This case dealt with the copyright status of video games, particularly whether video games are eligible for registration. Atari Games Corporation released the paddle and ball video game Breakout in 1976. Atari applied for copyright registration for the work in 1987. Copyright Registrar Ralph Oman denied registration on February 13, 1987, and again on May 22, 1987, because the work “did not contain at least a minimum amount of original pictorial or graphic authorship, or authorship in sounds.” Atari challenged Oman’s rejections.
The District Court granted summary judgment to Oman, noting that video games are not per se copyrightable, or more creative than other mediums. The Court of Appeals reversed the decision and held that Breakout was copyrightable because it is a fixed work that meets the minimum requirement for creativity in copyright. This is a seminal case that helped establish the copyrightability of video games in general.
On May 27, Bungie
filed a response denying all allegations. But, in Late July 2014, Bungie and O’Donell
agreed to a settlement of $95,019.13 for unpaid benefits and unpaid work.
Not really on-topic, so that’s all we got on this one.
The ‘153 patent deals with video game systems with two forms of media. The first media contains information about a game and the second media stores information about a particular character. The patent describes a process of swiping cards or selecting characters from an external media source on which an individual character and that character’s attributes are stored. The media is updated with experience, skills, or rewards according to player success in using that character from that media source in a particular game. The patent allows for single or multi- player games that are competitive or cooperative.
Video game systems for executing instructions according to a video game contained on an item of first media including: an item of second media containing data defining an aspect of the video game; and a video game console including a housing, a first media device supported by the housing, a second media device supported by the housing, and a control unit supported by the housing and configured to control the first media device to read the item of first media and to control the second media device to read the item of second media.
1. A method of operating a video game involving multiple characters playable by multiple players, the method comprising the steps of:
displaying an environment of the video game on a display screen;
displaying an icon on the display screen during the video game;
receiving, by a media device, an input from a first one of the players who provides an item of media after the icon is displayed; and
attributing a reward associated with the icon with the character being played by the first player.
The ‘476 patent deals with virtual realities and augmented realities that rely on real world data to create the virtual world. The player’s location in the real world is tracked using GPS or some other location tracking device, such as a play mat, while the player uses some manner of virtual reality headset. The game uses that location and movement from that data to correlate with location and movement in a virtual world. The augmented reality may rely on visual input from the real world with supplementary elements added by virtual reality. The patent covers both major movements, such riding in a driving a car or traversing a field, and minor movements, such as hand movements.
Handheld location based games are provided in which a user’s physical location correlates to the virtual location of a virtual character on a virtual playfield.
Augmented Reality (AR) systems are provided in which video game indicia are overlaid onto a user’s physical environment. A landscape detector is provided that may obtain information about the user’s landscape, in addition to the user’s location, in order to provide overlaying information to an AR head-mounted display and control information to non-user controlled video game characters.
1. An augmented reality game system comprising:
a head-mounted display that overlays virtual indicia onto a physical playfield;
memory comprising video game logic that provides a video game;
a wearable processor that utilizes said video game logic to provide video game indicia to said head-mounted display based on said video game logic, wherein said processor is coupled to said memory and said head-mounted display;
a detector that determines landscape characteristics of said physical playfield, wherein said video game logic utilizes said landscape characteristics in providing said video game; and
a locating device that determines the physical location of said locating device on the physical playfield, wherein said video game logic utilizes the physical location of said locating device in providing said video game.
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.
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.
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.
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.
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.
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.
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.
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.
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.
retiring the first unique key of the digital game subject to the accepted offer from the datastore.
in response to the join condition, assigning a new squad to the new player when it is determined that the new player is to form the new squad.
a meter adapted to receive the motion data from the sensor without affecting operation of the video game system, the meter adapted to attribute the motion data to a user interaction with the video game controller, the meter adapted to detect media identifying information presented in an environment including the video game controller to identify which of the plurality of videogames is being played via the video game controller, and adapted to combine the media identifying information with the motion data received from the sensor.
selecting a first content and a second content from the library to be delivered to the first and second game clients, respectively, based on the received information about the respective players, the first content different from the second content; and
delivering the selected first and second contents representing a same attribute of the video game via the network interface to the first and second game clients during real-time synchronous gameplay between the two game clients.
d) an audio speaker configured to generate sounds to accompany said one or more holographic images and said virtual avatar.
ending storage of the video game data decoded from the encrypted second channel in response to re-detecting the starting byte.