Patent classifications
A63F2009/247
Board game with dynamic characteristic tracking
A board game comprises one or more game objects such as a game board and game pieces, at least one memory device and at least one controller. Each of the game objects comprise a globally unique identifier and dynamic characteristic values associated with the unique identifier, stored in the memory device, that define the characteristics/attributes of the corresponding game object when used in the game. A user is able to play the game by utilizing the game objects according to their characteristic values. During the course of game play, the events of the game are able to dynamically change the characteristic values of each game object affected by the event. Similarly, outside of game play, external events are also able to dynamically change the characteristic values of a game object. These characteristic values are able to be kept and updated during and in between games.
INTERNALLY ILLUMINABLE PLAYING CARDS
Internally illuminable playing cards are disclosed. The disclosed playing cards may include a polymeric body, at least one light-emitting diode (LED) at least partially inside of the polymeric body, a battery (or a slot in the polymeric body for receiving a battery) for providing power to the at least one LED, and a switch at least partially inside the polymeric body and operatively connected to the at least one LED to facilitate turning the at least one LED on and off. As can be understood based on this disclosure, the internally illuminable playing cards can be used for flourishing and cardistry techniques, in a manner similar to the way typical paper playing cards are used for such techniques.
ELECTRONIC GAMING DEVICE
Presented herein is an electronic gaming device comprising a first axle with a first center cubelet rotatably coupled to the first axle, a first sensor operatively coupled to the first axle to detect rotation of the first cubelet, and responsive to detecting rotation of the first cubelet, transmit a first signal, a second axle with a second center cubelet rotatably coupled to the second axle, a second sensor operatively coupled to the second axle to detect rotation of the second cubelet, and responsive to detecting rotation of the second cubelet, transmit a second signal, a third axle with a third center cubelet rotatably coupled to the third axle, a third sensor operatively coupled to the third axle to detect rotation of the third cubelet, and responsive to detecting rotation of the third cubelet, transmit a third signal, a plurality of interchangeable cubelets positioned about the first, second, and third axle such that mechanical rotation of a set of the interchangeable cubelets having a common plane causes one of the first, second, and third sensors to transmit one of the first, second, and third signals, storage for storing a position of each of the plurality of interchangeable cubelets, and a processor configured to receive signals from one of the first, second, and third sensors, determine changes in the position of the some of the cubelets, and write the changed positions for the some of the cubelets in the storage.
Sport and game simulation systems with user-specific guidance and training using dynamic playing surface
Disclosed herein are sport and game simulation systems, and methods of use thereof. One exemplary method is performed at an electronic device and includes: identifying a current topography of a putting green and a current position of a first user's ball on the putting green. The method also includes: determining, based on the current topography, a best path from the current position of the first user's ball to a target on the putting green. The method additionally includes: sending, to a projecting device that is distinct from the electronic device, instructions to render a representation of the best path on the putting green. In some embodiments, the method further includes: determining a backswing distance and/or speed and a corresponding follow-through distance and/or speed that allows the first user to hit the ball along the best path and providing instructions to render the backswing and follow-through distances on the putting green.
PUZZLE SYSTEM INTERWORKING WITH EXTERNAL DEVICE
The present disclosure relates to a puzzle system interworking with an external device and, more specifically, to a puzzle system interworking with an external device, which outputs an event corresponding to a puzzle to arouse interest of a user when the user completes the puzzle, and also outputs an event corresponding to an image forming the puzzle to increases interest when the user clicks on the image, so that the puzzle system can used as a learning tool as well as a game tool.
BANKRUPTCY BOARD GAME
A bankruptcy board game, including a game board, including a plurality of spaces disposed on a perimeter of the game board, and a plurality of card retaining areas to receive cards thereupon, a spinner unit removably disposed on at least a portion of the game board to control a course of action of at least one player during a game, and a plurality of figurines to move around the plurality of spaces and represent a position of the at least one player on the game board.
Media, systems, and methods for game-based exercise tracking with virtual world variations
A compute device can receive a signal associated with a quantity of real-world activity (e.g., exercise) performed by a user. The compute device can define a quantity of virtual activity based, at least in part, on the quantity of real-world activity. The quantity of virtual activity can be different from the quantity of real-world activity. The compute device can send an indication of progress in a virtual world to an output device, for example, such that the user's progress is displayed.
Methods for cloud based game streaming and setting data rates between remote clients and servers
A computer-implemented method for online game streaming is provided, which includes receiving a request from a remote client to access a user account. The user account identifies information regarding the user and digital content available for the user to access from the remote client. The request is received over an Internet connection at a hosting service that includes one or more servers and the digital content including a video game. The method includes receiving selection of the game by the hosting service from the remote client and initiating a data rate test of the remote client. The data rate test identifies a maximum available data rate between the remote client and one or more servers of the hosting service. The data rate test includes gradually increasingly the data rate and then gradually decreasing the data rate to identify an active data rate for streaming interactive content of the video game.
ELECTROMAGNETIC GAME BOARD
An electromagnetic game board includes a configurable grid of electromagnets under a game board to move game pieces on the board. Alternative to electromagnets is acoustic levitation through soundwave. In an oscillating electric field (four sides), a magnet can create excite ultrasound that quickly contract and rebound its original shape to push out pulses of air.
Circuit puzzle
An apparatus for the creation of an electrical circuit on a game board as a puzzle to be solved, is provided. The game board includes an electrical control circuit that induces an electromagnetic field above a planar surface of the game board. A plurality of electrically conductive distinctly curved game pieces are placed in various ways on top of the planar surface, the goal being to place all of the pieces on the planar surface in a loop in order to create the electrical circuit. When the final game piece is placed, an induced current flow is experienced by the electrical circuit and detected by the electrical control circuit. In response to detecting completion of the electrical circuit, the electrical control circuit activates an audible indication and a visual indication simultaneously for a period of time to provide a pleasurable reward to the user in the form of sensory feedback.