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U.S. Patent No. 8,678,891: Video game systems and methods including protecting game character(s)
Issued March 25, 2014



Summary:

The ‘891 patent applies to multi-player games, in which each player controls a separate character. A player may input a command that protects that player’s character from harm, shown by a visual indicator, such as a bubble around the character, on the screen. Once a character is protected, the player loses control of the character, and the character moves according to the action of the other, unprotected characters, for example due to the scrolling of the screen. Certain conditions remove the character’s protection, returning that character to control through player input.

Abstract:

Example systems and methods relate to a video game in which multiple players each supply inputs to a respective input device to control a corresponding game character in a game world. Movements and actions of each game character are controlled in accordance with a first game character control operation during the playing of the video game. If one or more conditions is satisfied by one of the players, the one player's game character is protected from harm in the gameworld. Movements and actions of the protected game character are controlled in accordance with a second game character control operation. The protecting of the one player's game character is stopped in response to one or more protecting stopping conditions, whereby the game character is again controllable in accordance with the first game character control operation. If all game characters are protected, current playing of the video game ends.

Illustrative Claim:

1. A method comprising:
       while playing a multi-player video game in which multiple players each supply inputs to a respective input device to control a corresponding game character in a game world displayed on a display screen, controlling movements of each game character in the game world in accordance with respective first game character control operations during the playing of the multi-player video game;          in response to satisfaction of one or more conditions, protecting the one player's game character from harm in the game world; controlling movements of the protected game character in the game world; stopping the protecting of the one player's game character in response to one or more protecting stopping conditions, whereby the movements of the one player's game character in the game world are controllable in accordance with the first game character control operation for that game character; and if all game characters are protected during the playing of the multi-player video game, causing current playing of the multi-player video game to end.
The U.S. Copyright Office maintains an index of fair use lawsuits.  They recently sent out a reminder about the index, reproduced below.  Definitely worth checking out.

One year ago, the U.S. Register of Copyrights, in coordination with the U.S. Intellectual Property Enforcement Coordinator, announced the launch of the U.S. Copyright Office's Fair Use Index (“Index”).  The Index makes the principles and application of fair use more accessible and understandable to the public by providing a basic explanation of fair use as well as presenting a regularly updated searchable database of summaries of major fair use decisions.  So far, over 180 U.S. fair use decisions have been summarized, spanning every appellate jurisdiction and many categories of use, from music to digitization to parody.

In the past year, the Fair Use Index has received tens of thousands of page views and has led to thousands of downloads of the Copyright Office’s case summaries. These include more than 1,000 downloads for each of the following summaries: 
Rosen v. eBay, Inc. (2015)Katz v. Google Inc. (2015)Cambridge Univ. Press v. Patton (2014)Fox News Network, LLC v. TVEyes, Inc. (2015)Fox Broad. Co. v. Dish Network, LLC (2015)Kienitz v. Sconnie Nation, LLC (2014)

The Fair Use Index is not a substitute for legal advice, but is a helpful starting point for those seeking to better understand how courts across the country have applied the fair use doctrine to a variety of fact patterns. The Index is updated periodically.
The Fair Use Index may be accessed on the Copyright Office’s website at http://copyright.gov/fair-use/index.html.










Banner & Witcoff is seeking Associate Attorneys with 1-7 years of experience and a background in electrical engineering, computer engineering or computer science for its Washington, DC office. Patent prosecution experience is preferred. Associates will work closely with clients and senior attorneys in the preparation and prosecution of patent applications, with opportunities available for involvement in opinion work and litigation.  Admission to a state bar and to the USPTO are required. Qualified candidates should submit a resume, cover letter, writing sample, and transcripts (law school, undergraduate and/or graduate) through this link.  Candidates may also be considered for our Chicago office.

Banner & Witcoff is also seeking
current or prospective law students to work in its Washington, DC office as full time Law Clerks. The incumbent’s primary responsibilities will be preparation and prosecution of patent applications. The incumbent may also participate in various activities such as engaging with clients, assisting in ongoing litigation projects, performing legal research, and assisting with legal opinions and other IP-related projects. Full time law clerks may also be eligible to receive tuition assistance for law school.  Candidates must have an electrical engineering, computer engineering or computer science background and must be eligible to sit for the patent bar (see www.bit.ly/uspto-oed for more info).  To be considered, please submit a resume, cover letter, writing sample, and all post-secondary transcripts through this link.

