ending storage of the video game data decoded from the encrypted second channel in response to re-detecting the starting byte.
using the at least one processor, based on the further input from the first user, applying a power boost to the ball while it is flying along the trajectory.
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.
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:
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.
Acceleration Bay LLC v. Electronic Arts Inc.
Docket No. 1:15-cv-00282
U.S. District Court, District of Delaware
Filed March 30, 2015
On March 30, 2015, Acceleration Bay filed suit against Electronic Arts for the alleged infringement of six of its multiplayer video game patents. The patents-in-suit are: U.S. Patent Nos. 6,701,344; 6,714,966; 6,732,147; 6,829,634; 6,910,069; and 6,920,497. These patents read on interacting with broadcast channels to allow individual players to connect with other players and communicate with them throughout the game by using a multiplayer mode.
On June 18, 2015, EA filed a reply brief in support of its Motion to Dismiss. There has been no ruling on the Motion to Dismiss thus far.
The accused products are EA’s games FIFA 15, NHL 15, Tiger Woods PGA Tour 14, Crysis 3, and Plants vs. Zombies: Garden Warfare. The complaint alleges that the accused EA games use Acceleration Bay’s network technology to offers users a multiplayer gaming environment.
FIFA 15 has a gaming environment allowing individuals gamers to participate in an 11 vs. 11 online gameplay.
NHL 15 allows individual players to participate in its 5 vs. 5 online gameplay with its Online Team Play mode.
Tiger Woods PGA Tour 14 offer a multiplayer gaming environment and connects up to 24 individual players through its Connected Tournaments function.
Crysis 3 offers a multiplayer mode using a peer-to-peer network for up to 12 individual players. Crysis 3 allows includes a 6 vs. 6 team play.
Plants vs. Zombies: Garden Warfare offers a multiplayer gaming environment connecting up to 24 online players.
We will continue to provide updates as the case progresses.
On July 2, 2012, Plaintiff Gametek filed a notice of voluntary dismissal against Defendants Facebook, Inc.; Facebook Operations, LLC; Facebook Payments, Inc. and Facebook Services, Inc.
On December 7, 2012, the Court dismissed the claims against Defendants Cie Games, CrowdStar, EA, Funzio, Zygna, Digital Chocolate, 6Waves, and RockYou.
This case was terminated on April 8, 2014, following a settlement conference. All claims and counterclaims were dismissed with prejudice between Plaintiff Gametek LLC and Defendant Big Viking Games, Inc.
Gametek filed suit against 21 companies including Facebook, Electronic Arts, and Zynga. Gametek alleged the companies infringed its patent for virtual currency and payment system incorporating items bought and used in-game. Gametek sought damages and injunction through this lawsuit. The patent-in-suit was U.S. Patent 7,076,445.
The original post can be found here.
court dismissal of LOLApp’s motion to dismiss, which included the court noting
that copyright protection of video games extended to the elements of plot,
theme, dialogue, mood, setting, pace and character, and, further stating that there was at least a question of fact regarding whether LOLApps had taken these underlying elements from Spry Fox (but perhaps expressed them
using different characters), this case was settled out of court for an undisclosed
Case closed – sorry for the delay.
The Pac-Man game is an electronic maze-chase arcade game. Players use a joystick to navigate the maze whereby the central character, the “gobbler” maze-chaser, consumes pink dots. The game ends when a monster catches the gobbler. Similar to the Pac-Man game, defendant’s Packri Monster is played using a joystick, whereby the player moves a character through the maze. The Packri Monster gives the illusion of the monster eating the dots in a manner resembling the monster in Pac-Man.
Plaintiff Nintendo (at the time) was in the coin-operated electronic video game business, and filed suit against defendant Elcon for copyright and trademark infringement. Defendant is in the business of assembly and sale of coin-operated electronic video games and other video game components.
Plaintiff owns the video game Donkey Kong, and the audio-video presentation of the game is covered by plaintiff’s copyright registration. The certificate of copyright registration is prima facie evidence that plaintiff’s Donkey Kong game is protected and that the copyright is valid.
Plaintiff extensively promoted and advertised Donkey Kong throughout the United States. Donkey Kong is an original audio-visual game with proper copyright protection of the characters, obstacles, background, and sequence of the game plays. Plaintiff entered into a licensing agreement with the Japanese corporation Falcon, Inc. in September 1981, which authorized Falcon to produce the game Crazy Kong. Crazy Kong was identical or similar to Donkey Kong. The game was prohibited from being imported into the United States and the license stipulated the game could only be sold within Japan.
