Interactive game via set top boxes
Abstract
A system for playing an interactive sports simulation game that comprises: a server (102, 202) operative to generate said interactive sports simulation game and to generate a broadcast signal containing at least a part of said interactive sports simulation game and to transmit said game to a plurality of televisions (214) of spectators who can receive said computer generated game and display said computer game for said spectators, at least one device (126, 128, 218, 220) input for a participant of the interactive sports simulation game, the server (102, 202) being coupled to said input device (126, 128, 218, 220) and being operative to receive signals from the device (126, 128 , 218, 220) input, in which the server (102, 202) is adapted to initiate a game and to select at least one of the spectators wishing to interact with said game as the participant to play said sports simulation game being interactively coupled to said server, so that said server can receive transmissions from, and send transmissions to, said participants to play said game, wherein said broadcast signal containing at least a part of said game is broadcast to all viewers, including non-participating viewers, and in which the server is further configured to generate and transmit different signals broadcast to participants and participants. spectators who do not participate and to delay the signal emitted for users who do not participate.

Term
Term ended
Projected expiry passed 27 August 2021, 5.1 years ago.
- Priority
- Filed
- Published
- Projected expiry
- Today
10 claims: 2 independent, 8 dependent
- 1ES 2 344 590 T3 REIVINDICACIONES 1. Un sistema para jugar a un juego de simulación de deportes interactivo que comprende:un servidor (102, 202) operativo para generar dicho juego de simulación de deportes interactivo y para generar una señal emitida que contiene al menos una parte de dicho juego de simulación de deportes interactivo y para transmitir dicho juego a una pluralidad de televisores (214) de espectadores que pueden recibir dicho juego generado por ordenador y visualizar dicho juego de ordenador para dichos espectadores, al menos un dispositivo (126, 128, 218, 220) de entrada para un participante del juego de simulación de deportes interactivo, estando acoplado el servidor (102,202) a dicho dispositivo (126, 128, 218, 220) de entrada y siendo operativo para recibir señales del dispositivo (126, 128, 218, 220) de entrada, en el que el servidor (102, 202) está adaptado para iniciar una partida y para seleccionar al menos uno de los espectadores que desean interaccionar con dicha partida como el participante para jugar a dicho juego de simulación de deportes estando acoplado de forma interactiva a dicho servidor, de manera que dicho servidor puede recibir transmisiones de, y enviar transmisiones a, dichos participantes para que jueguen dicha partida, en el que dicha señal emitida que contiene al menos una parte de dicho juego se emite a todos los espectadores, incluyendo los espectadores que no participan, y en el que el servidor está configurado además para generar y transmitir diferentes señales emitidas para los participantes y los espectadores que no participan y para retardar la señal emitida para los usuarios que no participan.
- 2El sistema según la reivindicación 1, que comprende además al menos un decodificador (106, 108, 110, 112, 206, 208, 210) conectado al dispositivo (126, 128, 218, 220) de entrada y operativo para procesar señales de dicho dispositivo (126, 128, 218, 220) de entrada y generar una señal en tiempo real de dicho dispositivo (126, 128) de entrada y operativo para enviar y recibir mensajes interactivos.
- 3El sistema según la reivindicación 2, en el que el servidor (102, 202) está acoplado al decodificador (106, 108, 110, 112, 206, 208, 210) y es operativo para enviar y recibir los mensajes.
- 4El sistema según la reivindicación 1, en el que dicha partida es retardada con respecto a su emisión en el momento en que está jugándose dicha partida.
- 5El sistema según la reivindicación 1, en el que dicho juego es una simulación de deportes de fútbol americano.
- 6El sistema según la reivindicación 1, en el que dicho juego es un juego de campeonato de un torneo.
- 7Un medio de almacenamiento para almacenar código de programa informático que puede realizar las siguientes funciones:visualizar una interfaz (704, 706) de usuario única en un dispositivo (210, 216, 220) interactivo para cada participante de un juego de simulación de deportes interactivo;crear al menos una entrada de usuario a través de dicho dispositivo (210, 216, 220) interactivo;transmitir dicha entrada de usuario a un sistema (202) de servidor sobre una red electrónica, creando dicho sistema (202) de servidor una señal de vídeo de partida de juego basándose en dicha entrada;emitir dicha señal de vídeo sobre una red de televisión a una pluralidad de televisores (214) de espectadores que pueden recibir y visualizar dicha señal de vídeo para dichos espectadores, iniciar una partida mediante el sistema (202) de servidor, y seleccionar al menos uno de los espectadores que desean interaccionar con dicha partida como el participante para jugar a dicho juego de simulación de deportes estando acoplado de forma interactiva a dicho servidor, de manera que dicho servidor puede recibir transmisiones de, y enviar transmisiones a, dichos participantes para jugar dicha partida, en el que dicha señal emitida que contiene al menos una parte de dicho juego se emite a todos los espectadores incluyendo los espectadores que no participan y en el que el servidor está configurado además para generar y transmitir diferentes señales emitidas para los participantes y los espectadores que no participan y para retardar la señal emitida para los usuarios que no participan.
- 8El medio de almacenamiento según la reivindicación 7, en el que es retardada la emisión de dicha señal de vídeo. ES 2 344 590 T3
- 9El medio de almacenamiento según la reivindicación 7, en el que dicho juego es una simulación de deportes de fútbol americano.
- 10El medio de almacenamiento según la reivindicación 7, en el que dicho juego es un juego de campeonato de un torneo.
Independent claims10
121 paragraphs in 8 sections, as filed
ES 2 344 590 T3
DESCRIPTION
Interactive game through decoders.
Background
to. Field
The present disclosure belongs generically to the field of interactive television, and specifically to the practice of games through interactive television.
b. Background description
Sports fans have always enjoyed watching and cheering for their favorite team and have been unable to become actively involved in the team or sport. Many fans are called "armchair" coaches or "quarterback." Additionally, many fans participate in a form of the game called fantasy sports in which leagues are created and seasons are played in detail.
In the prior art, this participation is directed at a participant who selects a number of sports athletes involved in a particular sport. Athletes will constitute a participant's team. Since each athlete is a real player who plays a real game in a real league, the athlete will have statistics based on their performance in the real game. The participant is awarded points based on the statistics of the actual athletes that make up the participant's team.