Banner & Witcoff is dedicated to excellence in the specialized practice of intellectual property law, including patent, trademark, copyright, trade secret, computer, franchise and unfair competition law. The firm actively engages in the procurement, enforcement and litigation of intellectual property rights throughout the world, including all federal and state agencies, and the distribution of such rights through licensing and franchising. The firm has more than 90 attorneys and agents in its Chicago, Washington, Boston and Portland offices.
U.S. Patent No. 8,668,561: Video games including real-life attributes and/or fantasy settings
Issued Mar. 11, 2014




Summary:

The ‘561 patent applies to fantasy sports and covers a networked system that creates a video game sports team based on at least part of a fantasy team roster.  The system includes a server so the game team based on the fantasy roster can be used in online gaming or updated as the fantasy roster is updated. The real life actions of players on the fantasy team roster impact the play of the video game team during console play.


Abstract:

A video gaming console and related network interfaces with a server computer hosting an online fantasy sports game. The video game machine acquires a fantasy team roster of the fantasy sport game over a network that includes the Internet and the video game console is programmed to create a video game team using at least a portion of the fantasy team roster. The video game team created is playable on the video game console.


Illustrative Claim:

1. A method performed by a computer server for updating a video game team roster in a sports video game played on a video game console, the computer server configured to communicate with a plurality of video game machines via a network connection that includes the Internet, the method performed by the computer server comprising the following acts:
hosting an online fantasy sports game on the computer server configured to communicate with the plurality of video game machines via the network connection that includes the Internet, the online fantasy sports game including:
a plurality of fantasy sports teams that are each operated by a fantasy team owner in a fantasy sports league;
each fantasy sports team having a fantasy team roster comprised of fantasy team members, wherein the fantasy team members are associated with real-life athletes of collegiate and/or professional sports teams and the fantasy team members of each fantasy team are selected by the fantasy team owner of each fantasy team through a fantasy draft; and
wherein the online fantasy sports game provides a score for each fantasy sports team in the fantasy sports league, the score being calculated using statistics from a real-life performance of the real-life athletes associated with the member of each fantasy sports team; and
transmitting a fantasy team roster associated with a particular fantasy team to the video game console, wherein the video game console is programmed to create a video game team including a plurality of video game characters corresponding to at least a portion of the members of the fantasy team roster to be played in the sports video game on the video game console, wherein the video game characters of the video game team are associated with the same real-life athletes that are associated with the fantasy team members of the fantasy team roster transmitted, wherein the fantasy team owner is not one of the real-life athletes engaging in the real-life sporting events who are associated with the fantasy team members.

U.S. Patent No. 8,690,653: Video game systems and methods
Issued Apr. 8, 2014, to Nintendo Co., Ltd.




Summary:

The ‘653 patent covers multiplayer games in which each player controls a separate character and, under certain conditions, a character may become invincible. Each player uses a separate controller. While a character is invincible, the character responds to a different control scheme than when a character is susceptible to damage.


Abstract:

Example systems and methods relate to a video game in which multiple players each supply inputs to a respective input device to control a corresponding game character in a game world. Movements and actions of each game character are controlled in accordance with respective first game character control operations during the playing of the video game. If one of a plurality of conditions is satisfied by one of the players, the one player's game character is protected from harm in the game world. Movements and actions of the protected game character are controlled in accordance with a second game character control operation. The protecting of the one player's game character is stopped in response to one or more protecting stopping conditions, whereby the game character is again controllable in accordance with the first game character control operation.


Illustrative Claim:

1. A method comprising:
while playing a multi-player video game in which multiple players each supply inputs to a respective input device to control a corresponding game character in a game world displayed on a display screen,
controlling movements of each game character in the game world in accordance with respective first game character control operations during the playing of the multi-player video game;
in response to satisfaction of any one of a plurality of conditions by one of the players, protecting the one player's game character from harm in the game world, wherein the plurality of conditions include both voluntary conditions based on the one player's inputs and involuntary conditions automatically imposed by the multi-player video game;
controlling movements of the protected game character in the game world; and
stopping the protecting of the one player's game character in response to one or more protecting stopping conditions, whereby the movements of the one player's game character in the game world are controllable in accordance with the first game character control operation for that game character.

U.S. Patent No. 8,715,087: Video game including user determined location information
Issued May 6, 2014





Summary:

The ‘087 patent covers a method and device, which work together to collect player selected GPS information then use that information in the creation of some elements of a game world. The created elements may be derived from real world video or from other stored information. The game world is mapped over the selected GPS location.


