Abstract: To provide a game device capable of improving operability for a user when a player character of an opponent team holds a moving object in a sport game to be played by a user team and the opponent team. A first marker control unit (72d) controls the position of a marker player character selected from among the player characters of the user team, based on the position of a marking target player character selected from among the player characters of the opponent team and a predetermined position. A second marker control unit (72e) controls the position of the marker player character, based on the position of the marking target player character and the position of a moving object or the position of a player character holding the moving object. The marker control switching unit (72g) switches between the first marker control unit (72d) and the second marker control unit (72e), based on a result of determination as to whether or not a predetermined switching condition is satisfied.
Abstract: Individuals may be encouraged to perform athletic activity based on punishments or adverse effects that may be applied if the individual loses an athletic activity competition. For example, a user's device may be adversely affected by visual or functional effects configured to obscure or obstruct one or more functions of the user's device. The punishment or adverse effect might not be removed or deactivated until a user has completed a new competition without losing. In some arrangements, the user may be required to win in order to have the adverse effect removed.
Type:
Grant
Filed:
December 16, 2011
Date of Patent:
December 3, 2013
Assignee:
Nike, Inc.
Inventors:
Richard J Engelberg, Michael B Hailey, Stefan F Olander, Michael L Orenstein, Kristen L White, Reshma T Pendleton
Abstract: Computer implemented method for interactively animating an avatar in response to real world input are provided. The avatar can be transmitted between a first user and a second user using a computer program that is executed on at least one computer in a computer network. Additionally, the first user and the second user each interact using a respective computing system that is at least partially executing the computer program. The method is initiated by identifying components of the avatar representing the first user that can be modified using real-time effects. The method continues by the computing system identifying controller input from either the first user or the second user. The identification of the controller input is used to determine which of the identified components of the avatar representing the first user will be modified. In response to the identified controller input the real-time effects are applied to the identified components of the avatar that represent the first user.
Abstract: One object is to provide a device for efficiently displaying cards possessed by a user. In accordance with one aspect, a server device for providing a game according to one embodiment includes an identification unit for identifying, as one card group, a plurality of specific cards satisfying a specific criterion among a plurality of cards, and a control unit for generating a display image including the first information identifying one card group and the second information identifying the number of a plurality of specific cards constituting the one card group. The display image is transmitted to a terminal device.
Abstract: The present invention relates to a method for using a toy for communicating with a client terminal. The method comprises encoding at least one interacting information as at least one flickering control instruction and using a toy element having a light emitting unit for emitting light according to the at least one flickering control instruction, thereby transmitting the interacting information to a client terminal. The client terminal is configured for capturing the emitted light using an image capturing device and decoding the at least one interacting information therefrom.
Abstract: A system, computer-readable storage medium storing at least one program, and a computer-implemented method for providing branded virtual objects in a virtual environment are presented. A game instance of a computer-implemented multiplayer online game is generated, where the game instance is associated with a virtual environment of a player. A graphical user interface to the player is provided, where the graphical user interface displays at least one branded virtual object for selection by the player, and where the branded virtual object corresponds to a real-world brand. Selection and placement of the branded virtual object in the virtual environment by the player is monitored. The virtual environment of the player is updated to include the branded virtual object.
Type:
Grant
Filed:
September 26, 2011
Date of Patent:
November 26, 2013
Assignee:
Zynga Inc.
Inventors:
John Marsland, Revant Kapoor, Emily Anadu, Matt Levine, Edmund Leo, Matthew Adam Ocko
Abstract: Electronic entertainment scoring is provided. The electronic entertainment scoring includes creating an event record for an event, receiving a request from a device to electronically participate in scoring the event, and generating an event card including event data for the event. The event data includes an event date, event parties, and a scoring mechanism. The electronic entertainment scoring also includes transmitting the event card to the device subject to the request. The event card is configured to enable features of an application on the device. The electronic entertainment scoring also includes entering an identifier of a user of the device in the event record, tracking score values submitted by the device in the event record via the identifier, and transmitting, to the device, a summation of accumulated score values received from other devices that are electronically participating in the scoring of the event.
