Wireless interactive game having both physical and virtual elements

US11052309B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-11052309-B2
Application numberUS-201916441976-A
CountryUS
Kind codeB2
Filing dateJun 14, 2019
Priority dateMar 25, 2003
Publication dateJul 6, 2021
Grant dateJul 6, 2021

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  1. Title

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  2. Abstract

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  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  6. CPC / IPC classifications

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  7. Citations and related patents

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Abstract

Official abstract text for this publication.

Embodiments of the invention provide a unique interactive game that connects both physical and virtual play environments and includes multiple dynamic layers in which a participant may complete a variety of challenges and/or tasks. For example, the participant may obtain a physical gaming item such as a toy from a retail phase that is usable in an interactive entertainment phase that provides virtual play via computer animation. The interactive entertainment phase may include multiple interrelated layers such that progress in one or more layers may affect the participant's experience in one or more other layers. The participant may also receive training on how to use and improve the physical gaming item to help achieve one or more special effects or complete one or more adventures and/or quests. During or following the interactive entertainment phase, the participant may use accumulated points and/or powers to redeem prizes and/or compete against other participants, such as in a duel or other face-off challenge.

First claim

Opening claim text (preview).

What is claimed is: 1. A gaming platform in which a virtual play environment associated with a game is represented through one or more computer-animated visual, aural or tactile effects, said gaming platform comprising: a base component comprising a housing, said housing configured to be manipulated by a hand of a user to play or operate said game, said housing comprising an internal cavity sized and configured to include: a processor and associated non-volatile programmable memory; at least one first internal power source; at least one first motion sensing element configured to generate motion data responsive to one or more sensed motions of said base component; and at least one speaker configured to provide audible information to the user; at least one wireless communication processor configured to wirelessly communicate with one or more auxiliary components; and one or more auxiliary components each comprising a housing, said housing configured to be manipulated by a hand of a user to play or operate said game, wherein said one or more auxiliary components are configured to receive inputs from the user and are configured to include: at least one second internal power source; at least one button configured to generate button data upon activation; at least one second motion sensing element configured to generate motion data responsive to one or more sensed motions of said one or more auxiliary components; and at least one infrared (IR) sensor configured to generate IR data based on a detected position or a detected movement of an external object; and at least one radio frequency (RF) transceiver configured to access RF data from an external memory, said RF transceiver further configured to produce an external RF field that energizes an external antenna by inductive coupling over a predetermined distance so that data can be accessed via the external antenna; and at least one wireless communication processor configured to wirelessly communicate with the base component; wherein said one or more auxiliary components are further configured to be detachably coupled to said base component. 2. The gaming platform of claim 1 , wherein said at least one first motion sensing element comprises a first arrangement of one or more sensors configured to generate first sensor state data responsive to at least a first sensed entire-body motion of said base component. 3. The gaming platform of claim 2 , wherein said at least one first motion sensing element also comprises a second arrangement of one or more sensors configured to generate second sensor state data responsive to at least a second sensed entire-body motion of said base component, wherein said second sensed motion is different than said first sensed motion. 4. The gaming platform of claim 3 , wherein the gaming system is configured to adjust the game based at least in part on the first sensed motion. 5. The gaming platform of claim 1 , wherein said at least one second motion sensing element comprises a first arrangement of one or more sensors configured to generate first sensor state data responsive to at least a first sensed entire-body motion of said one or more auxiliary components. 6. The gaming platform of claim 5 , wherein said at least one second motion sensing element also comprises a second arrangement of one or more sensors configured to generate second sensor state data responsive to at least a second sensed entire-body motion of said one or more auxiliary components, wherein said second sensed motion is different than said first sensed motion. 7. The gaming platform of claim 6 , wherein the gaming platform is configured to adjust the game based at least in part on the first sensed motion. 8. The gaming platform of claim 1 , wherein the at least one motion sensing element is selected from the group consisting of: a tilt sensor, a gyro-sensor, and an accelerometer. 9. The gaming platform of claim 1 , wherein the one or more auxiliary components can be detachably connected to the base component. 10. The gaming platform of claim 9 , wherein the gaming platform can be used by a user to play the game while the one or more auxiliary components are connected to the base component. 11. The gaming platform of claim 1 , wherein the at least one first internal power source is rechargeable, and wherein the at least one second internal power source is rechargeable. 12. The gaming platform of claim 1 , wherein the gaming platform is configured to adjust the game based at least in part on the IR data.

Assignees

Inventors

Classifications

  • A63F13/10Primary

    Human Necessities · mapped topic

  • Human Necessities · mapped topic

  • Communication aspects specific to video games, e.g. between several handheld game devices at close range · CPC title

  • for unlocking hidden game elements, e.g. features, items, levels · CPC title

  • using inertial sensors, e.g. accelerometers, gyroscopes · CPC title

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Frequently asked questions

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What does patent US11052309B2 cover?
Embodiments of the invention provide a unique interactive game that connects both physical and virtual play environments and includes multiple dynamic layers in which a participant may complete a variety of challenges and/or tasks. For example, the participant may obtain a physical gaming item such as a toy from a retail phase that is usable in an interactive entertainment phase that provides v…
Who is the assignee on this patent?
Mq Gaming Llc
What technology area does this patent fall under?
Primary CPC classification A63F13/10. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Jul 06 2021 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 12 related publications on this page (citations in our corpus or others sharing the same primary CPC).