Abstract:

A method, apparatus and computer program product for a video game including user determined location information is presented. Location information (e.g. GPS, Google Maps, an entered address or the like) determined by a user of a video game is acquired. Then user determined location information relating to a physical location determined by the user is mapped to a video game environment wherein the user of the video game experiences objects from the users entered location while playing the video game.


Illustrative Claim:

1. A computer-implemented method comprising:
receiving information about a real world physical location for a user of a videogame;
obtaining user determined location information relating to said real world physical location determined by said user, said user determined location information comprising continuous pre-recorded actual video of said real world physical location and of an area surrounding said real world physical location; and
mapping said user determined location information into a video game environment wherein the user of said video game experiences objects from the entered real world physical location, wherein said user traverses said video game environment while playing said video game, wherein said user of said video game is stationary in said real world and wherein all images acquired from said continuous pre-recorded actual video remains exactly as presented in the real physical world into the video game.

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. 8,740,707: Video game controller for multiple users
Issued Jun. 3, 2014




Summary:

The ‘707 patent is a hardware patent, which covers a game controller that can be used by two or more players cooperatively. The controller senses real world movement and converts these signals into information that can control game play. The controller relies on conductive materials to sense how many players are using the controller and in which ways.


Abstract:

The present invention provides a video game controller and apparatus that may be used by two or more players. The users physically manipulate the control device cooperatively to the kinesthetic feedback of the other player(s) to control the events of the video game. By working together through orientation of the controller, the players can jointly move the video game object on the screen and/or govern the play of the game.


Illustrative Claim:

1. A video game system for cooperative play by two or more players comprising:
a first conductive material attached to or in contact with a first player's body and a second conductive material attached to or in contact with a second player's body;
a microcontroller in communication with the first and second conductive materials, said microcontroller further being in communication with a computer processing unit (CPU) or a game console;
whereby skin of the first player touching skin of the second player closes a circuit between the first and the second conductive materials and the microcontroller, said circuit closing causing the microcontroller to send a signal to the CPU or the game console thereby causing said CPU or gameconsole to display a video game having at least one game object that responds in accordance with the signal.

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 Not. 8,635,163: System and method for facilitating a video game exchange
Issued Jan. 21, 2014, to Green Man Gaming Limited





Summary:

The ‘163 patent relies on a network and server to allow the resale of digital downloads of games. The system retains records of which games are owned on which devices. Additionally, the system keeps track of game prices for both new and “used” versions of a game, where a “used” version is a digital download being returned for credit towards other purchases. By keeping records of what is owned by whom, the system ensures that a game that is returned for credit does not remain in a player’s inventory after resale. The system focuses exclusively on the sale and resale of games on authorized devices.


Abstract:

A system and method for facilitating the exchange of electronic video games. A video game exchange server provides interacts with a gaming device to permit a game user to buy and load a video game onto the gaming device, to play the game on the gaming device and to return the “used” game for credits that may be used to purchase a new or used game. The game exchange server assigns a price to each new game and used game in its inventory. The game exchange server also assigns a value to each game currently stored on the gaming device. The game price and the game value may decline as a function of time or based on other factors (e.g., a new release). The game exchange server also validates that a video game stored on a gaming device is authorized.


Illustrative Claim:

1. A system for exchanging video games comprising:
a network comprising a plurality of connected computers;
a video game exchange server;
a gaming device comprising a first processor in communication with the videoexchange server via the network, wherein the first processor is coupled to a memory storing executable instructions that when executed by the first processor cause the first processor to perform operations comprising:
downloading a client application from the video game exchange server;
sending, using the client application, a request to the game exchange server to establish an account for the gaming device; and
sending to the game exchange server using the client application an offer to exchange a digital game for which the gaming device has acquired use rights for a game for which gaming device has not acquired use right, wherein the offer to exchange comprises a first unique key assigned to the game offered for exchange;
wherein the video game exchange server comprises a second processor and wherein the second processor is coupled to a memory storing executable instructions that when executed by the second processor causes the second processor to perform operations comprising:
downloading a client application to the gaming device in response to the request from the client application;
establishing an account for the gaming device in response to the request from the client application;
receiving from the gaming device via the client application the offer to exchange the digital game;
confirming from the first unique key that the gaming device has acquired use rights to the digital game offered for exchange;
accepting the offer to exchange the digital game for which the use rights have been confirmed;
storing a second unique key associated with the requested game in a datastore;
retiring the first unique key of the digital game subject to the accepted offer from the datastore.

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