Type:
Grant
Filed:
June 18, 2012
Date of Patent:
November 19, 2013
Assignee:
The Mohegan Tribe of Indians of Connecticut
Inventors:
Charles William Scharnagle, III, George Wood, Timothy Ems, Michael Spellman
Abstract: 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.
Abstract: Techniques are described that can that can modify content in a video game application executing on a game platform. The technique includes communicatively coupling with the game platform to exchange messages with the game platform. A tool may receive data representative of a version of a screen rendered by the game platform. The tool may then render its own version of the screen and modify the content data that comprises the screen image. The tool may then send a content modification message to the game platform, the message including data representative of the modifications made by the tool. The game platform may then modify and render a new version of the screen in the game platform based on the modification message.
Abstract: An amusement center has at least one game cell. The game cell has a first video game console system including at least one controller; a first projection screen; a first video game; and a first decor themed to correspond to the subject matter of the first video game.
Abstract: A gaming machine with more gaming excitement is provided. The gaming machine includes a cabinet; a lamp body provided on a front surface of the cabinet; a sensor configured to detect a player's gesture with respect to the lamp body; an image display panel configured to execute an effect in sync with the gesture; and a controller used to start a game, the controller starting the detection of the player's gesture by the sensor at a timing corresponding to the state of the game, and while the player's gesture is being detected, executing the effect by the upper image display panel in sync with the detected player's gesture.
Type:
Application
Filed:
April 18, 2013
Publication date:
October 31, 2013
Applicants:
Aruze Gaming America, Inc., Universal Entertainment Corporation
Abstract: A pawn (10) for use on a board (21) is provided. The pawn (10) is arranged to provide a trigger signal upon a touch of a triggerable part of the pawn (10) by a user, and comprises communication means for communicating the trigger signal to a board (21). The pawn (10) comprises at least two separate triggerable sub-parts (11, 12) for, upon a touch of each respective one of the at least two separate triggerable sub-parts (11, 12) by a user, respectively providing a first and a second trigger signal. The first and the second trigger signal are mutually distinguishable. Such a pawn (10) can easily be used for activating a certain function of a set of functions. A function is selected by touching a corresponding triggerable sub-part (11, 12).
Type:
Grant
Filed:
January 27, 2006
Date of Patent:
October 29, 2013
Assignee:
Koninklijke Philips N.V.
Inventors:
Michel Marcel Jose Decre, Anthonie Hendrik Bergman, Hubertus Maria Rene Cortenraad
Abstract: A method includes determining, at a first computing device associated with a network, whether voting for video content is permitted from a second computing device. The second computing device is coupled to the network to receive the video content. The method further includes, in response to determining that voting for the video content is permitted from the second computing device, sending data related to a graphical user interface to the second computing device. The graphical user interface enables receipt of voting input for the video content. The method further includes, in response to determining that voting for the video content is permitted from the second computing device, updating a voting record for the video content with the voting input received from the second computing device via the graphical user interface.
Type:
Grant
Filed:
January 10, 2013
Date of Patent:
October 29, 2013
Assignee:
AT&T Intellectual Property I, L.P.
Inventors:
Jerald Robert Howcroft, Kathy Goode Piatt
Abstract: Some embodiments use several different types of networks to relay several different types of media content among several different computing devices. The media content of some embodiments is data that a computing device can process in order to provide a presentation of the media content to a user of the device. Examples of types of such media content include audio data, video data, text data, picture data, game data, and/or other media data. In some embodiments, two different networks relay media content of two different types among multiple computing devices. Specifically, in some embodiments, a first network routes among the computing devices one type of media data content (e.g., game data), while a second network routes among the computing devices another type of media data content (e.g., audio and/or video data of game participants). The two networks differ in some embodiments based on their topology.