Various interactive games based on such a fantasy league are taught in the prior art. US Patent 5,846,132 is an interactive game "based on an event taking place in real time." The event that takes place in real time is an event outside the scope of the interactive game that is being played by the participants, to which the participants of the interactive game are subjected merely to find out what happens in a particular broadcast event, such as a sporting event. .
Fantasy sports, as described above, are generally a test of a participant's in-depth knowledge of the individual players in a certain sport and serve as an enhancement to the experience of watching a sporting event. Fantasy sports, since they are played interactively, are based on the actions of athletes not participating in interactive play, and fantasy sports are limited to event schedules that are merely followed by fantasy sports. Fantasy sports of this type are based on events that occur during the course of playing the interactive game by players other than the participants of the interactive game and are essentially elaborate and complex betting pools for the amusement of fans of a sport. particular. Therefore, these types of fantasy sports fall short of the equivalent of a head-to-head sports competition that is actually played by the participants. Also, the fantasy sports league is not broadcast to viewers other than the entrants, nor would it be interesting to a casual viewer.
It would therefore be advantageous to provide interactive broadcast games whereby the participants of the games play directly against each other, the game is broadcast to viewers in addition to the participants, and the outcome of the game is determined by the actions of the participants and / or by computer generated events. Interactive games of this type are not based on the prediction of external events that occur during the course of the game and, as such, can be played at any time. It would be advantageous if the broadcast games were interesting for the casual viewer. It would also be advantageous to provide a large selection of games so that many people would be interested in playing.
Summary of the invention
The present invention overcomes the disadvantages and limitations of the prior art by providing a broadcast game whereby an interactive participant can enjoy taking part in the action of the game by actually participating in the broadcast game, and not merely finding out the outcome of another game on it. they have no control. The game can be broadcast as a source of entertainment or as an advertisement for playing games of this type. The game game may incorporate a signal broadcast as part of the participant's user interface, or it may be completely different. The broadcast signal of the game being played by the participants may lag behind the real-time game and may not be limited to coincide with an independent and unrelated contest. The game can use various forms of input devices and can accommodate many forms, including simulation sports games, role-playing games, strategy games, real-time contests, casino games, and other types of games.
In one embodiment of a game that is a sports simulation game, for example, a participant can control a player in a football game. The game can test the skill, knowledge and strategy of the participant by matching games against another interactive participant. In addition, the game can allow the participant to control the movement and actions of a single player on the football field. In such a competition, the participant's actions and decisions directly affect the broadcast computer generated simulation of an American football competition.
ES 2 344 590 T3
In one embodiment of a game that is a role-playing game, for example, a participant can move around a virtual world and interact with other participants using a special user interface that is unique to each participant. The broadcast video can have an overview of the entire game as it progresses, or it can highlight special events as they unfold.
In an embodiment of a game that is a strategy game, for example, such as one in which a participant is commanding a virtual army at a site against a virtual city, the participants will move and control their troops to fool the another participant.
In one embodiment of a game that is a casino game, the participant can play a card game at an individual table against other participants. The broadcast video can switch from one table to another, showing the action of participants who have a winning streak or those who are betting large amounts of money.
In one embodiment of a gaming entertainment program, participants can attempt to answer questions in the shortest time to compete for an opportunity to play for a large amount of money. The game can progress in an elimination format whereby contestants are eliminated round after round until only one is left.
In one embodiment of the invention in which a tournament is played, participants can compete in a matchmaking elimination system, whereby contestants are eliminated in each round, with a final round or final rounds of the tournament being broadcast. Such a tournament can have a virtual Super Bowl for an interactive football tournament.
The present invention may therefore comprise a system for playing interactive games using broadcast television comprising: a server system operating to generate the game; the server system being coupled to a broadcast network to broadcast the game to a plurality of viewer televisions that can receive the computer generated game and view it to viewers; the system being adapted to allow at least one of the viewers to interact with the computer generated game being interactively coupled to the server, such that the server can receive and send transmissions with the viewer; the system operates to start a game and allow viewers who wish to interact with the game to play the computer generated game to an end; and the game being an interactive sports game.
The present invention may, therefore, further comprise a system for playing interactive games using broadcast television comprising: at least one decoder connected to an input device and operative to process signals from the input device and generate a real-time signal of the game and operative to send and receive messages to a server system; the server system being operative to receive and send the messages with the decoder and operative to generate a broadcast signal containing at least a part of the game; the server system being coupled to a broadcast network to broadcast the game to a plurality of viewer televisions that can receive the computer generated game and view it to viewers; the system operates to start a game and allow viewers who wish to interact with the game to play the computer generated game to an end; and the game being an interactive sports game.
The present invention may therefore further comprise a method of playing an interactive broadcast game comprising: displaying a unique user interface on an interactive device for each participant of the broadcast; create at least one user input through the interactive device; transmitting user input to a server system over an electronic network; the server system creating a video signal of the game based on the input; broadcasting the video signal over a television network to a plurality of viewer televisions that can receive the video signal and display it to viewers; and the game being an interactive sports game.
The advantages of the present invention are that participants can face off in various forms of contests against each other for the fun and notoriety of being on broadcast television. Tournaments and leagues may be formed for the express purpose of hosting a final eliminator, such as an interactive Super Bowl, on national television. Broadcast games can be a commercial advertisement that attracts viewers to participate in interactive games. Television game entertainment programs can incorporate participating people from all over the world using the interactive elements of the present invention, attracting a large following as anyone with an interactive television set-top box can qualify to play.
Brief description of the drawings
In the drawings, Figure 1 is a block diagram of an embodiment of the present invention showing a system for playing interactive games.
Figure 2 is a block diagram of a second embodiment of the present invention showing a system for playing interactive games.
ES 2 344 590 T3
Figure 3 is a flow chart of a game sequence of one embodiment of the present invention.
Figure 4 is a flow chart of a recording sequence of one embodiment of the present invention.
Figure 5 is a flow chart of a participant selection sequence of one embodiment of the present invention.
Figure 6 is an illustration of a screen shot of one embodiment of the present invention showing a broadcast image of an interactive football competition.
Figure 7 is an illustration of a screenshot of one embodiment of the present invention showing a user interface of an interactive football competition.
Figure 8 is an illustration of a screenshot of one embodiment of the present invention showing a broadcast image of an interactive casino game.
Figure 9 is an illustration of a screenshot of an embodiment of the present invention showing a user interface of an interactive casino game.
FIG. 10 is an illustration of a screen shot of one embodiment of the present invention showing a broadcast image of an interactive game entertainment program.