Defendant imports the Crazy Kong games into the United States without authorization from the plaintiff, which the court found to be sufficient evidence to constitute copyright infringement. Because defendant did not obtain plaintiff’s authorization for the publication of the Crazy Kong games, plaintiff cannot lose protection for failing to have a copyright notice on the games.
The court granted plaintiff’s motion for a preliminary injunction, finding that the plaintiff showed there was a substantial likelihood of success on the copyright infringement and unfair competition claims.
On July 23, 2015, an international patent application (WO/2015/107747) was published for Nintendo. The WIPO application was filed by Nintendo back in October 2014. The application is entitled, “Information Processing System and Information Processing Device.”
The device may be a sleep tracker, which could double as a video game. The application indicates the device may be able to detect a user’s emotions using various sensors.
The abstract of the application is as follows:
We will continue to watch for interesting updates.
Sorry for the delay in reporting this one.
The ‘903 patent describes a system which observes players playing online for any signs of cheating. For anyone who has played Halo online and been a victim of the “laggers,” this invention couldn’t come soon enough. While the players play their game, their data is sent to a separate server which analyzes the data for any signs of cheating. All of the servers which run the game are linked together and share information—this helps prevent cheaters from jumping from server-to-server and never getting caught. Whenever a player is caught cheating on a certain server, the player will be banned from that server. While he can still play on the other servers, he will never be allowed back on the server he has been banned from; this effectively prevents him from continuous cheating without being punished.
Technology is provided for preventing cheating during online gaming, including a first online gaming server computer system configured to gather information regarding cheaters detected during online gaming; a second online gaming server computer system configured to receive the information; and a central database configured for aggregating the received information regarding cheaters detected during online gaming gathered by the first online gaming server computer system along with information stored on the central database regarding cheaters detected during online gaming gathered from a plurality of online gaming server computer systems. The aggregated information from the central database regarding cheaters detected is made available to the second online gaming server computer system, and cheaters identified in the aggregated information are prevented from online gaming on the second online gaming server computer system based on the aggregated information from the central database.
1. A system for preventing cheating during online gaming, the system comprising: a first online gaming server computer system configured to gather information regarding cheaters detected during online gaming; a second online gaming server computer system configured to receive the information regarding cheaters detected during online gaming gathered by the first online gaming server computer system; and a central database configured to aggregate the received information regarding cheaters detected during online gaming gathered by the first online gaming server computer system along with information stored on the central database regarding cheaters detected during online gaming gathered from a plurality of online gaming server computer systems, wherein the aggregated information from the central database regarding cheaters detected during online gaming is made available to the second online gaming server computer system, whereby cheaters identified in the aggregated information from the central database are prevented from online gaming on the second online gaming server computer system based on the aggregated information from the central database.
The ‘901 patent describes a game system where a player puts on a headset which measures his bio-feedback and displays it for him to see. The headset is designed to measure participant physiological data and incorporate it in real-time into the game. The headset includes a galvanometer which measures skin resistance, an ear piece which transmits audio from the game to the participant, and a microphone which allows verbal communication from the participant. The headset itself is electronically coupled with the handheld video game system. It’s an interesting concept, certainly something Stanley Kubrick would be proud of.
A video game system using one or more bio-feedback devices for the monitor and transmission of physiological data of a participant of the video game system to the video game system where the data, along with conventional controller data is incorporated into game play provided by software through the video game system. A headset electrically coupled to a video game system, the headset including one or more bio-feedback devices for transmitting participant physiological data to the video game system for real-time incorporation into game play.
1. A headset for use with a video game system, the headset comprising: a first bio-feedback device for transmitting to a video game system physiological data of a participant thereof comprising a respiratory voice sensor, wherein the respiratory voice sensor comprises a thermocouple; one or more second bio-feedback devices for transmitting to a video game system physiological data of a participant thereof, wherein the one or more second bio-feedback devices comprise at least one of an electroencephalogram electrode or a galvanometer; a communication link for electrically coupling the headset and the video game system; and conductive wiring for electrically coupling the first and second bio-feedback devices with the communication link.