IP Library Granted Patent US 7,789,757
Granted Patent B2
US 7,789,757 · App. 11/233,383 · Granted Sep 7, 2010

Video games on demand with anti-piracy security

View Patent ↗
Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US 7,789,757
App. No.
11/233,383
Granted
Sep 7, 2010
Kind
B2
Abstract

Systems, methods and computer-readable media are described for the automated payment, download over a network, installation on a set-top box, and play of console and online video games by user interaction with a controller-adapted set-top box. Security measures inhibit video game piracy.

Claims (34)

1. A non-transitory computer-readable storage medium comprising instructions that, when executed by a processor, cause the processor to:

send a purchase order for a video game from a set-top box to a game-on-demand server connected to the set-top box via a secure network, wherein the game-on-demand server authenticates the purchase order;

receive the video game from the game-on-demand server at the set-top box; and

in response to a request from a subscriber to execute the video game at the set-top box, send an authorization request to the game-on-demand server;

receive a determination from the game-on-demand server indicating whether the set-top box is authorized to access an account of the subscriber; and

execute the video game at the set-top box when the determination indicates that the set-top box is authorized to access the account of the subscriber.

2. The non-transitory computer-readable storage medium of claim 1 , wherein the set-top box comprises a database identifying recently played video games.

3. The non-transitory computer-readable storage medium of claim 1 , further comprising instructions that, when executed by the processor, cause the processor to store a state of a particular video game that is being played at the set-top box.

4. The non-transitory computer-readable storage medium of claim 1 , further comprising instructions that, when executed by the processor, cause the processor to retrieve a previously stored game.

5. The non-transitory computer-readable storage medium of claim 1 , further comprising instructions that, when executed by the processor, cause the processor to enable the set-top box to play the video game with a second set-top box via the secure network.

6. The non-transitory computer-readable storage medium of claim 1 , further comprising instructions that, when executed by the processor, cause the processor to send a message to the game-on-demand server to debit a particular amount from an account associated with the set-top box.

7. The non-transitory computer-readable storage medium of claim 6 , wherein the particular amount is associated with a sale of the video game that includes unlimited game play.

8. The non-transitory computer-readable storage medium of claim 6 , wherein the particular amount is associated with a rental of the video game, wherein the video game is unplayable after a pre-designated amount of time.

9. The non-transitory computer-readable storage medium of claim 6 , wherein the particular amount is associated with a pay-for-play session of the video game, wherein the video game is unplayable after the video game has been played for a substantially contiguous amount of time.

10. The non-transitory computer-readable storage medium of claim 1 , further comprising instructions that, when executed by the processor, cause the processor to:

receive digital rights management data associated with the video game from the game-on-demand server; and

manage digital rights associated with the video game based on the digital rights management data.

11. The non-transitory computer-readable storage medium of claim 10 , further comprising instructions that, when executed by the processor, cause the processor to secure the video game from unauthorized access based on the digital rights management data.

12. The non-transitory computer-readable storage medium of claim 10 , further comprising associating the digital rights management data with the set-top box.

13. The non-transitory computer-readable storage medium of claim 10 , wherein the digital rights management data prevents the video game from being played at a second set-top box.

14. The non-transitory computer-readable storage medium of claim 10 , wherein the digital rights for the video game are received from the game-on-demand server after the purchase order is authenticated, wherein the digital rights are associated with the set-top box that sent the purchase order.

15. The non-transitory computer-readable storage medium of claim 1 , wherein when the subscriber is associated with the purchase order, the set-top box is authorized to execute the video game.

16. The non-transitory computer-readable storage medium of claim 1 , wherein when the subscriber is different from a subscriber associated with the purchase order, the set-top box is not authorized to execute the video game.

17. A computer-implemented method, comprising:

receiving, at a game-on-demand server, an order for a video game from a set-top box, wherein the game-on-demand server is connected to the set-top box via a secure broadband network and wherein the video game is executable at the set-top box;

authenticating an identity of a subscriber associated with the set-top box;

determining whether the set-top box is authorized to receive the video game;

sending the video game from the game-on-demand server to the set-top box when the set-top box is authorized to receive the video game

receiving, at the game-on-demand server, an authorization request by the subscriber to execute the video game at the set-top box;

in response to receiving the authorization request determining whether the set-top box is authorized to access an account of the subscriber requesting execution of the video game; and

sending the determination to the set-top box, wherein the video game is executable at the set-top box when the determination indicates that the set-top box is authorized to access the account of the subscriber.

18. The non-transitory computer-implemented method of claim 17 , further comprising automatically preventing the video game from executing at the set-top box after the occurrence of a pre-determined event.

19. The non-transitory computer-implemented method of claim 18 , wherein the pre-determined event comprises an expiration of an authorization associated with the video game.

20. The non-transitory computer-implemented method of claim 19 , wherein the authorization expires at a predetermined time after the video game is sent from the game-on-demand server to the set-top box.

Assignments (6)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jul 30, 2026
From: GOOGLE LLC
To: BLACKBERRY LIMITED
Reel/Frame 075465/0538 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Oct 23, 2020
From: AT&T INTELLECTUAL PROPERTY I, L.P.
To: GOOGLE LLC
Reel/Frame 054193/0306 →
CHANGE OF NAME Recorded Nov 18, 2019
From: AT&T KNOWLEDGE VENTURES, L.P.
To: AT&T INTELLECTUAL PROPERTY I, L.P.
Reel/Frame 051045/0629 →
CORRECTIVE ASSIGNMENT TO CORRECT THE ASSIGNEE NAME PREVIOUSLY RECORDED ON REEL 033831 FRAME 0761. ASSIGNOR(S) HEREBY CONFIRMS THE CHANGE OF NAME. Recorded Nov 15, 2019
From: SBC KNOWLEDGE VENTURES, L.P.
To: AT&T KNOWLEDGE VENTURES, L.P.
Reel/Frame 051023/0099 →
CHANGE OF NAME Recorded Sep 26, 2014
From: SBC KNOWLEDGE VENTURES, L.P.
To: AT&T INTELLECTUAL PROPERTY I, L.P.
Reel/Frame 033831/0761 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Feb 9, 2007
From: GEMELOS, STEVE; PETRONELLI, ANTHONY
To: SBC KNOWLEDGE VENTURES, L.P.
Reel/Frame 018884/0768 →