Detailed description of the invention
Figure 1 illustrates a block diagram of an embodiment of the network system for playing interactive games. The server system 102 generates a signal that is sent to the broadcast network 104, which in turn sends the signal to set-top boxes 106, 108, 110, and 112. In addition, the broadcast network 104 sends the signal through a modem. 114 wired to a 116 personal computer. Each set-top box 106, 108, 110, and 112 is connected to televisions 118, 120, 122, and 124, respectively. Decoders 108 and 112 are configured with input devices such as keyboards 126 and 128, respectively. Input devices such as voice recognition systems, remote controls, etc. they can be used by a participant to play an interactive game, as disclosed in more detail below. User inputs from input devices such as keyboards 126 and 128 are sent through decoders 108 and 112 to server system 102 via reverse channel 130 or a separate channel.
The server system 102 can generate a video signal that can be broadcast live, for games that can be played in real time. Some games, for example a general culture trivia game or a game of chess, can be played for several weeks, with interactive participants responding once a week, and tuning in the following week to see the results of their games.
The server system 102 can control the game to be played. The input for the game may come from reverse channel 130 directly from the participant. The games to be played can vary widely. Examples of games may include simulation games, strategy games, role-playing games, game entertainment program contests, casino games, and other games. Those skilled in the art of game creation may create games other than these examples and are still within the scope and purpose of the present invention.
Broadcast network 104 may be a conventional cable television network, an overhead broadcast network, the Internet, a satellite distribution network, or other broadcast network. Cable television networks and Internet broadcast networks may incorporate reverse channel 130 as an integral part of the broadcast network. The reverse channel 130 is the network routing that allows the participant inputs to be transmitted to the server system 102. Reverse channel 130 can be a separate channel such as through a telephone line or Internet connection, a wireless connection, or any other electronic communication method.
Set-top box 106 may be a device that can perform various functions in addition to transferring the video signal from broadcast network 104 to television 118. In addition to broadcast signals, set-top box 106 can receive signals specifically for the particular viewer from television 118. For example, interactive web pages customized for the television viewer 118 can be streamed with and incorporated into the broadcast signal. Set-top box 106 can then combine the broadcast signal with web pages and display a customized signal to the television viewer 118. Set-top box 108 is displayed with a keyboard 126 connected and a connection to reverse channel 130. Decoder 108 may thus be enabled to take inputs from a participant and transmit them back through reverse channel 130 to server system 102. Keyboard 126 may be replaced or supplemented with a remote control, trackball, mouse, joystick, gyro pointing device, dedicated gamepad for gaming, touch screen, stylus, or other user input device. The inputs sent back through reverse channel 130 can be computer instructions, such as keyboard inputs and mouse directions. In addition, the inputs may comprise audio, for example, a participant speaking into a microphone as part of their inputs to the game. In addition, a video camera can also be used to
ES 2 344 590 T3 capturing a video signal and sending the video signal through reverse channel 130 to server controller 102 to be incorporated into the game.
For the purpose of the present specification, the term "decoder" will refer to any electronic device used to receive the signals from the broadcast network and transfer them to the television. The electronic device may be incorporated into the circuitry of the television or it may be a physically independent unit. The device may passively condition the signal, such as a passive decryptor, or it may have active circuitry to manipulate the signal, such as decode an embedded HTML page and manipulate the display to display the HTML page as designed. Furthermore, the device may have some programmability, which can be changed by the participant installing and running different software, and / or capability that can be remotely changed by a separate computer through electronic communication. In addition, the device can have any type of desired input device, such as keyboard, touch screen, mouse, pen, joystick, trackball, microphone, live action video camera, fixed action digital camera, reader. barcode, hygrometer, etc. Also, specialized identification devices such as credit card readers, fingerprint readers, etc. they can also be connected to the cable box. The input devices can be connected to the cable box using a cable, wireless connection, or they can be physically incorporated into the housing of the cable box or television. Furthermore, the decoder in this specification may also comprise elements of a personal computer or other computing device connected to an electronic network. The computing device may include devices such as portable personal digital assistants, cellular telephones, Internet application devices, or other devices that can process and display video signals. The set-top box may also comprise specialized game playing equipment specially adapted for playing computer games. Equipment of this type may have special processing circuitry to speed up certain aspects of the video and computer processing of the game.
For the purposes of the present specification, the term input device can comprise a keyboard, remote control, touch screen, mouse, stylus, joystick, trackball, pointing stick, gamepad, microphone, action video camera in direct, fixed action digital camera, barcode reader, hygrometer, light sensor, specialized measuring device, or any device that can generate an analog or digital signal that can be used as an input signal. Analog or digital signals of this type can be generated through the direct actions of the participant or they can be sensors that detect environmental conditions or other factors. The input devices can be specialized for specific games, such as a steering wheel, aircraft joystick, foot pedals, foot-operated pads, or other devices. Also, specialized identification and authentication devices such as credit card readers, fingerprint readers, retina scanners, etc. they can also be used as input devices. Furthermore, data storage devices, such as floppy disks, memory card, compact disks, DVD disks, zip disks, can also be used as input devices.
In some cases, the decoder 108 may have some processing power in which some part of the computer processing of the game is performed at the decoder 108 or participant computer 116 and some is performed at the server computer 102. Set-top box 108 may be an electronic device for playing dedicated games, or it may be a multipurpose device for additional uses to playing games.
The games to be played may require participants to purchase a software package or license that will be loaded onto the set-top box. The software package can be in the form of a CD or DVD disc with a program and data files, a read-only memory card with embedded software, a read-only memory card with the activation code of embedded game, or merely an access code that, when entered into the decoder, authenticates that the participant has paid for the opportunity to play.
Cable modem 114 is another way by which a participant can view and play a broadcast game. Cable modem 114 connects to a participant's computer 116. Cable modem 114 enables computer 116 to receive broadcast and other signals and transmit signals, including signals through reverse channel 130 to server system 102. Alternatively, cable modem 114 may be a dial-up modem, digital subscriber line modem, or other connection for a computer to the Internet or other network that connects to server system 102.
Televisions 118, 120, 122, and 124 may be conventional television receivers that display the signal sent to them. The functionality of the set-top box 106 can be combined in the television 118 as a single electronic device. In addition, the functionality of set-top box 106 and television 118 can be incorporated into a portable gaming device, a wireless personal digital assistant, or any other device by which a broadcast video signal can be displayed.