Type:
Grant
Filed:
July 7, 2010
Date of Patent:
October 29, 2013
Assignee:
Apple Inc.
Inventors:
Roberto Garcia, Jr., Hyeonkuk Jeong, Nirav Patel, Berkat S. Tung, Joe S. Abuan
Abstract: A learning plaything set to communicate with similar learning playthings during a game session. The learning plaything comprises a reader which reads a plurality of data marks indicative of a plurality of playing abilities, a memory for storing the plurality of playing abilities, a communication unit which establishes at least one wireless connection with another communication unit of at least one other learning plaything during a game session, a management module which uses the at least one wireless connection to coordinate an outcome to the game session with the at least one other learning plaything according to the stored plurality of playing abilities, and at least one presentation unit which presents at least one plaything action according to the outcome.
Abstract: A system for granting and managing dynamic digital achievements can grant dynamic digital achievements in a controlled manner to encourage player participation in wagering game establishments. A dynamic digital achievement lives beyond an initial grant and can exhibit different behaviors over time and/or in combination with other digital achievements. The dynamic digital achievements can comprise an image, a sequence of images, video, executable code, audio, etc. The dynamic behavior of a digital achievement can increase interest in the digital achievement, thus increasing interest in the corresponding activity, whether wagering game activity or non-wagering game activity. Moreover, the system for granting and managing dynamic digital achievements is not limited to wagering game networks. The system can interface with other vendor systems and cause a dynamic digital achievement to exhibit behavior based on activity by a player in a non-gaming environment.
Type:
Grant
Filed:
October 20, 2009
Date of Patent:
October 29, 2013
Assignee:
WMS Gaming, Inc
Inventors:
Mark B. Gagner, Damon E. Gura, Krishnakumar Meluveettil
Abstract: A system that incorporates teachings of the present disclosure may include, for example, a method for detecting that a gaming system has presented a first of a plurality of gaming venue states of a game, presenting a first of a plurality of screen shots at a touch screen display responsive to detecting the first gaming venue state, detecting that the gaming system has transitioned to a presentation of a second of the plurality of venue states, and presenting a second of the plurality of screen shots at the touch screen display responsive to detecting the second gaming venue state. Additional embodiments are disclosed.
Abstract: Items may be transferred between participants in a multi-participant gaming application through an item sharing object. The item sharing object may be activated by a participant during game play. After activating the item sharing object, a state of the item sharing object may be determined. If the state indicates that a prior participant has left behind an item that is available, then the left behind item may be presented to the current participant activating the object. Alternatively, if no items are available, the processing device may present the current participant with a quest, the completion of which may result in the current participant leaving behind an item for a subsequent participant activating the item sharing object.
Type:
Grant
Filed:
September 2, 2011
Date of Patent:
October 22, 2013
Assignee:
Zynga Inc.
Inventors:
Jesse David Kurlancheek, Christine Trottier
Abstract: Systems, methods, and computer readable media are disclosed for aggregating event records obtained from a plurality of videogame consoles, and generating event objects for each event record of the plurality. Additionally, the event objects can be stored in a database that is exposed to a third party via a connection to a network such as the Internet. In addition to the foregoing, other aspects are described in the claims, drawings, and text forming a part of the present disclosure.
Type:
Grant
Filed:
October 2, 2007
Date of Patent:
October 22, 2013
Assignee:
Microsoft Corporation
Inventors:
Michael R. Courage, Jerry A. Johnson, Brendan K. Reville
Abstract: Gaming apparatus, e.g. an Electronic Gaming Machine (EGM) (1), includes a controller (2) for implementing e.g. a slot-machine game, a poker game or the like. The EGM (1) displays a gaming image on a display (5), e.g. virtual symbol reels or card hands, and receives player instructions via an input (6) or the like, e.g. to spin the reels or manage the cards. The EGM (1) includes a guarantee feature in which an event is guaranteed to trigger if a monitored event (e.g. of the same type as the guaranteed event) does not occur within a set amount of gameplay. A guarantee indicator (9), e.g. a numerical countdown or gauge, indicates the remaining amount of gameplay required before the guarantee feature triggers. The monitored and/or guaranteed event may be a win event or a feature event, e.g. the triggering of a bonus round, free game or the like.
