GAME TABLE FOR COMBINED ACTUAL AND VIRTUAL PLAY

20250381470 ยท 2025-12-18

    Inventors

    Cpc classification

    International classification

    Abstract

    A digital, interactive game table provides a versatile gaming experience for players participating in person, remotely, or both. Players interact both physically and virtually with games played on the game table, which enables playing games not otherwise feasible in heretofore separate physical and virtual gaming environments. The game table includes a tabletop with an LCD video screen recessed into its top surface, an IR frame surrounding the LCD video screen. The IR frame senses and communicates positional and movement information from physical game props (e.g., paddles, pucks, etc.) used by players on or near the LCD video screen. A computer capable of communicating with over the internet and communicating between the LCD screen and IR frame is also included. With these integrated components the game table receives and interprets physical player interactions and converts them into virtual in-game actions.

    Claims

    1. A game table for combined physical game playing and virtual game playing by one or more players which are physically present (in person), remote, or a combination thereof, relative to the game table, the game table comprising: a tabletop which has a casing, a liquid crystal display (LCD) video screen inset within and recessed from a top surface of the casing, and a play area provided on at least a portion of the LCD video screen for one or more physically present players to visually and physically interact with games and other entertainment activities on the game table; a computer and associated components which are, individually or collectively, capable of at least: communicating and executing game software and applications, enabling and managing internet access and communication, enabling and managing player information, in person and remote player activity, and player-to-player communication among in person and remote players; one or more physical game props for use by one or more players physically present at the game table; and an infrared (IR) sensing system which is capable of sensing and collecting physical play information about physical play activity performed by one or more in person players, on or proximate to the play area of the LCD video screen, wherein the IR sensing system is further capable of communicating the physical play information to the computer for performing one or more of interpreting, translating, and converting the physical play information to virtual in-game action for use in game software during play, which enables combined physical game playing and virtual game playing by one or more players.

    2. The game table of claim 1, wherein the LCD video screen includes touchscreen capabilities on at least a portion of its surface.

    3. The game table of claim 1, wherein the LCD video screen includes one or more peripheral borders which define the play area therein.

    4. The game table of claim 1, wherein the IR sensing system includes an IR frame inset in the casing of the table top and extending around an outermost periphery of the LCD video screen, and a plurality of IR sensors mounted in the IR frame which sense the physical play activity and collect and communicate the physical play information to the computer.

    5. The game table of claim 4, wherein the plurality of IR sensors mounted in the IR frame comprises a plurality of IR transmitters and a plurality of IR receivers, which are positioned, evenly spaced or not, and alternatingly or not, around the play area.

    6. The game table of claim 1, wherein the physical play information includes: occurrence and location of touch (finger) points on the LCD video screen, at least one of presence, position, orientation, and movement of one or more physical game props during use by one or more in person players, and combinations thereof.

    7. The game table of claim 1, wherein the physical play activity comprises: a finger contact on the LCD video screen, and one or more of addition, movement, manipulation, and removal of a physical game prop.

    8. The game table of claim 1, further comprising hardware and software which enables blue tooth connectivity and communication between the computer and one or more blue tooth-enabled physical game props, each of which has sensing and transmitting devices capable of sensing and communicating positional and movement information via blue tooth to the computer for integration and use with a game being played.

    9. The game table of claim 1, wherein the one or more physical game props include: a ball, a ring, a paddle, a racket, an arrow, a dart, a cue stick, a hockey puck, a shuffle board puck, a net, a bean bag, a horseshoe, a mallet, a bat, a pistol, a rifle, a joystick, a spinner, a motion-enabled chair, a steering wheel, a motion-sensing mat, multiples thereof, and combinations thereof.

    10. The game table of claim 1, wherein the tabletop further includes one or more ports or other connection features which enable physical electronic connection of one or more physical game props, or one or more wireless communication devices, for wireless connection of one or more physical game props, to the computer.

    11. The game table of claim 1, wherein a first physical game prop includes a spacer element which reduces detection and misinterpretation of the first physical game prop as being a single prop with a second physical game prop with which it comes in proximity or contact, as well as enabling accurate detecting and tracking of the first physical game prop during movement away from the second physical game prop.