The signal broadcast through the broadcast network 104 can be a computer generated signal, a live action signal, or a combination of both. Embodiments of the present invention may include entirely computer generated video. Other embodiments may have live action video, such as a person presenting or commenting live on the event. Still more embodiments may include a live action video portion with some computer generated video. The audio portion of the video signal may incorporate prerecorded audio, computer generated audio, live action audio, or a combination thereof.
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Figure 2 illustrates a block diagram of an embodiment of the present invention showing a set of communication paths between parts of the system for playing games. Server system 202 generates a broadcast signal that is sent over broadcast network 204 to set-top boxes 206, 208, and 210. Set-top boxes 206, 208, and 210 connect to televisions 212, 214, and 216, respectively. Set-top boxes 206 and 210 have game input devices 218 and 220 connected respectively. The video signal from the server system 202 may be processed by the broadcast processor 222 before being sent to the network. Game participants can use televisions 212 and 216 and the non-participating viewer can use television 214.
Set-top boxes 206 and 210 may have a computing device that can be operated to run special game software. Special software can be adapted to process all game functionality, such as taking the participant's inputs, plus the inputs from a competing participant, processing those inputs, and generating a video signal. Decoder 206 can also generate a set of instructions or a signal that can be sent to decoder 210 or server system 202 to indicate the actions of the other participant in the game. In this way, the participant using set-top box 206 can play the game and process the game locally and only send a small information packet to set-top box 210 or server system 202 periodically. Such a system minimizes the network bandwidth required to play an interactive game and can be adapted to live action competition in real time.
The server system 202 may also be running game processing software that generates the video signal sent through the broadcast network 204. The broadcast game may be the video signal displayed on one or both of the participants' televisions 212 or 216. Alternatively, the broadcast signal generated by the server system 202 may be a compilation of the participants' screens. The broadcast signal may further be displayed along with other game elements on the participant televisions 212 and 216. In addition, the signal emitted can be a completely different vision of the game with respect to what the participants see. For example, the broadcast view of a football competition may be a side view of the field while each participant views the field from a view that is their team's vantage point. In another example, the orientation of the broadcast view of the game may be the same as that of the participants, however, the scores may be displayed in a different format, or the scores or other game scenes may be displayed periodically during the course of the game. .
The system server 202 may display a slightly delayed version of the game. The delay can be a few seconds, several minutes, or even several days. In certain types of games, the broadcast video can interfere with the participants' game play, such as in a war game in which the participants do not know where others are located, although the broadcast view may show this information. In other cases, the broadcast video scene may switch from one area of the game to another. Due to the delay in the broadcast, if a certain event occurs, such as a person being killed in a war game, the death event can trigger a toggle of the broadcast video to a view of the events that happened before the event. the person dies.
The broadcast signal generated by the server system 202 can then be fed to a live video control room for processing 222 in which the signal can be fused with other video signals under the control of a human or automated director. The fused signals can then be sent to the broadcast network. The broadcast signal may further have a live human commentary of the game and the broadcast signal may further have a compilation of computer generated live action video. The human director of the broadcast video can select different games in progress to comment or view. For example, if a tournament is being held between many different participants playing games simultaneously, the manager can choose to show the games whose scores are very similar, or he can choose to show highlights of the games when they happen, just like sports channels do for events. professional sports. Broadcast processor 222 may be responsible for filling in any game time-outs, for example, when participants in a football competition are selecting their next games, the video may change to a commercial, a replay of a significant portion of the game. game, a view of the fans in the stands, or some other video.
The server system 202 can also be operated as a host device for the game. As a host for the game, the server system 202 can receive streaming inputs from each participant, process those inputs, and send the inputs to decoders 206 and 210 for further processing. During this time, the server system can also generate a video signal that is eventually broadcast. As the host, the server system 202 can create the parameters by which the game is played. For example, the server system 202 can create a simulated weather pattern that affects the game of a football competition. In another embodiment, the server system 202 may create a map for a role play that the participants have to negotiate. The parameters set by the server system 202 may be unique to the interactive version of the game, so that participants can only play that specific version of the game using the interactive system. The parameters set by the server system 202 may be point-in-time parameters set at the start of the game or they may be parameters that change throughout the course of the game.
The server system 202 can calculate scores or parameters of the participants during the course of the game. Scores for all participants can be sent to each participant as part of the information sent from server system 202 to set-top boxes 206 and 210. Additionally, scores can be added to a score database which is a compilation of all scores for all games that are currently being played and / or have been played in the past. The broadcast video may include a current classification of the
ES 2 344 590 T3 statistics of many participants in the database, not only those involved in the competition that they are watching. For example, in a simulation game of baseball, when the participant is a batter, the batting average statistics for that participant can be displayed as part of a list of the top ten batting averages in the database.
The operating software in the decoder 206 and 210 may be a program by which the participant can play alone, without communication over a network. The software can be purchased at a retail store and provided on compact disc, floppy disk, DVD, embedded read-only memory, or other forms. The participant can practice the game at home against a computer generated opponent or alone until the participant is confident to test their skills against other human participants. The software purchased from the retail store may include a promotion and instructions for an interactive game and may include any special software required for an interactive game.
The software can also be specially downloaded from the server system 202 for permanent or one-time use. For game software a license can be granted for each use, in which case the participant pays for each time the game is played. The server system 202 can keep track of how many times the game has been played to completion and charge the participant for the number of uses. The downloaded game may be encrypted or scrambled to work on a specific decoder, preventing the unlicensed game from being copied and distributed.
In another embodiment of the present invention, the server system 202 may be the only element in the system in which the processing and computing of the game takes place. In such an embodiment, the decoders can only capture input signals from the input devices, process the signals, and send the information back to the server system 202. The server system can then create the broadcast signals that will be displayed on all televisions 212, 214, and 216. Such an embodiment can be adapted to games that do not require a great deal of processing and computing. Furthermore, games that require fewer live action tickets may also be suitable for such a performance. For example, a general culture trivia game contest may be held in which participants select an answer from four available answers on the screen. The responses can then be sent to the server system 202 and the results displayed.
Figure 3 illustrates a flow chart showing the part of the game of the game of the interaction between the participants. The game play begins at start 302 and introduces a start sequence 304 in preparation for the actual game. User inputs 306 are taken and an output signal is generated at block 308. If the game is not over at block 310, the game continues with user inputs 306. When the game is over, the final sequence 312 runs. As part of the completion of the game, the participant's statistics can be recorded in a participant database at block 314.