Abstract: A launch monitor that includes substantially all of its functional components on or within a housing is disclosed. In one embodiment, the launch monitor is capable of being transported and used in any desired location. One or more camera's, flashes, and triggers may be used to acquire images of a golf club and golf ball. The launch monitor is preferably capable of receiving and transmitting data over a wireless network. Acquired images and other data may be analyzed by a processor, and then displayed using an LED, LCD or other type of display or printer. The launch monitor may “recognize” a plurality of golf clubs and golf balls based on an optical fingerprint. The optical fingerprints, which are preferably stored in a memory, allow the launch monitor to identify a golf club and/or ball substantially soon after they are placed in the field of view of the monitor Optical fingerprinting enables automatic record keeping, and storing performance data and equipment used simultaneously.
Abstract: A system that incorporates teachings of the present disclosure may include, for example, a first peripheral device having a controller to store operational settings tailored for a gaming application, interact with the gaming application using the operational settings and user inputs, and share the operational settings with a second peripheral device for use with the gaming application. Additional embodiments are disclosed.
Abstract: In various embodiments, a predetermined number of move numbers for one or more players or users of a game or application may be determined, e.g., using an indicator. For example, a first group of move numbers for a first player and a second group of move numbers for a second player may be determined. The players use the pre-established move numbers to advance according to the rules of the application or game. Move numbers within a group may be sequenced or non-sequenced. Move numbers may be replaced at each player's turn or when all or a subset of move numbers of a group are used. Move numbers may be established by any type of indicator such as dice, dominos, or a random number generator. In some embodiments, move numbers may be traded in. Move numbers may or may not be visible at predetermined times to one or more players.
Type:
Grant
Filed:
January 30, 2012
Date of Patent:
October 15, 2013
Assignee:
Cantor Gaming Limited
Inventors:
Fergus A. Leen, Sam B. Lawrence, David G. McNally, Clive Hetherington, David M. McDowell, Kevin R. O'Neal
Abstract: In a game where a character is moved at a high speed to a goal along a path that is set in a virtual three-dimensional space, an operation mistake is better prevented in a movement operation of the character. A plurality of paths where the character moves are set in parallel in the virtual three-dimensional space. Game control means includes path information storing means for storing a coordinate position and a directional vector that are given to each point of a sequence of points arranged in each of the paths. Additionally, the position coordinate of the character moving in one of the paths is calculated based on the information stored in the path information storing means.
Abstract: Technologies for game providers to place their game worlds into existing map databases and communicate the relevant locations to location-based applications are generally described. In some examples, this may be achieved by generating maps that use non-physical locations that are still within standard location data formats at a game service provider and providing the maps and/or map data to map server providers showing game worlds mapped to those coordinates. Alternatively, the game service provider may provide the map data to the map service provider and the map may be generated at the map service provider. The imaginary location maps may be identified by extreme or non-physical altitudes, for example. Game clients may be enabled to publish the location of their game persona on an imaginary map and/or their real persona on a real map and receive location-based services for either or both personas.
Abstract: Gaming software interfaces to hardware through high level drivers loaded in resource repositories. The high level drivers can be software or hardware drivers. Software drivers can simulate hardware, connect to other parts of the gaming software, or combine functions by calling other software and hardware drives. New drivers can be added easily, allowing gaming software to use new hardware with little or no changes.