    12. The game table of claim 1, wherein a physical game prop comprises a smart prop which includes one or more devices, sensors, transmitters, or a combination thereof, which produce, detect, identify, or a combination thereof, additional physical properties of the first physical prop during use.

    13. The game table of claim 1, wherein the additional physical properties include one or more of: vibration, force, speed, three dimensional location, and three dimensional orientation.

    14. The game table of claim 1, wherein the game software and applications include one or more types of video games, role playing games, adventure games, strategy games, puzzles, logic games, arcade games, and combinations thereof.

    15. The game table of claim 1, wherein the tabletop further includes one or more control features, each of which is in communication with at least one other feature or component of the game table for controlling various aspects and operations of the game table and game played thereon.

    16. The game table of claim 15, further comprising a control panel on which at least one of the one or more control features is operably mounted for access by players.

    17. The game table of claim 1, further comprising a support structure for supporting and elevating the tabletop.

    18. The game table of claim 17, wherein the support structure is attached to the tabletop and extends therefrom to the ground or floor, or is also attached to a stable support structure.

    19. The game table of claim 1, wherein the support structure is adjustable for supporting and holding the tabletop at a desired height or elevation, in a desired orientation, tilted at a desired angle or orientation, and combinations thereof.

    20. The game table of claim 1, further comprising one or more audio devices, one or more containers for holding and storing physical game props, lighting devices facing downward onto at least a portion of the LCD video screen, one or more physical player prompts for reminding or forcing player feedback or action.

    Description

    BRIEF DESCRIPTION OF THE FIGURES

    [0017] The present invention will be further explained with reference to the attached drawings, wherein like structures are referred to by like numerals and/or letters throughout the several views. The drawings shown are not necessarily to scale, with emphasis instead generally being placed upon illustrating the principles of the present invention.

    [0018] FIG. 1 is a perspective view of an exemplary embodiment of a gaming table which includes a tabletop having an interactive liquid crystal display (LCD) screen and an infrared sensing system, and a support structure for elevating the tabletop;

    [0019] FIG. 2 is a top plan view of the gaming table of FIG. 1;

    [0020] FIG. 3 is a front elevational view of the gaming table of FIG. 1;

    [0021] FIG. 4 is a right side elevational view of the gaming table of FIG. 1;

    [0022] FIG. 5 is a bottom plan view of the gaming table of FIG. 1; AND

    [0023] FIG. 6 is a cross-sectional view of the gaming table taken along line A-A in FIG. 1 and looking in the direction of the arrows, as well as along line B-B in FIG. 2 and looking in the direction of the arrows;

    [0024] FIGS. 7A-7E are perspective views of several exemplary physical game props useful with the game table.

    DETAILED DESCRIPTION

    [0025] The invention described and contemplated herein comprises a digital, interactive game table designed to provide a versatile gaming experience for one or more players who participate in person, remotely, or both. The game table combines the physical engagement of traditional arcade and table games (like foosball, air hockey, pool, and ping pong) with the advanced features of digital technology, enabling a wide array of game types and rules, including games that are not feasible with traditional physical components alone. The game table enables dynamic fields of play as well as an expanded number of players even for games and activities that were traditionally limited in these aspects. For example, without limitation, a player could play air hockey against 2 or 3 other players, simultaneously using the game table described and contemplated herein.

    [0026] For example, in traditional air hockey on a physical table, it is not possible to change the sizes of the goals, the physics relating to movement, momentum, friction and other properties, or any of the behavior of the puck, in real time. However, such changes and adjustments, and others, are easily possible in the combined physical and virtual environment of the game table described and contemplated herein. Changes and adjustments to the aforesaid properties of game elements and behavior thereof, may be used, for example without limitation, to give one player a temporary (or prolonged) advantage over one or more other players, or to enhance the gaming experience to be more fun and exciting by making game elements such as balls bounce more, farther, faster, etc., or making pucks slide further and faster, or harder to move and slower.

