In the business of video games, intellectual property is critical to success, and Patents, Copyrights, and Trademarks are the bricks with which your IP portfolio is built. The Patent Arcade is the web’s primary resource for video game IP law, news, cases, and commentary.

U.S. Patent No. 10,532,290: Sharing recorded gameplay to a social graph


Issued: January 14, 2020, to Sony Interactive Entertainment LLC
Priority Date: March 13, 2012


Summary:
U.S. Patent No. 10,532,290 (the ’290 Patent) relates to sharing recorded gameplay of a video game to a social network, such as a social media profile, private message, chat message, or in-game notification. The ’290 Patent details a method of recording video of a player’s gameplay and storing it to a buffer while the player is still in an active gameplay session. In one embodiment, users may pause the gameplay session after initiating a sharing operation and use a sharing interface to share the recorded video to a social graph. In another embodiment, a user viewing shared gameplay can instantaneously launch a cloud based game demo of the game the user is viewing.

Abstract:
A method for sharing recorded gameplay of a video game to a social network, includes: executing, by a game console, a session of a video game; receiving, by the game console during the session of the video game, button input from a controller device that is interfaced with the game console; in response to receiving the button input, presenting, by the game console, a user interface configured to enable sharing of gameplay of the video game; receiving, by the game console via the user interface, one or more commands to share a video of at least a portion of the session of the video game to a social network, the video being recorded to a storage device during the session of the video game; sharing the video to the social network.

Illustrative Claim:
1. A method for sharing recorded gameplay of a video game to a social network, comprising: executing, by a game console, a session of a video game; receiving, by the game console during the session of the video game, button input from a controller device that is interfaced with the game console; in response to receiving the button input, presenting, by the game console, a user interface configured to enable sharing of gameplay of the video game; receiving, by the game console via the user interface, one or more commands to share a video of at least a portion of the session of the video game to a social network, the video being recorded to a storage device during the session of the video game; sharing the video to the social network.

U.S. Patent No. 10,471,357: Systems and methods for simulating a particular user in an interactive computer system


Issued: November 12, 2019, to Take Two Interactive Software Inc.
Priority Date: April 13, 2005


Summary:
U.S. Patent No. 10,471,357 (the ’357 Patent) relates to interactive computer systems that learn how users play a video game in order to simulate a particular user’s behavior in a video game. The ’357 Patent details an interactive computer program that simulates a particular user’s behavior by learning and recording the user’s behavior, and then simulating or playing back that behavior. The collected data is stored in a database attributed to the specific user’s profile. A second user can choose to interact with users’ profiles in-game, and compete against a simulated player using data recorded from a specific user’s behavior and strategy. In one embodiment, this may be used to compete against a superior player to learn how to beat them without actually having to play against that user in real-time. 

Abstract:
The field of the invention relates to interactive computer systems and more particularly to systems and methods for simulating a particular user's behavior in an interactive computer system. In one embodiment, a computer program product includes a simulator configured to simulate a user interacting with a computer program. The simulator includes a learning mode of operation and a simulation mode of operation. During the learning mode, the simulator is configured to monitor the user's interaction with the computer program for one or more events and analyze one or more current circumstances during the occurrence of the one or more events. The simulator is further configured to record one or more user inputs in response to the occurrence of the one or more events, store the one or more user inputs in one or more data fields, and associate the one or more data fields with the one or more events and the one or more current circumstances. During the simulation mode of operation, the simulator is configured to monitor the computer program for the one or more particular events, retrieve the one or more data fields associated with the one or more particular events, analyze one or more current circumstances upon the occurrence of the one or more particular events, and invoke one or more simulated inputs based on the value of the one or more data fields in response to the occurrence of the one or more events and the one or more current circumstances.


Illustrative Claim:
1. An interactive computer system for simulating a particular user's behavior in a multi-user computer game comprising: an interactive computer program product; one or more local client computers generating network communication requests through said interactive computer program product, each local client computer coupled to a display for presenting a user interface of the multi-user computer game, the user interface being generated by said interactive computer program product; a server operatively coupled with the one or more local client computers through said interactive computer program product that is configured to simulate the particular user's decisions and behavior for display on the user interface of each local client computer; and a relational database coupled with the server for maintaining one or more data fields, wherein said server monitors the interactive computer program product for at least one event, analyzes at least one current circumstance of the interactive computer program product upon the occurrence of the at least one event, retrieves at least one data field associated with the at least one event and the at least one current circumstance from the relational database, and invokes a response to a selected local client computer based on the value of the at least one data field subsequent to the occurrence of the at least one event and the at least one current circumstance, the value of the at least one data field representing a statistical occurrence of possible responses to determine a representation of the particular user's response to the occurrence of the at least one event given the at least one current circumstance, said server invokes the response based on randomly generated number that corresponds to the value of a selected data field, said invoked response for stimulating the particular user's decisions and behavior for display on the user interface of each local client computer.

U.S. Patent No. 10,478,735: Video game system with spectator mode hud


Issued: November 19, 2019, to Riot Games, Inc.
Priority Date: April 26, 2012




Summary:
U.S. Patent No. 10,478,735 (the ’375 Patent) relates to a spectator’s heads-up-display (HUD) that improves the spectator’s experience. The ’375 Patent details a method of coupling a spectator server with an online game session server system to provide spectators with increased real time control over how they are spectating. In one embodiment, the spectator client can render gameplay from an active game on the game session server and allow the spectator to view the gameplay with an omnipresent view anywhere within the virtual landscape. This may allow a spectator to view a certain player, or a certain part of the map within a virtual landscape. In an embodiment, spectators may also jump back in time to replay a point of time in the game, have the option to play and pause, scrub through past gameplay, or jump to the latest point viewed. The HUD may also display status information within a game such as current health level, debuffs, damage dealt, kills, or ultimate status of players and teams. In an embodiment, information categories display on the HUD may be toggled on and off by the spectator. 

Abstract:
The field of the invention relates to multi-user online gaming systems, and more particularly to systems and methods that enable a spectator's experience for online active games. In an embodiment, an online multiuser game system includes an online game session server system communicatively coupled to a public network for access by a plurality of users to establish a plurality of real-time interactive games sessions. The online multiuser game system further includes a spectator server communicatively coupled to the online game session server system and configured to enable a user to view summary information of an active game session. In another embodiment, the spectator server enables the user to time shift the active game session and to view the summary information of the active game session. In another embodiment, the spectator server enables the user to view the summary information of the active game session while the user is playing the active game session.

Illustrative Claim:
1. An online multiuser game system, comprising: an online game session server system communicatively coupled to a public network for access by a plurality of users to establish a plurality of real-time interactive games sessions; a spectator server communicatively coupled to the online game session server system and configured to enable a user to view and time-shift at least one of the plurality of real-time interactive games sessions; wherein the at least one of the plurality of real-time interactive games sessions includes a plurality of electronic avatars; and wherein the spectator server is further configured to: enable a user to select an avatar for the user's view to follow; calculate an interest value associated with each of the plurality of avatars; and not shift the user's view to another avatar having an interest value higher than the interest value associated with the avatar selected by the user unless one or more threshold values are exceeded.

 


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