Type:
Grant
Filed:
September 24, 2012
Date of Patent:
October 1, 2013
Assignee:
Aristocrat Technologies Australia Pty Limited
Abstract: A game apparatus provides a game in which a plurality of target characters are selected from a plurality of possessed characters owned by a player and are applied to an event. A storage unit stores, for each character, the required value for selection required to select the character and the attack power of the character. A controller selects the plurality of target characters from the plurality of possessed characters such that the total attack power, which is the total of the attack power of the plurality of target characters, is maximum under the condition that the sum of the required values for selection of the plurality of target characters is equal to or smaller than a permissible value for selection given to the player.
Abstract: An online game includes a mechanic for combining visual display parameters of virtual objects including virtual animals. In some embodiments features of a first virtual object and a second virtual object are combined to generate a third virtual object, where these features may include a base color and optional pattern markings with a corresponding pattern color. Additional game aspects may include generating multiple candidates for the third virtual object and selecting or identifying the third virtual object from the multiple candidates. Additional game aspects may also include options for enhancing the likelihood of successfully generating a third virtual object. Parameterized color values for a specific virtual object may be substituted into source artwork to generate a variety of distinctive displays.
Type:
Grant
Filed:
September 26, 2011
Date of Patent:
September 24, 2013
Assignee:
Zynga Inc.
Inventors:
Sean Janis, Gregory Omi, Tim Wang, Vasudev Vadlamudi, Bruce Harlick
Abstract: Methods and apparatus for interactively and dynamically undertaking exercise are disclosed which utilize camera means to provide 2D or 3D data relating to locations or movements of exercise undertaken by a person. This data is analyzed by a computer and in a typical example an instructor's image is displayed and both visual and audio assistance to the person is provided via a computer program either resident locally or remotely located. Applications to exercise involving treadmills, bicycles, dance, weight lifting and other exercises are disclosed.
Abstract: A method and system to recommend performances based on the performances' excitement-level as determined from events and characteristics associated with the performance and a subscriber's preference is described herein. A subscriber's preference influences the performance type and performance characteristics that are exciting to the subscriber. Recommendations for performances can be sent to the subscriber as a link or direct connection to a location of the online performance. Recommendations of a performance preserve the excitement of the performance by not revealing the score, outcome, or any statistics or commentary that would spoil the natural buildup of excitement from watching the live performance. Performance recommendations may include a start-time and end-time for watching only the exciting portions of the performance.
Type:
Grant
Filed:
February 28, 2011
Date of Patent:
September 17, 2013
Assignee:
Thuuz, LLC
Inventors:
Warren Packard, Dan Lythcott-Haims, Robert J. Barcklay
Abstract: A method of providing entertainment including providing a game cell bounded by walls comprising, a first video game console system, a screen that interacts with the video game console system and displays images generated by the video game console system, wherein an inside face of at least one wall is decorated with a theme that corresponds to a game playable on the video game console system, checking for the availability of the cell for use by a player, upon availability of the cell, accepting payment from the player for rental of the cell for a period of time, and providing at least one controller to the player for use in the cell, the controller interacting with the video game console system.
Abstract: An image generation device includes a capture direction specifying section, a capture target specifying section, a marker placement control section that disposes a marker at the capture point, and an image generation section, the capture target specifying section determining whether or not the capture target is present in the capture direction, and specifying the capture target when the capture target is present, and the marker placement control section performing a depth value correction process that corrects the depth value of the capture point when a transition has occurred from a state in which the capture target is present to a state in which the capture target is not present.
Abstract: A game apparatus includes a CPU, and the CPU controls a moving object within a virtual space on the basis of acceleration data and angular velocity data which are transmitted from a controller. For example, before the angular velocity data is above a predetermined magnitude, a position and an orientation of the moving object is controlled on the basis of the angular velocity data. When the angular velocity data is above the predetermined magnitude, an initial velocity of the moving object is decided on the basis of the acceleration data, and a moving direction (orientation) of the moving object is decided on the basis of the angular velocity data. Thereafter, the moving object moves within the virtual space according to a general physical behavior.