    [0027] The game table, as described in detail below, includes features and functionality which enables players to use real physical game props, such as paddles, balls, or pool cues, each of which is tracked by and infrared (IR) sensing system which include an IR frame, to interact with the digital elements displayed on a liquid crystal display (LCD) screen. The game table provides a highly diverse and adaptable entertainment experience suitable for home, arcades, hotel lobbies, lounges, and entertainment rooms, as well as taverns and restaurants. Schools and educational centers may also find the game table useful as an interactive learning tool where suitable games and activities are downloaded. The game table enables players to download, purchase, and update games directly to the game table, ensuring a constantly evolving gaming experience. at home arcade, game room, indoor, etc

    [0028] The game table is capable of enabling actual and virtual game play by one or more players which may be in person, remote, or a combination thereof. More specifically, the game table enables and supports multiplayer gaming, both locally and potentially remotely online, with integrated features that accommodate competitive and cooperative playing, as well as both asynchronous alternating turn-based play, concurrent team-based play, as well as real time play in action based games. The game table includes several features, as well as a computer and related components capable of executing applications, which enable playing many different types of games by multiple players.

    [0029] Any particular version of the game table may be adapted to enable playing a virtually unlimited number of different types of games including, for example, without limitation, traditional arcade games (e.g., skee ball, ring toss, shuffle board, etc.), table games (e.g., foosball, table hockey, billiards, ping pong, etc.), board games (e.g., monopoly, clue, etc.), and video games. Any and all types of video games can be played on the game table including Space Invaders, role playing games, adventure and strategy games, puzzle games, and many others. Thus, a single game table assembly offers an enormous variety of entertainment and gaming experiences. Players can download new games, customize existing games, and access a variety of themes and settings to enhance the gaming experience provided by the game table.

    [0030] Generally referring now to the figures, an exemplary embodiment of a game table will now be described having basic components which collectively provide an apparatus capable of providing the game playing and entertainment experiences described above. It will be readily apparent to persons of ordinary skill, however, that the game table is not limited to those basic components, but rather, various additional and alternative components and features are possible and contemplated which further enable a nearly unlimited range of different game playing and entertainment experiences. It should be understood that, while many such additional and alternative components and features will also be described hereinafter, they are not limited to those specifically disclosed and described below.

    [0031] More particularly, as can be seen in FIGS. 1-6, an exemplary embodiment of a game table 10 includes a tabletop 20 and a support structure 30 attached to the underside of the tabletop 20 and extending to the ground or floor, for supporting and elevating the tabletop 20. The game table 10 also includes an IR sensing system, which will be described in more detail later and enables the combination of physical and video game playing. As also described in more detail later, the game table 10 also includes a computer (not shown) which is capable of executing (running) game software and applications and capable of internet access and communication.

    [0032] The figures provide several views of the game table 10, as follows: perspective view (FIG. 1), top view (FIG. 2), front elevational view (FIG. 3), right side view (FIG. 4), and bottom view (FIG. 5). FIG. 6 provides a cross-sectional view of the game table 10, taken along line A-A in FIG. 1 and looking in the direction of the arrows, as well as along line B-B in FIG. 4 and looking in the direction of the arrows. FIGS. 7A-7E show several exemplary physical game props useful for playing hybrid versions, i.e., physical and video, of games on the game table 10.

    [0033] With reference in particular now to FIGS. 1, 2, and 6, the tabletop 20 includes a casing 40 and an LCD video screen 50 which is inset within and recessed from the top surface 42 of the casing 40. The LCD video screen 50 may or may not include touchscreen capabilities on at least a portion of its surface 52. Furthermore, the LCD video screen 50 may or may not provide one or more peripheral borders 54 which define a play area 56 therein. The play area 56 of the LCD video screen 50 which is the primary location on the game table 10 where physically present players visually and physically interact with games and other entertainment activities on the game table 10.