The start of game 302 is generally started when the contestants are ready to play. Some embodiments for the participants' pre-game activities and sequences will be discussed below in this document. When the participants are ready to play, the start sequence 304 for the game will occur. The starting sequence 304 will obviously be different for each game and type of game to be played. A startup sequence can be a splash screen or introductory video and audio stream. Such a sequence may include the introduction of each participant or a recitation of their statistics or in-game history. Instructions for participants can be issued during this time.
The user inputs 306 in the game can take many different forms. The participant may be asked to use a keyboard, joystick, mouse, or other pointing device to highlight and select their input. The participant can use a pointing device to control the position of an object in the game in real time, such as a car racing game in which the participants drive a car around a track. The participant can type text as input to the game. The participant can use spoken audio instructions as input into the game. The participant can use a video camera to capture certain actions as input into the game. Entry procedures and the way in-game tickets are used will vary with the application. Those skilled in the art may be able to create various embodiments using different inputs and the uses of the inputs without violating the scope and purpose of the present invention.
The game of play can take many different forms. Examples of game types include strategy games, role-playing games, skill games, simulation games, entertainment program type games, casino games, team games, and other types of games. The examples contained in this document should not be construed as limiting, but rather as examples of different elements of the types of games that can be played. Various game embodiments are contained herein below.
The endgame sequence 312 may comprise a game summary, a splash screen, an award ceremony for the participants, or any other type of game conclusion. When the game is complete, or at various times throughout the game, updates can be made to a database of participant statistics, as shown at block 314. The participant database can be an ongoing record of all achievements and global rankings for a participant. In addition, the database may contain personal information about the participant, including name, address, age, gender, etc. The
ES 2 344 590 T3 database may also include credit card information or bank account information if the game has a financial cost or if the game pays a financial reward.
Figure 4 illustrates a flow chart of an embodiment in which a spectator initiates the process of becoming a participant in the game. In this embodiment, advertisements for the game appear on the television and the viewer is given the opportunity to participate in the next game, as shown at block 402. The viewer can indicate at block 404 that they are interested in playing the game. and now you become a participant. Participants can be asked if they are a new participant or a former participant in block 406. If the participant is new, they are asked to enter a series of registration questions in block 408. Old participants identify themselves themselves and their previous data are used in block 410. When the participants have completed the registration process, they are placed in a group of participants for the next game in block 412. If the game time has not arrived at block 414, the process is repeated. When the game time has come, the selection of participants 416 will begin.
Television commercials 402 can take many forms. Using an interactive television system, a television commercial can have the participant select the commercial that appears on a broadcast channel with a cursor and proceed to the registration process with a special interactive screen. For example, advertisements for an interactive football game may appear during an actual football competition as a scrolling banner at the bottom of the screen while the football game is in progress. Alternatively, the interactive game may have a thirty second commercial banner that appears between games. Advertisements can also be made via email, postal mail, web page advertisements, and any other form of advertisement.
The participant responds to the commercial in block 404. For an interactive television commercial, the user interface for the response may be the same medium as the commercial. For other forms of advertisement, the participant may use a website through an interactive television web browser or may use another form of web browser to register for the game. The participant can respond by selecting the game to be played from a menu of available games. The menu can be accessed through an interactive television menu, a website, or some other electronic format.
The participant must decide whether they are a new participant or a former participant in block 406. For some applications, the participant may be asked if they have played before. In other cases, the server system may automatically know the identification of the participant, such as through its decoder identification, an authentication system such as a fingerprint identification device connected to the decoder, a software file stored in the decoder. decoder or computer through which they register for the game, or through any other participant identification mechanism without the participant's express involvement.
If the participant is a new participant, the participant can fill in some questions before playing the game. Issues can be just selecting a screen name, but can also include geographic, demographic, and financial information about the participant. For games that charge a fee to play, the participant may have to enter a valid credit card number or arrange for some other payment method to enjoy playing the game. In addition, the registration information may include information about the participant's ability to play the game, such as their previous experience with the game, a self-rating assessment, or any other input that the game developer may want.
If the participant is a former participant, the participant's information can be taken from a database in block 410. Such a database can include the information obtained through the registration process and can also include scores and other statistics. on the participant's performance in previous games. The participant's previous performance can be used when selecting and matching participants for the next game.
Participants can have the option of selecting variables related to the game to be played. For example, the level of difficulty for the game, parameters related to the duration of time, variables related to the game game including starting parameters, criteria for scoring and other variables of the game game, parameters to select other participants, and other variables can all be changed during this process.
When participants are registering, the participants are added to the group of participants in block 412. The group of participants can be displayed on the participant screen as individual names or as only a number of people who have registered.
The registration process continues until the game time is reached at block 414. In other embodiments, the registration process may continue until enough participants are obtained to play the desired game, in which case, the game would start immediately or when the scheduled start time arrives. In other embodiments, the registration process can occur up to a point in time, then game times can be assigned to participants:
Figure 5 illustrates a flow chart of an embodiment showing a process 500 by which participants can be selected to participate in a game. The process begins at block 502, and then the
ES 2 344 590 T3 participants are classified by certain criteria in block 504 ordering the database 506 of the group of participants. A first participant is selected in block 508, the participant is confirmed in block 510, and is added to the list 512 of participants. If the required number of participants is not achieved in block 514, the process is repeated. If the game time has not arrived in block 516, a waiting period 518 is executed until the game time arrives. When the game time comes, the game starts 520. The participant who entered the game parameters can determine the game time, such as by setting a specific time or simply indicating that the start time has come.
The participant selection process begins at block 502. In some embodiments, the game can begin when the appropriate number of participants has been achieved. For example, if the interactive game were a card game with exactly four participants, the game can begin immediately when the last participant registers. In such a case, the participant selection process 500 would be bypassed entirely and the game would begin. If the game were a tournament in which participants must qualify by playing a certain number of games beforehand, the selection process 500 would be applicable.
Participants are classified in block 504 against certain criteria. For example, in preparation for a tournament, participants can be ranked based on their previous scores in previous games. The calculation of a participant's ranking can be determined by the score they achieved against other ranked competitors, with different score weights being applied based on the competitors' ranking. Such a calculation is sometimes called a pair ranking. In a simple embodiment, participants can be classified based on the time of their entry into the participant's group regardless of their previous history. In other embodiments, the classification can be completely random. Other procedures and criteria can be developed to classify participants without violating the scope and purpose of the present invention.
