IP Library › Granted Patent US 9,616,336
Granted Patent B2
US 9,616,336 · App. 15/002,678 · Granted Apr 11, 2017

Methods and apparatus for gaming

Inventor: Mark Doorgeest (Gibraltar, GB)
Assignee: Dazzletag Entertainment Limited
A63F13/26A63F3/0645A63F13/12A63F13/213A63F13/30A63F13/49A63F13/79A63F13/80A63F13/85A63F13/87A63F2009/2435A63F2009/2463A63F2009/2488A63F2300/572
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Quick Facts
Patent No.
US 9,616,336
App. No.
15/002,678
Granted
Apr 11, 2017
Kind
B2
Abstract

Methods and apparatus for gaming according to various aspects of the present invention may be implemented in conjunction with a multiplayer game. The game system may identify a winning player for the multiplayer game and notify the winning player of a win condition. The game system may receive a video stream of the winning player's reaction, and substantially concurrently display the video stream to one or more other players of the game.

Claims (29)

1. A computer-implemented method of conducting a real-time online multiplayer game via a network having a server and a plurality of client computers connected to the server, the method comprising:

identifying, by at least one of the server or a first client computer, a winning player playing the real-time online multiplayer game at a first remote location;

notifying, by at least one of the server or the first client computer over the network, the winning player of a win condition;

capturing, by a video camera communicatively coupled to, and operated by, the first client computer, a video stream comprising a physical reaction performed by the winning player in reaction to the win condition notification;

transmitting the video stream in real-time to at least one of the plurality of additional client computers via the network from at least one of the server or the first client computer to a second remote location; and

displaying the video stream in real-time, at the second remote location to a second player playing the real-time online multiplayer game.

2. A computer-implemented method according to claim 1 , wherein displaying the video stream to a second player playing the online multiplayer game comprises displaying the video stream to all players playing the online multiplayer game.

3. A computer-implemented method according to claim 1 , wherein the winning player comprises a plurality of winning players.

4. A computer-implemented method according to claim 1 , wherein the online multiplayer game is bingo.

5. A non-transitory medium storing instructions executable by a machine, wherein the instructions cause the machine to execute a method of conducting a real-time online multiplayer game via a network having a server and a plurality of client computers connected to the server, the method comprising:

identifying, by at least one of the server or a first client computer, a winning player playing the real-time online multiplayer game at a first remote location;

notifying, by at least one of the server or the first client computer over the network, the winning player of a win condition;

capturing, by a video camera communicatively coupled to, and operated by, the first client computer, a video stream comprising a physical reaction performed by the winning player in reaction to the win condition notification;

transmitting the video stream in real-time to at least one of the plurality of additional client computers via the network from at least one of the server or the first client computer to a second remote location; and

displaying the video stream at the second remote location to a second player playing the real-time online multiplayer game.

6. A non-transitory medium according to claim 5 , wherein displaying the video stream to a second player playing the online multiplayer game comprises displaying the video stream to all players playing the online multiplayer game.

7. A non-transitory medium according to claim 5 , wherein the winning player comprises a plurality of winning players.

8. A non-transitory medium according to claim 5 , wherein the online multiplayer game is bingo.

9. A computer system for conducting a real-time online multiplayer game via a network having a server and a plurality of client computers connected to the server, comprising:

a memory; and

a processor coupled to the memory, wherein the processor is adapted to:

identify, by at least one of the server or the first client computer, a winning player playing the real-time online multiplayer game at a first remote location;

notify, by at least one of the server or the first client computer over the network, the winning player of a win condition;

capture a video stream comprising of a physical reaction of performed by the winning player to the win condition notification by a video camera communicatively coupled to, and operated by, the first client computer;

transmit the video stream in real-time to at least one of the plurality of additional client computers via the network from at least one of the server or the first client computer to a second remote location; and

display, at the second remote location, the video stream to a second player playing the real-time online multiplayer game.

10. A computer system according to claim 9 , wherein displaying the video stream to a second player playing the online multiplayer game comprises displaying the video stream to all players playing the online multiplayer game.

11. A computer system according to claim 9 , wherein the winning player comprises a plurality of winning players.

12. A computer system according to claim 9 , wherein the online multiplayer game is bingo.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jan 21, 2016
From: DOORGEEST, MARK
To: DAZZLETAG ENTERTAINMENT LIMITED
Reel/Frame 037545/0662 →
Continuity (4)
Continuation 14466653 · Aug 22, 2014
Continuation 13117593 · May 27, 2011
Provisional Application 61429067 · Dec 31, 2010
Related Publication 20160136521A1 · May 19, 2016