    [0034] Continuing with FIGS. 1, 2, and 6, the game table 10 includes an infrared (IR) sensing system which includes an IR frame 60 which is also inset in the casing 40 and extends around the outermost periphery 58 of the LCD video screen 50. The IR frame 60 includes a plurality of IR sensors, including a plurality of IR transmitters and a plurality of IR receivers (not shown per se), mounted therein. The IR transmitters and IR receivers are positioned, evenly or not, and alternatingly or not, around the play area 56, for sensing and communicating touch (finger) points on the LCD video screen 50 as well as the presence, position(s), and movement(s) of one or more physical game props (not shown in FIG. 1, but see FIGS. 7A-7E) being used by players while playing a game. The presence, position(s), and movement of physical game props on or adjacent to the surface 52 of the LCD video screen 50 are communicated to the computer for use during execution of the game software being played. This enables the game table 10 to receive and interpret physical player interactions and translate or convert them into virtual in-game actions.

    [0035] For example, without limitation, presence, position, and movement information for physical game props sensed by the IR sensing system and communicated to the computer enables the game to monitor and track one or more physical game props during game play. For example, without limitation, the rolling movement of a ball prop or movement of a puck during a billiards or hockey game, respectively, could be tracked, monitored and displayed, in real time and relative to various game elements, in the game environment on the LCD video screen 50. Through cooperation of the LCD video screen 50, IR sensing system, and computer, the initial and final landing position of a bean bag prop during a corn hole game, or the movement in three-dimensional space of a pool cue prop during a billiards game, can also be track and displayed, in real time and relative to various game elements, in the game environment on the LCD video screen 50.

    [0036] Accordingly, the combination of the durable, high-resolution LCD video screen 50 with the IR frame 60 of the IR sensing system enabled real-time interaction by players with physical props recognized by the video game played on the game table 10. Moreover, the integration of traditional physical gaming elements with dynamic digital content by the game table described and contemplated herein, allows for an unprecedented level of customization and variety in tabletop gaming.

    [0037] The surface 52 of the LCD video screen 50 provides a relatively large, durable, flat surface capable of displaying high-resolution images and animations, and providing visual feedback to player during game play. Materials of construction for the tabletop 20 and especially the LCD video screen 50 and the IR frame 60 with IR sensors should be durable and capable of withstanding impact and movement of physical game props, as well as being capable of transmitting IR signals without interference. Optionally, but preferably, the surface 52 of the LCD video screen 50 may be protected by a clear (transparent) plastic, plexiglass, glass, or similar material, to minimize or prevent breakage and scratching of the screen surface 52.

    [0038] Suitable physical game props for use with the game table 10 may be any of many different kinds of physical game pieces, articles, tools, etc., depending on the particular game(s) being played. For example, without limitation, physical game props may be one or more of balls, rings, paddles, darts, cue sticks, hockey pucks, shuffle board pucks, nets, paddles, bean bags, horseshoes, mallets, etc. Part of the utility and benefit of have the LCD video screen 50 inset and recessed in the casing 40 of the tabletop 20, in addition to creating an environment for functioning of the IR frame 60 and IR sensors therein, is to prevent physical game props from falling off the tabletop 20.

    [0039] FIGS. 7A-7E provide perspective views of a few types of contemplated physical game props 82, 84, 85, 86, 87, 88 useful with the game table 10. More particularly, FIGS. 7A and 7B each show a paddle (or mallet) 82, 84, respectively, which are suitable as physical game props useful for playing hybrid physical-video versions of such games as table hockey, tennis, and others, on the game table 10. As shown in FIG. 7A, a prop such as a paddle 82 may have optional feet 83 which contact the surface 52 of the play area 56 of the LCD video screen 50 during use. FIG. 7C shows a puck 85 for playing hybrid physical-video versions of such games as shuffle board, table hockey, etc. with the game table 10. To reduce or eliminate the possibility that two pucks, both in motion, could be detected as a single object if they come close or contact one another, followed by inability to know which is which after they separate, each puck 88 may, as shown in FIG. 7E, include a spacer element, such as a bumper 89, extending laterally therefrom.

    [0040] FIG. 7D shows a pair of pool cues 86, 87 for playing a hybrid physical-video version of billiards on the game table 10. Optionally, to facilitate smooth movement of the cue tip 86a along the surface 52 of the LCD video screen 50 during play, a spacer or buffer element 86b may be attached proximate to the cue tip 86a, either extending in one direction therefrom (shown in FIG. 7D) so that the pool cue 86 may be oriented for the spacer element 86b to contact the screen surface 52, or even encircling the cue tip 86a, like a bumper (not shown), so that it will contact the screen surface 52 regardless of the orientation of the pool cue 86.