The participant group 506 may be the list of registered participants interested in playing the game or tournament. The list of participants may be larger than what can be admitted in the game to be played and be broadcast simultaneously. In that case, several games can be played simultaneously and one game can be broadcast while the others are played without being broadcast. In other implementations with multiple simultaneous games, the broadcast can consist of highlights from several simultaneous games, or multiple games can be shown in split screen, or the broadcast can switch from game to game depending on who is playing and how well they are doing. in the departure.
A participant is selected in block 508. The participant can be selected based on the ranking performed in block 504 or it can be completely random. The participant can be assigned a team, in the example of a team sport, or can be assigned other variables or qualities for the particular game they have entered. If there are no participants who can play, a virtual participant, with certain artificial intelligence characteristics, can be selected as one of the participants. When registering a participant for the game, one of the options may be for the participant to select virtual participants as opponents.
The participant may be confirmed at block 510. In some embodiments, the participant may be offered the ability to decline a particular game with the variables set for him. In other embodiments, the participant may be asked if they still want to play. In still other embodiments, participant confirmation may not require participant input and may be a verification of the participant's skill within the software program. Another embodiment may have no verification process at all and bypass this stage. In some embodiments, the participant can be confirmed by a simple selection on their interactive television screen or web browser. In other cases, such as a tournament where a large payout is at stake, participants may be asked to submit a written statement before they are confirmed.
The participant is added to the list 512 of participants. The participant list can be a team sport in which each participant is assigned to a team, or it can be an individual sport in which one participant competes directly against another participant. The participant list can be displayed on the participant screen when the participant list is being populated.
If there are not enough participants in block 514, the process can continue with the selection and confirmation of a second participant. If there are not enough real participants at this point, then a virtual or computer generated participant can be chosen. A computer-generated participant may have certain characteristics and embedded artificial intelligence that provides the virtual participant with more human-like characteristics when the game is played. The type of game being played will determine the characteristics and qualities of a virtual participant.
If the game time has not arrived at block 516, a wait loop 518 may be used before starting. Broadcast games may require the game to start and end at a specific time of the day, therefore the waiting period may be necessary. The waiting period can be from several seconds to days. In some embodiments, the process of selecting and confirming blocks 508 and 510 may include selecting a specific game time. The game time can be selected several minutes, hours or days after the confirmation process. If the participant confirms a game time the next day, the participant can return a day later to register in the game system and wait for the competition to start at block 520.
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The entire participant selection process 500 may be a computer generated process that is invisible to the participants. In such a case, the process can be very fast and almost instantaneous. In the case where participants must verify their participation, the process can take several minutes. In some embodiments, the process can be put on hold for a period of hours or days as participants view their choices and respond afterward. In the case where the participant must submit a written form, the 500 process can take a week or more.
Figure 6 illustrates a screen shot 600 of an embodiment of the present invention in which participants are playing a football competition. The screen capture 600 may be the broadcast video image that could be viewed on a broadcast channel by any viewer connected to the broadcast network. The viewer on this screen does not need to have any special registration or entry to watch the competition. Screenshot 600 contains the typical elements of a conventional computer generated football game. A banner 602 can display current game statistics; in this case, player A is summarily beating player B, with very little time remaining in the game. Game area 604 can display game action as it happens. Figures 606 and 608 are men on the field who can control interactive game participants.
Figure 7 illustrates a screen shot 700 of an embodiment of the present invention showing the participant's screen. In this embodiment, the participant may have a reduced image of the broadcast image 702 displayed in the upper right corner of the screen. The remainder of the screen can be dedicated to the controls and inputs that the participant sees. A section 704 of the screen may be dedicated to viewing and selecting games to be played by the participant. In this case, the participant has selected a game to be played. A section 706 of the screen may be dedicated to displaying the controls used by the participant to operate the quarterback or any other player while the action is taking place.
In some embodiments of a football game, the participant can only select to have games run for his computer. The computer system will then generate a video signal that represents the action of the games that are running. In such a game, the participant is a so-called "armchair" quarterback who tries to deceive the opposing participant. Such a game would be typical of an embodiment implemented with a computer network that cannot provide real-time gaming.
In other embodiments, the participant can select a game to be played, and when the game is executed, the participant can control the movement and play of a single player on the American football team in real time. The participant can, for example, move the quarterback into a good pitching position, select a wide receiver and throw the ball to the receiver, all in real time. The feedback loop required for participant actions to be fed back to the server computer in real time is much more substantial than if the game does not require real time input.
In other embodiments, one participant may select a game to be played, and multiple participants each control a player on the field in real time, with multiple participants acting in unison as a team of other participants opposing another team of participants. . Participants can each move a certain player, such as a wide receiver, into an open area of the field and have the quarterback throw the ball to the receiver. Another participant may be a player on the offensive line defending the quarterback, with whom a third participant is playing, and so on. Such a game will require a network and systems so that the game can be played in real time.
The decoder or other electronic device that the participant uses as an input device may be able to perform some of the computerized processes for displaying the game. For example, if the set-top box could display an HTML page in sections 704 and 706, the communication between the set-top box and the server computer may be just a short computer instruction relaying the game to be played. Such a system would generate a very limited amount of network traffic. Such a decoder may be able to perform the tasks of reducing the output image and displaying the HTML page.
The decoder may incorporate processing software that is used in conjunction with the software on the server computer to run the game. For example, the decoder may be operable to run a software package that performs the calculations to take the input from the participant, plus the input from the other participant, process the input, and generate a video signal in real time. In this way, the decoder can provide participants with a real-time feel for the game with a minimal amount of network traffic.
Other sports simulation game embodiments in addition to the present American football embodiment include simulated baseball, soccer, hockey, golf, basketball, rugby, cricket, car racing, motorcycle racing, skateboarding, rollerblading. line, snowboarding, skiing, waterskiing, sledding, bobsleighing, boxing, kickboxing, martial arts, sailing, regattas, figure skating, track and field events, fencing practice, jousting, horse racing, softball, dodgeball, hurling, log throwing, curling, bocce, bowling, small stick bowling, billiards, snooker, pool, darts, swimming, scuba diving, kayaking, Australian football, rounders, cycling, cycling acrobatic, speed skating, volleyball, badminton, tennis, racquetball, squash, handball, wallyball, ski jumping, professional wrestling, sumo, or any other athletic or sports competition as desired.