Abstract: Systems and methods for use in playing biotic games having a biologically active material as a component. Various games that provide for one or more human players to interact with biologically active materials are disclosed. The game apparatus includes a replaceable cartridge having a chamber in which a biologically active component such as a single-celled organism or a biologically active compound is contained. A stimulus controller accepts instructions from a human user and provides a stimulus to the biologically active component. A response receiver accepts a signal indicative of a response of the biologically active component. A display is provided to display to the user information indicative of the response of the biologically active component, and a game score. A computer-based game controller includes a set of pre-defined rules of play that define a game and that comprise pre-defined rules of scoring for the game.
Abstract: A game employing user-modifiable game components, such as cards in a collectable card game, employs various features to provide user-modifiability, including sleeves, transparent cards, stickers, and other elements. Electronic versions of the game and various other features are included, including tracking of history associated with such components.
Type:
Grant
Filed:
July 21, 2008
Date of Patent:
September 3, 2013
Assignee:
Wizards of the Coast, Inc.
Inventors:
Frank Gilson, Cormac Russell, Paul Sottosanti, Randy Buehler, Ramon Arjona, Karl R. Gutschera, Brandon A. Bozzi, Aaron J. Forsythe
Abstract: The present invention is a vocally interactive video gaming mechanism. A microphone is connected to a video game system for allowing a player in a room to communicate by voice within the game. A video recording device is also provided for scanning and recording the physical characteristics of the player to be projected into the gaming world. A holographic projector projects the recorded physical characteristics of the player into the room in which the player is engaged in the game. Messages can be received from a telephone, a cell phone, a personal digital assistant, or a digital processor. Game progress can be halted in order for the player to answer or respond or to ignore the message. Movements of the player are tracked and converted into movements of the holographic projection of the player in real time. Voice recognition software enables translation of speech from one language into another language.
Abstract: Provided is a method of supporting a purchase of a game item that may support a portion of a price of the game item so that a user may easily obtain the game item. The game item purchase supporting method may include questioning a user about whether to transmit a purchase support request for the game item, generating purchase support information associated with the user to provide the user with the game item when the purchase support request of the game item is received from the user, and storing the purchase support information to match identification information of the user.
Abstract: A control unit for a home video game console, including a control unit body, a display supported by the control unit body for displaying information and/or images relating to the game, and a recess defined by the control unit body for accommodating a second control unit equipped with an accelerometer and/or with tilt sensors. The recess has an electrical connection between the two control units, wherein the displayed information and/or images are changed in response to signals received by the accelerometer and/or the tilt sensors and transmitted to the display through the electrical connection. A touch screen overlying at least partially over the display, detects tactile commands including a sequence of locations touched on the screen able to change the displayed information and/or images.
Type:
Grant
Filed:
December 3, 2010
Date of Patent:
August 27, 2013
Assignee:
Bigben Interactive, Société Anonyme
Inventors:
Andrew Tiley, Yannick Allaert, Alain Falc, Mark Liddle
Abstract: An interactive game board system includes a game board, a plurality of capacitive sensors embedded in the game board, a microprocessor with input channels for the capacitive sensors, computer memory means, software instructions and data for directing an interactive game, one or more playing pieces with electrically an conductive portion, and power supply means. An interactive game board system includes interdigitated sensors. An interactive game board system includes capacitive sensors operating in dynamic sensing mode. An interactive game board system includes means for identifying individual game pieces.
Abstract: A player utilizing a mobile electronic communication device and a physical game tool may engage in location-based gaming. The mobile device can execute a program to enable the player to play a game. The physical game tool is physically manipulable by the player and also capable of determining its physical location in the physical world. The mobile device can receive from a server data pertaining to a virtual gaming object associated with a target object location that is based, at least in part, on the physical location of the physical game tool; cause a display device of the player to display the virtual gaming object at a virtual location within the game corresponding to the target object location; and cause the display device to update the virtual gaming object based on changes of the location of the physical game tool.