    [0041] While not necessary, a physical game prop may be a smart prop, such as the smart paddle 84 shown in FIG. 7B, which includes one or more devices, sensors, transmitters, etc. for enabling the smart prop to communicate with the computer and the IR sensors in the IR frame 60 during game play, which may enhance the experience of the player(s) during game play. For example, without limitation, in addition to location and movement information, a smart game prop, such as the smart paddle 84 of FIG. 7B, may provide force feedback information. Such additional information could, for example, be enabled by including a vibration motor and suitable circuitry in the smart paddle, and when a virtual puck is hit while playing a game with the smart paddle, a signal from the computer, the IR sensors IR frame would spin the vibration motor, this can be done by IR sensors in the IR frame 60 signaling the circuitry to spin the vibrator motor in the smart paddle. Additionally, for example without limitation, a smart prop may include a gyroscope device and suitable circuitry for sending and receiving information regarding positional orientation in three dimensions for the smart prop to and from the computer and IR sensors.

    [0042] It should be noted that, alternatively, or in addition, to the IR sensing system, the game table 10 can include the necessary hardware and software for enabling blue tooth connectivity and communication for receiving positional, movement, and other information for smart game props in use with the game table 10. More particularly, the smart props would each include sensing and transmitting devices (e.g., touch sensors, gyroscopes, buttons, etc.) that sense send such information and communicate that information via blue tooth to the computer for integration and use with the game being played.

    [0043] Moreover, the IR sensing system (i.e., IR frame 60 and plurality of IR sensors) may serve several purposes, as follows. As already described above, the IR sensing system is for detecting finger contact and position, as well as the position and movement of physical game props on the LCD video screen 50 and, more particularly, on its surface 52. The IR sensing system may also be used for providing a means to communicate bi-directionally with interactive (smart) props, such as a pool cue that senses and communicates speed and/or acceleration (while position is sensed by the position of the pool cue), or an air hockey paddle having switches on it to fire digital projectiles or to act as an input to the system.

    [0044] Finally, it is also contemplated that the IR sensing system could be useful to detect the orientation of an interactive prop (such as an air hockey paddle, pool cue, etc.), such as by including features (such as touch or positional sensing pads or patches) on the bottom surface of the prop, each such feature having and appearing as distinct detection point by the IR sensing system (or received as distinct detection points by a blue tooth system). Such prop orientation information being provided, via the IR sensing system and computer, to the game software being played, will enable and assist a player with aiming a shot or move in three dimensional space in the game. To produce such prop orientation information must include at least three discrete points, arranged in a triangular pattern which is not equilateral, for the computer to perform triangulation and accurately determine of the prop orientation, which is then communicated to the player.

    [0045] The tabletop 20 of the embodiment shown in the figures (see especially FIGS. 1, 4, land 6) has a generally rectangular shape with a length 22 and width 24, and is in a substantially horizontal orientation (i.e., within +/10% of horizontal). However, other shapes and orientations are possible and may sometimes be preferable, depending on the types of games to be played. For instance, the tabletop 20 may be square, circular, oval, an irregular or non-geometric shape, or any other shape which is suitable for playing games programmed or downloaded to the computer. Furthermore, the components, such as the casing 40 and LCD video screen 50, need not be the same shape as one another. For example, without limitation, the casing 40 may be rectangular while the LCD video screen 50 is oval, or vice versa.

    [0046] The support structure 30 of the game table 10 is shown in the embodiment of FIGS. 1-6 as including four legs 32a, 32b, 32c, 32d, but this is not the only suitable and effective configuration of a support structure 30, which may be anything capable of supporting and elevating the tabletop 20 to a desired height from the ground or floor which is convenient for players to access and interact with the tabletop 20. For example, alternative support structures (not shown) could include more or less legs 32a, 32b, 32c, 32d, such as 3, 6, or some other number of legs, or two cylindrical supports spaced apart toward opposite ends of the tabletop 20, or a single cylindrical support extending downward from the center of the tabletop 20, or even a rectangular housing, among many other possibilities.