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FIG. 8 shows a screen shot of a broadcast image of one embodiment of an interactive casino gaming broadcast image 800. Image 800 is shown broken down into several sections. Section 802 is a banner ad to attract a casual viewer to play the interactive game. Sections 804, 806, 808 and 810 are all individual games displayed simultaneously on the same screen.
The banner section 802 may be an advertisement requesting the viewer of the broadcast signal to play the interactive game. The banner ad may have statistics of the best participants, show links to instructions for the games, or have other elements. The banner ad can be a stationary image or it can have a dynamic component, such as a scrolling or rotating banner.
Section 804 may show a blackjack table from a live game in progress. The table can be randomly selected by the server computer or it can be selected based on certain criteria. Such criteria could be that a particular participant has been on a winning streak of an extended duration, that the highest bets are placed at a given table, that the most successful bettors are playing at the same table, or any other criteria. The criteria for selection can be made known to the participant so that the participant endeavors to play so that his table is shown on broadcast television.
Other games, such as those shown in sections 806, 808, and 810 are other types of games also shown live in progress. The games shown in the larger 804 section may change or rotate periodically or when certain criteria are met, such as when a huge bet is paid.
The audio part of the broadcast signal may be computer generated casino sounds. Additionally, the audio portion may include live commentary or audio instructions to entice the casual viewer to become a participant. Additionally, the video signal may include a periodic instruction segment in which a viewer is instructed in strategies and techniques for playing a particular casino game. During the instruction segment, a live game can be shown in one corner of the screen.
The gamesCasino have been adapted to play using HTML web interfaces. These games may be suitable for playing on an interactive system in which the set-top box may be a device operable to display HTML pages on a television screen. The server system can be a web server for casino games and can also be operable to generate the broadcast video signal. Participant entries for casino-type games can be achieved with a pointing stick or a small numeric keypad and can be transmitted via a small electronic file to the HTML server.
Figure 9 illustrates a screen shot of an embodiment of a casino game. Screenshot 900 is from a blackjack game and the participant's hand 902 is being played interactively. As in conventional blackjack, all participants, in this case five participants, place a bet before the hand is dealt. The hand is then dealt, and the participant has only a few options, such as standing, hitting another card, splitting the cards, or choosing insurance.
The participant can select an option by pointing and clicking on the screen by pressing a key on a keyboard, or by any other input procedure. The participant's input can then be relayed to the server system for processing. The data transfer requirements for a casino game like Blackjack are substantially lower than for a game that requires real-time action. For example, the time delay for a message to be transferred from the participant's decoder to the server system could be on the order of a second or so for Blackjack to be played effectively, but the time delay for it to be played without problems a real-time game can be on the order of a few tens of milliseconds or less.
Figure 10 illustrates a broadcast screen shot of an embodiment 1000 of an entertainment program that is played and broadcast simultaneously. A person who is the host of the program is shown in section 1002. A question is asked in section 1004 to which the participants respond. Each participant is displayed, one in each section 1006, 1008, 1010, 1012, 1014, and 1016. The participant in section 1006 is shown live in box 1018. In addition, the participant's response to the question is shown in box 1020 and the time to answer is shown in box 1022.
The game match in embodiment 1000 may be for six participants who answer a series of questions on the broadcast screen through their decoders until a certain number of questions are answered or a certain time has passed. Participants can be selected through a knockout system that is not broadcast. Only those entrants who have been successful in the knockout system can then have their images broadcast and be eligible for the prizes. The knockout system may have a web-based interface in which the participant is asked a series of questions to become eligible, then the participants can be interviewed before playing on live television.
Once participants are selected for the broadcast match, play can continue from round to round, eliminating one or more participants until one remains. Other formats for the performance may include a free-for-all game in which all participants are asked a series of questions, and the winner is the one with the most points at the end. A special bonus round can be played in which the participant can compete for a great prize.
ES 2 344 590 T3
Embodiment 1000 may use a video camera located at the participant's decoder to capture a video image. The decoder can then compress the video image and transmit the image to the server system for processing. The video image can be a live video feed or it can be a single image that is displayed in the broadcast image. In addition, the decoder can also include a microphone to pick up an audio signal and transmit the audio signal to the server system. The person hosting the broadcast entertainment program may be able to interview participants collectively or individually through the audio and video channels. The director of the broadcast entertainment program may choose to have the names of the participants listed under their images.
The interface that the participants see may be different from the broadcast video signal. A separate screen, possibly with an HTML interface, may be the procedure by which the participant actually interacts with the game. The broadcast can be delayed from the live broadcast by several seconds, allowing the director a mechanism by which a foul-mouthed or inappropriate participant can be censored before the signal is broadcast. In addition, the game can be recorded before and after the broadcast at a more convenient time. It may be desired to delay the broadcast so that participants do not have an unfair advantage in viewing the broadcast signal and seeing the scores or actions of the other participants. Furthermore, the broadcast signal can be edited from the live signal in terms of content and time.
The set-top box may also have an input device, such as a pointing stick and / or a keyboard. The contestant can use the input device to enter their answers to the questions. In addition, the contestant may be playing the game through a computer terminal equipped with a video camera and a microphone that is connected to the Internet. The bandwidth requirements of the electronic network to support full motion video can be high. The use of smaller video images and compression technologies can reduce bandwidth requirements.
The server system in the present embodiment can control the game play. The server can create the interface screens and transmit them to the participants. Furthermore, the instructions or comments of the host person may be transmitted through the broadcast media or through a secondary channel, such as through the Internet or as a secondary signal fused to the broadcast signal. The server can keep track of participant scores and can compile the signal broadcast from all live video signals. Alternatively, the live video signals from the participants can be combined with the live video signals from the host after the signals have left the server system. One person as a director can run such a system.
The embodiments of an entertainment program game may include general culture trivia games, pricing games, games of chance, puzzles, guessing games, matching games, and other types of entertainment program games. Trivia quiz games may involve asking participants trivia questions of varying degrees of difficulty. Pricing games may involve the participant finding out the prices of retail items. Gambling may involve spinning a roulette wheel or other random device. Puzzle games may involve the participant being asked to solve a puzzle. Guessing games may involve one participant giving clues to a second participant that they must guess a word or phrase. Matching games can involve one or more elements of any type of game. Other types of entertainment programs may include various tests of intellectual, creative, or athletic abilities. Those skilled in the art of games may be able to expand the list of entertainment programs while remaining within the spirit of the present invention.
