rate of the spin of said elongated object in response at least in part to the detected control input.


U.S. Patent No. 7,686,690: Game machine and method for grouping players into teams participating matchup game
Issued March 30, 2010, to Sony


Summary:

The ‘690 patent describes a method for acquiring bio-information of players during a game to assist in selection of teams during an online game. Once the information is collected, the invention attempts to group players with similar bio information onto the same teams. It also makes the teams as evenly as possible to make the game more enjoyable for all of the players involved.

Abstract:

The present invention is directed to a game apparatus adapted for executing game performed by plural teams, and is adapted to acquire bio-information of players of the game by biosensors (31), (32), . . . (3n) to allow bio-information to be associated with players of the game. In a control unit (10), bio-information caused to be associated with respective players are analyzed to judge, by the analysis result thus obtained, teams to which respective players belong. The judged team classification result is notified to the players to thereby eliminate troublesomeness of operation such as team designation by players, thus permitting the players to sufficiently enjoy amusement of the fighting game.

Illustrative Claim:

1. A game apparatus comprising: bio-information acquisition means for acquiring plural kinds of bio-information of players of game; bio-information analysis means for selecting a first subset of a plurality of different kinds of said plural kinds of bio-information commonly representing a first characteristic among said plural kinds of bio-information to generate a first coordinate representing a first characteristic, and selecting a second subset of a plurality of different kinds of said plural kinds of bio-information commonly representing a second characteristic among said plural kinds of bio-information to generate a second coordinate representing a second characteristic, and arranging said first coordinate and said second coordinate in a two-dimensional space, where a first dimension of said two-dimensional bio-information space corresponds to said first characteristic and a second dimension of said two-dimensional bio-information space corresponds to said second characteristic; and team judgment means for judging teams to which the players belong in accordance with a position in said bio-information space of the bio-information arranged at the bio-information analysis means.


U.S. Patent No. 7,686,693: Use of online messaging to facilitate selection of participants in game play
Issued March 30, 2010, to Microsoft


Summary:

The ‘693 patent provides for a system which allows a host to select players during an online multiplayer game over a network. The host’s contact list has information of each player including their online status (whether they are online, idle, or offline). This allows the host to select available friends to invite to play the game. Once a player is invited to join a game with the host the two players enter into a chat session with each other. The chat session is independent of any game, so a player may enter the chat session without entering the actual game. Players communicate through either text messages or by microphone. Finally, the invention allows players who have entered the host’s game to invite other players who were not initially invited to play as well. This allows friends of other players (but not friends with the initial host) to have a chance of playing.

Abstract:

A method and system facilitating selection of participants in multiplayer online electronic games. The method provides an efficient procedure for players to host and join new instances of multiplayer online electronic games, as well as providing a scheme that enables players to join multiplayer online electronic games that are already in progress. The method is implemented through a gaming utility that runs on each player's electronic device (e.g. PC) and interacts behind the scenes with an online messaging service. Player hosts are enabled to select players from a list of contacts provided by the online messaging service who they want to invite to join a chat session. A selected multiplayer online electronic game is selectively launched on all of the player's computers through a single command issued by the host. Additionally, the gaming utility provides players with a list of existing chat sessions being hosted by other players so as to enable the players to join multiplayer online electronic games that are already in progress. The system includes a plurality of electronic devices linked in communication across a communications network, such as a LAN or the Internet. Each electronic device is operatively coupled to a headset having a pair of headphones and a microphone. The headset is worn by a player, enabling the players to verbally communicate with others in a verbal chat session.

Illustrative Claim:

1. A system for enabling a host player to select one or more other players to participate in playing a multiplayer online electronic game played using a plurality of electronic devices linked in communication over a communications network, each of said plurality of electronic devices being operated by a different player and including: (a) a display on which a user interface is presented; (b) a memory in which a plurality of machine instructions are stored; and (c) a processor coupled to the memory for executing said plurality of machine instructions, said processor executing the machine instructions to implement a plurality of functions, including: (i) acquiring a contact list associated with the host player from an online messaging service along with the status of each contact, the contact list being associated with the online messaging service rather than any particular online electronic game; (ii) displaying the contact list along with an indication of each contact's status, wherein the contact's status indicates, for each contact, the contact's status with regard to the communication network, the contact's status with regard to the online messaging service, and whether the contact is utilizing the system enabling the contact to participate in playing the multiplayer online electronic game; (iii) enabling the host player to utilize the online messaging service to initiate a chat session using the online messaging service rather than any particular online electronic game; (iv) enabling the host player to select one or more players to invite to join the chat session including contacts from the contact list as well as players not associated with the online messaging service; (v) enabling any of the players who were invited by the host, to participate in the chat session, the chat session being independent from any particular game; (vi) providing the host player with a game selection menu thereby enabling the host player to selectively initiate launching an instance of a multiplayer online electronic game, the instance of the multiplayer online electronic game being separate from the chat session and the host player selecting the instance of the multiplayer online electronic game from a plurality of games displayed at the game selection menu; and (vii) automatically launching the multiplayer online electronic game on each electronic device being operated by each player participating in the chat session, the multiplayer online electronic game being launched in response to the host player selectively initiating launch of the instance of the multiplayer online electronic game, so that each player participating in the chat session automatically becomes a participant in the instance of the multiplayer online electronic game.


U.S. Patent No. 7,693,306: System and method for capturing images from mobile devices for use with patron tracking system
Issued April 6, 2010, to Konami


Summary:

The ‘306 patent describes a method for tracking a player during an online game. The invention can distinguish between existing and new patrons and tracks their gaming activity while they play. An electronic database is used to store the existing player’s information. Whenever a new player enters the game, a file is electronically created for him and all game updates are stored in the folder whenever a player plays any game.

Abstract:

A system and method of tracking a patron in a gaming environment uses a database that stores known images and known text descriptions of existing patrons. An image of a patron is captured by an image capture device, and a text description of the patron is obtained. The image and the text description are transmitted to the database. A comparator compares the image or the text description to those on the database. The image is stored in a patron folder if the image or the text description is found to match an existing patron. The image is stored in a temporary folder if the image or the text description fails to match one of the existing patrons, and once the patron has been identified, the image is transferred from the temporary folder to the patron folder.

Illustrative Claim:

1. A method of tracking a patron in a gaming environment to distinguish between existing patrons and new patrons to track their gaming activities, said method utilizing at least one database having a patron folder and a temporary folder with a plurality of known images and known text descriptions stored in the patron folder, said method comprising the steps of: photographing the patron to create an image, obtaining a text description of the patron, linking the image and the text description together into an electronic communication, transmitting the electronic communication to the database, comparing at least one of the image and the text description to determine if the at least one of the image and the text description is equivalent to one of the plurality of known images and known text descriptions stored in the database, and storing at least one of the image and the text description in the temporary folder if at least one of the image is different than the known images and the text description is different than the known text descriptions stored in the database to distinguish an existing patron from a new patron and to track the gaming activities of the patron.

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