    [0047] Furthermore, the support structure 30 may, regardless of the particular components, be adjustable so that the height of the tabletop 10 and LCD video screen 50 can be adjusted depending on any of several possible considerations. For example, without limitation, children players often need a lower height than adults, and different adults will often also be more comfortable at different heights than one another, due to their own differing heights and preferences. Some games are also more comfortably played at lower or higher heights than others (e.g., table hockey may be more comfortably played at lower heights than adventure video games).

    [0048] It is also contemplated that in some embodiments, the game table 10 may include an orientation control mechanism (not shown) connected to the tabletop 20, the support structure 30, or both, for moving the tabletop 20 from one orientation to another. More specifically, an orientation control mechanism could tilt the tabletop 20 into any orientation between and including the substantially horizontal orientation shown in the figures and a substantially vertical orientation (i.e., within +/10% of vertical; not shown). For example, in some embodiments, an orientation control mechanism could, without limitation, be capable of tilting the tabletop 20 along an axis AL which is parallel with the length 22, or along an axis AW which is parallel with the width 24, of the tabletop 20, as can be seen in FIGS. 1 and 2. The ability to tilt the tabletop 20 (and LCD video screen 50 therewith) into different orientations introduces the option of customizing the gaming experience for players. For example, without limitation, the tabletop 10 could be tilted into an angled orientation (e.g., 15 to 45 degrees from horizontal) for playing skee ball or corn hole, while tilting the tabletop 10 into a near vertical or substantially vertical position (e.g., about 0 to 30 degrees from vertical) may allow more comfortable and/or conventional player interaction with a video game (e.g., Space Invaders, Fortnight, Roblox, etc.).

    [0049] Although not shown per se in the figures, but as mentioned above, the game table 10 further includes a computer and associated components (e.g., internet communication hardware and programming, an operating system such as Android or an equivalent thereof, read only memory, storage memory, internet cable port(s), USB port(s), etc.). The computer is capable of, at least, communicating (uploading, downloading, sending, receiving, etc., over the internet) a wide range of game software and applications, and player information and activity, as well as executing or running games played on the game table 10, enabling player-to-player communication, and analyzing and managing all of the foregoing information and activity. The computer may, for example, be attached to or mounted on or in the casing 40 of the tabletop 20 or the support structure 30 (depending on the type and configuration of the support structure 30).

    [0050] The game table 10 may also include additional components for additional functionality or enhancement of the game play experience. For example, one or more sound speakers 72, 74 may be provided and mounted in a convenient location on the game table 10 where they don't obstruct access to, or playing on, the LCD video screen 50. For example, without limitation, speaker 72, 74 may be mounted on the bottom of the tabletop 20, such as on or in the bottom portion of the casing 40 of the tabletop 20, as shown in FIGS. 3-5. Another useful feature would be a holder or container connected or mounted to the tabletop 20 (e.g., to the casing 40), or the support structure 30 (e.g., the upper portion of a leg), for holding and storing physical game props.

    [0051] The tabletop 20 could also be provided with lighting, optionally colored, facing downward, such as onto the surface 52 of LCD video screen 50, to provide mood effects, or to communicate game related information to players. Still another feature which would enhance player experience while playing games includes one or more vibration motors (not shown) on or in smart game props, or on or in the casing 40 of the tabletop 20, for reminding or forcing player feedback or action (i.e., a player prompt).

    [0052] As is best seen in FIGS. 1 and 3, the tabletop 20 often includes one or more control features 12, such as buttons, switches, levers, etc., at least some of which may, but do not have to be, mounted together on a control panel 14. Each of the control features 12 is in communication with at least one other feature or component of the game table 10 for controlling various aspects of the game table 10 and game(s). For example, aspects which may be controlled using the control features 12 include, but are not limited to, controlling the support structure 30 to change the elevation, orientation, or both, of the tabletop 20, selecting and controlling features of the LCD video screen 50 such as (but not limited to) brightness, color scheme, the size of text, icons, images, etc., adjustment of the sound volume, and aspects of the game being played such as (but not limited to) number of players, difficulty level, version, selection of characters and other variables, etc.