In a role-playing game embodiment of the present invention, participants can play a role-playing game, such as a game in which the participant controls the action of the game in the first person. Examples of role-playing games are infantry-type combat games, adventure games, and other games in which the participant controls a person or creature in the game by acting in the first person. Each participant in the game can have a unique user interface in terms of the vision of the game displayed on each participant's television or computer. Due to a need for real-time action, the participant's video signal processing can be done by the decoder with operable processor and software to take the participant's inputs, plus the inputs from the other participants, and combine the inputs into play to create the resulting signal. The decoder may further send the participant input to the server, which in turn will spread the collective participant inputs to all decoders involved in the game. A role-playing game can have one or more participants. In large-scale competitions, the number of participants can be more than one hundred simultaneous participants.
The server for a role-playing game can create a broadcast signal that is a compiled version of the game views of one or more participants. Alternatively, the server can create a broadcast signal that is an overview of the game in progress, or the server can create a broadcast signal using both a general version and the first-person views of the participants. The server can compile and display statistics for the participants as the participants engage in the competition.
In a strategy game embodiment of the present invention, the participant can play a strategy game, such as a game in which the participant controls an army of infantry against an opposing army of another participant or in which the participant creates a city that grows or shrinks based on the actions of the
ES 2 344 590 T3 participant. Each participant in the game may or may not have a vision of the game that is different from the broadcast image. In some embodiments, the participant may have a single view in which the participant can move the displayed image to suit the particular need or desire at the time. In other embodiments, the participants are required to view the same image that is being broadcast.
The decoder for a strategy game may have a processor and software operable to perform all the calculations necessary for the generation of the video signal. Such a system can be used for strategy games where the calculations are significant and there is a possible performance problem caused by the overall performance of the network. For other embodiments, a server system may be operable to perform all the calculations necessary to generate and transmit a broadcast signal that each participant sees during the course of the game.
The embodiments described herein all combine an interactive game match with the generation and transmission of a signal that is broadcast to non-participating viewers. In some cases, the purpose of broadcasting the game may be for the mere entertainment of the viewing public, such as for an entertainment program in which participants compete on live television for a prize. In other cases, the purpose of broadcasting the game is to attract and solicit participants for interactive games, such as an interactive casino where the live broadcast of games attracts viewers to bet.
The performances of the various games do not depend on the outcome of out-of-game events, such as the batting averages of professional players, but only on the actions of the direct participants of the games and any computer generated actions. For example, a computer-generated action in a military role-playing game might be that a certain device explodes at a random moment. The games played in this document are not specifically based on predicting the outcome of external events that occur during the course of the game.
The signals emitted can show a specialized view of the game being played. The broadcast signal can be compiled from various other games, can have live voice-overs from commentators, and can contain live or recorded scenes edited into the broadcast signal. Alternatively, the broadcast signal can be a single view of the game that all participants see as the game progresses.
Participants can watch a live broadcast signal as part of the game play. In some embodiments, however, the game play may be altered by the participant's knowledge of the broadcast signal. In such cases, the broadcast signals may be delayed for several seconds or they may be recorded and broadcast at a later time.
The signal being broadcast may be for a single competition that is part of a larger tournament or a league of competitions. In other embodiments, a knockout tournament may be broadcast after a season of free-for-all league play. In still other embodiments, each batch can be broadcast.
The various embodiments of the systems may use a decoder operative to process participant inputs from various participants and generate a signal for display on each participant's televisions or other display devices. In other embodiments, the decoder may be operative only to collect and send input data to the server system. In still other embodiments, set-top boxes may be able to display HTML pages transmitted over the broadcast network and send data using an HTML protocol.
Server systems can be the central computing device for playing a game, in which all participant inputs are transmitted to the server system that has the processing and computing necessary to operate the game. In some embodiments, the server system can serve as a transfer point for messages and data sent from one set-top box to another during the course of the game. In such a system, the server system may be operable to create a broadcast video signal of the game based on the messages sent from the set-top boxes.
The foregoing description of the invention has been presented for purposes of illustration and description. It is not intended to be exhaustive or limit the invention to the precise form disclosed, and other modifications and variations may be possible in light of the above teachings. The embodiment was chosen and described to better explain the principles of the invention and its practical application to thereby enable others skilled in the art to best utilize the invention in various embodiments and various modifications as adapted to the particular use envisioned. The appended claims are intended to be construed to include other alternative embodiments of the invention except insofar as they are limited by the prior art.
Contents8
10 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8 Sheet 9 Sheet 10
14 members in 8 offices
Priority claims8
| Document | Office | Kind | Date |
|---|---|---|---|
| 22799400 | United States of America | P | |
| 22799400 | United States of America | P | |
| 93930601 | United States of America | A | |
| 93930601 | United States of America | A | |
| 01975719227994P | – | – | – |
| 939306 | – | – | – |
| US20000227994P | – | – | – |
| US20010939306 | – | – | – |
Members14
| Document | Office | Kind | |
|---|---|---|---|
| WO0215995A1 | World Intellectual Property Organization (WIPO) | A1 | |
| AU9501201A | Australia | A | |
| US2002034980A1 | United States of America | A1 | |
| EP1311327A1 | European Patent Office (EPO) | A1 | |
| JP2004512865A | Japan | A | |
| AU2007201891A1 | Australia | A1 | |
| AU2007201891B2 | Australia | B2 | |
| EP1311327B1 | European Patent Office (EPO) | B1 | |
| AT464110T | Austria | T | |
| ATE464110T1 | Austria | T1 | |
| DE60141836D1 | Germany | D1 | |
| ES2344590T3This record | Spain | T3 | |
| US8932136B2 | United States of America | B2 | |
| US2015087419A1 | United States of America | A1 |
Numbers
- Publication, DOCDB
- 2344590
- Publication, EPODOC
- ES2344590T
- Application
- 1975719
- Application, DOCDB
- 01975719
- Application, EPODOC
- ES20010975719T
Titles2
- Spanish
- JUEGO INTERACTIVO A TRAVES DE DECODIFICADORES.
- English
- INTERACTIVE GAME THROUGH DECODERS.
Classification
- CPC, 8
- A63F3/081
- A63F13/35
- A63F2003/083
- A63F2003/086
- A63F2300/409
- A63F2300/50
- A63F2300/807
- A63F13/61
- IPC, 7
- A63F3 08
- A63F13 12
- A63F13 00
- A63F13 10
- H04N7 173
- H04N21 24
- H04N21 47