Abstract: Disclosed are two-player games, gaming machines, gaming systems and methods including one or more shared feature games. Each player has a respective base game, game board and a token movable on his game board in response to his base game outcomes. Certain combinations of token positions on the two game boards may trigger play of one or more feature games shared by the players.
Abstract: Systems and method for providing a single sign in a gaming console that associates online activity that is out-of-game/cross game, and/or online activity that is in-game, and/or activity that is offline and in-game with that account. While online, a service tracks activity of gamers and provides usage statistics in a profile. While offline, the game console tracks the player's activity via a mechanism to collect detailed information about a specific player's in-game statistics and accomplishments. The offline activity is cached and uploaded when the console connects to the online service. Players can accumulate achievements offline that are credited towards online activities.
Type:
Grant
Filed:
June 27, 2012
Date of Patent:
August 6, 2013
Assignee:
Microsoft Corporation
Inventors:
Michal Bortnik, Erik John Arthur, James David Macauley, Ling Tony Chen, Yasser B. Asmi, Steven D. Lamb, James N. Helm
Abstract: A lottery-like game played by a plurality of players, where each player chooses a whole number within some specified range. The winner(s) are determined by a simple rule that depends on the particular choices the players make. The game can be played by a small group in proximity, or by a large group over the internet.
Abstract: Various methods and apparatus are described. Some examples include determining cards, determining actions that must be taken by a player according to game rules, game rules that require certain actions to be taken in certain circumstances, determining outcomes of games according to poker rankings of hands of cards, awards to winning players, and/or other desired features. Further embodiments are described.
Type:
Grant
Filed:
March 15, 2012
Date of Patent:
July 30, 2013
Assignee:
CFPH, LLC
Inventors:
Howard W Lutnick, Geoffrey M Gelman, Dean P Alderucci
Abstract: A computing system translates a world space position of a hand of a human target to a screen space cursor position of a user interface. When the cursor overlaps a button in the user interface, the computing system actuates the button in response to a movement of the hand in world space that changes the cursor position by a depth threshold along a z-axis regardless of an initial z-axis position of the cursor. When the button includes an activation lock, the computing system unlocks the activation lock, prior to button actuation, if the cursor path satisfies unlocking criteria.
Abstract: Systems and methods for an online predictive diagnostic and prognostic maintenance system are disclosed. The systems and methods may be configured for use with networked gaming machines. The systems and methods may operate in real time and may detect and analyze data representing various indicators of machine performance or a current or future decrease in machine performance. The data may represent or be used to predict machine performance and risk of failure and to identify necessary or recommended repair, maintenance or other performance issues. In another embodiment systems and methods are disclosed for automated analysis of data regarding machine operation and generation of rules related to predicting the future performance, repair and maintenance needs of machines.
Abstract: Systems and methods that deliver game supplies are described. In some embodiments, a method receives a request for in-game supplies from a first player in an interactive social game. The method presents multiple supply options where each supply option has an associated processing time. A supply option selection is received from the first player that indicates selection of one of the multiple supply options. A supply fulfillment invitation is distributed to a second player of the interactive social game. An in-game benefit is provided to the second player in response to acceptance of the supply fulfillment invitation. The first player is notified upon completion of the processing time for the selected supply option, which indicates availability of the requested in-game supplies to the first player.
Type:
Grant
Filed:
September 4, 2012
Date of Patent:
July 23, 2013
Assignee:
Zynga Inc.
Inventors:
Sean Uberoi Kelly, Alexander Michael Minh Khiem Le
Abstract: Developing a match-play game in which an outcome of a live event determines an outcome within the match-play game comprises several steps including determining a set of outcomes that may occur in the live event, presenting the set of outcomes to a game designer, presenting a design interface in which a game designer may create a match-play game, enabling a user to determine a set of outcomes that may occur in the match-play game, and enabling the user to associate at least one outcome in the match-play game to an outcome in the live event.