    [0053] Exemplary dimensions of the game table 10 will now be discussed, with reference to FIGS. 2-4, but are not intended to be limiting in any way. A wide range of possible dimensions are possible for the game table 10 and its components, as long as all components fit and cooperate together to enable one or more players access to and contact with the LCD video screen 50 and its surface 52. It is contemplated, but not required, that the game table 10 have shape and dimensions similar to traditional game tables, such as foosball tables, pool tables, and air hockey tables.

    [0054] For the exemplary embodiment of the game table 10 shown in FIGS. 1-6, the tabletop 20 may have a length 22 of about 50 inches (127 centimeters, cm) and a width of about 32 inches (81.3 cm), and a thickness of about 3.25 inches (8.3 cm). The greatest table height TH may be about 33 inches (84 cm). Where the supporting structure 30 includes four slightly angled legs 32a, 32b, 32c, as in the embodiment of FIGS. 1-6, the widest left-to-right span SL of the legs 32a, 32b and 32c, 32d, is about 44 inches (111.8 cm) (see FIG. 3) and the widest front-to-back span SL of the legs 32a, 32d and 32b, 32c, is about 44 inches (111.8 cm) (see FIG. 4).

    [0055] Many additions, variations, and modifications to the game table 10 and its features are possible and contemplated, as will be recognized and understood to persons of ordinary skill in the relevant art having the benefit of this disclosure. More particularly, without limitation, the game table is capable of wide variability in the types of games that can be programmed and played. The table can emulate classic games such as air hockey, foosball, pool, and ping pong, with the added ability to modify game rules and physics, such as changing goal sizes, puck behaviors, and adding digital obstacles. Furthermore, playback capabilities may be provided by the game table 10 and its programming, including instant replay, slow motion replay, and others, to enable review, or simply, reliving, game events such as players making goals in hockey and foosball, making pockets in billiards, and others.

    [0056] It may also be useful to include and use a privacy screen with the game table 10, such as, but not limited to, in situations where two or more in person players are present and interacting with the game table 10, such as playing competitively against one another. More specifically, in an exemplary non-limiting embodiment, the privacy screen comprises a barrier or film which is positioned on the LCD video screen in a location which blocks one player's play area from the view of one or more other players which, for example, enables the one player to hide or conceal game pieces, items, or props (e.g., cards, Scrabble tiles, accumulated tokens or currency, etc.) from the other players. For example, in one embodiment, the barriers or films may be strips which do not stick to the LCD video screen or play area, but which are slightly tacky to prevent unintentional sliding or other movement when a player uses their finger to contact and activate the LCS video screen or play area during play.

    [0057] Additional modifications and additions to the game table 10 are possible for expanding the types of games playable, such as including additional types of physical game props including, but not limited to, a joystick, a spinner, a steering wheel, and other arcade/video game props and devices. Such game props and devices could be plugged or wired into appropriate ports or other connection features for communication with the computer, as well as enabled for wireless connection and communication with the computer to enable an expanded variety of arcade game experiences. Ports and other connection features for wiring and plugging game props and devices into the game table for communication with the computer may be provided in multiple locations around the tabletop 20.

    [0058] In addition to video games and hybrid physical-video games, it is contemplated that the game table 10 can be programmed and equipped to execute and enable players to engage with other entertainment activities, with or without physical game props, including, but not limited to, board games, puzzles, interactive coloring pages, video content, and many others. For example, a hybrid physical-video version of Monopoly, with physical game props for the player game pieces, houses, and hotels, and possibly touch screen fields on the LCD video screen 50 for drawing chance and community chest cards. Puzzles could include jigsaw puzzles, as well as crossword puzzles and more.

    [0059] It will be understood that the embodiments of the presently described invention are merely exemplary and that a person skilled in the art may make further variations and modifications without departing from the spirit and scope of the invention. All such variations and modifications are intended to be included within the scope of the present invention.