A63F13/338

Methodology for equalizing systemic latencies in television reception in connection with games of skill played in connection with live television programming

A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment.

Methodology for equalizing systemic latencies in television reception in connection with games of skill played in connection with live television programming

A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment.

Systems and methods for dynamically modifying video game content based on non-video gaming content being concurrently experienced by a user
11263670 · 2022-03-01 · ·

The disclosed systems and methods integrate gaming functionality with viewing a video program. Systems and methods for generating an interactive multimedia game for a user during the viewing of a video program by the user includes a host computer that generates the game in a context of the video program viewed on a first graphical user interface and recommends the video game to the user. The user may opt to engage with the video game on a second graphical user interface, which may be overlaid on the first graphical user interface.

Massive Multi-Player Online (MMO) Games Server and Methods for Executing the Same

Video server systems and methods for providing video streams to a plurality of remote clients are described. In one implementation, the video streams are based on game states received from a remote game server. The game states are dependent on game commands received by the video server system from the remote clients and forwarded to the remote game server. The video server system is configured to appear, from the point of view of the game server, as more than one client. For example, the video server system may receive game states from the remote game server at more than one different Internet Protocol address and each of these Internet Protocol addresses may be associated with a different game session.

Massive Multi-Player Online (MMO) Games Server and Methods for Executing the Same

Video server systems and methods for providing video streams to a plurality of remote clients are described. In one implementation, the video streams are based on game states received from a remote game server. The game states are dependent on game commands received by the video server system from the remote clients and forwarded to the remote game server. The video server system is configured to appear, from the point of view of the game server, as more than one client. For example, the video server system may receive game states from the remote game server at more than one different Internet Protocol address and each of these Internet Protocol addresses may be associated with a different game session.

CELLULAR PHONE GAMES BASED UPON TELEVISION ARCHIVES
20220032182 · 2022-02-03 ·

Cellular phone games based on television archives allow users to play games on their cellular phones wherein the games are based on archived television programs. The game is able to be played simultaneously between competitors or on demand. Game data and video data are combined into one file and are sent to participating cellular phones so that the required information is received at the same time at each cellular phone. Each cellular phone contains software to manipulate the game and video data so that the user is able to play the game. The game is played by watching video clips from archived television programs and then selecting choices related to the video clips using the inputs on the user's cellular phone. User scores are determined based on the answers to the questions related to the video clips and results are distributed to the participants.

CELLULAR PHONE GAMES BASED UPON TELEVISION ARCHIVES
20220032182 · 2022-02-03 ·

Cellular phone games based on television archives allow users to play games on their cellular phones wherein the games are based on archived television programs. The game is able to be played simultaneously between competitors or on demand. Game data and video data are combined into one file and are sent to participating cellular phones so that the required information is received at the same time at each cellular phone. Each cellular phone contains software to manipulate the game and video data so that the user is able to play the game. The game is played by watching video clips from archived television programs and then selecting choices related to the video clips using the inputs on the user's cellular phone. User scores are determined based on the answers to the questions related to the video clips and results are distributed to the participants.

Methodology for equalizing systemic latencies in television reception in connection with games of skill played in connection with live television programming

A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment.

Methodology for equalizing systemic latencies in television reception in connection with games of skill played in connection with live television programming

A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment.

Games console adaptor unit

An adaptor is provided for a games console which allows users to gain access to interactive television services through the games console. The adaptor includes a television tuner for receiving broadcast television channels, a communications controller which controls communications between the adaptor and the games console and an interface for interfacing the adaptor to the games console. In a preferred embodiment, the adaptor also includes a hard disc for storing video data and for storing game history data. The adaptor may also include a modem via which the user can gain access to remote servers connected to a data network.