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Patent 2681876 Summary

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Claims and Abstract availability

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(12) Patent Application: (11) CA 2681876
(54) English Title: ECONOMY GAMES HAVING PURCHASABLE AND OBTAINABLE GAME PIECES
(54) French Title: JEUX D'ECONOMIE AYANT DES PIECES DE JEU POUVANT ETRE ACHETEES ET OBTENUES
Status: Deemed Abandoned and Beyond the Period of Reinstatement - Pending Response to Notice of Disregarded Communication
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63F 13/30 (2014.01)
  • A63F 13/85 (2014.01)
(72) Inventors :
  • CASWELL, AARON TAVIS (Canada)
  • SPANGLER, JONATHAN TOBIAS (Canada)
  • WILLIAMS, MARC (Canada)
(73) Owners :
  • CAPTUREPLAY SYSTEMS INC.
(71) Applicants :
  • CAPTUREPLAY SYSTEMS INC. (Canada)
(74) Agent: BORDEN LADNER GERVAIS LLP
(74) Associate agent:
(45) Issued:
(86) PCT Filing Date: 2007-05-01
(87) Open to Public Inspection: 2007-11-08
Examination requested: 2012-04-30
Availability of licence: N/A
Dedicated to the Public: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: 2681876/
(87) International Publication Number: CA2007000748
(85) National Entry: 2009-09-24

(30) Application Priority Data:
Application No. Country/Territory Date
60/795,869 (United States of America) 2006-05-01

Abstracts

English Abstract

A game piece management system comprising a piece sales system for allowing players to purchase pieces operable for playing at least one game, an account management system for maintaining player accounts, each player account identifying pieces owned by a player, and, a game interface for providing the player with access to a game session of an online game, the game interface allowing the player to select at least one piece from the player's account for use as an active piece in the game session. The player's active piece interacts with another player's active piece in the game session under control of the player, such that if the player's active piece neutralizes the other player's active piece, the other player's neutralized active piece becomes available to be obtained by the player.


French Abstract

L'invention concerne un système de gestion de pièces de jeu comprenant un système de vente de pièces permettant aux joueurs d'acheter des pièces utilisables pour jouer à au moins un jeu, un système de gestion de compte permettant de maintenir des comptes de joueurs, chaque compte de joueur identifiant des pièces détenues par un joueur ainsi qu'une interface de jeu permettant de donner au joueur accès à une session de jeu sur un jeu en ligne, l'interface de jeu permettant au joueur de choisir au moins une pièce du compte du joueur pour utilisation en tant que pièce active dans une session de jeu. La pièce active du joueur interagit avec une pièce active d'un autre joueur dans la session de jeu sous le contrôle du joueur, de telle sorte que, si la pièce active du joueur neutralise la pièce active de l'autre joueur, la pièce active neutralisée de l'autre joueur devient disponible au joueur.

Claims

Note: Claims are shown in the official language in which they were submitted.


-21-
WHAT IS CLAIMED IS:
1. A game piece management system comprising:
a piece sales system for allowing players to purchase pieces operable for
playing at least one game;
an account management system for maintaining player accounts, each
player account identifying pieces owned by a player; and,
a game interface for providing the player with access to a game session of
an online game, the game interface allowing the player to select at least one
piece
from the player's account for use as an active piece in the gaine session,
whereby the player's active piece interacts with another player's active piece
in the
game session under control of the player, such that:
if the player's active piece neutralizes the other player's active piece, the
other player's neutralized active piece becomes available to be obtained by
the
player.
2. A system according to claim 1 wherein the other player's neutralized active
piece
is obtained by the player as an obtained piece by providing information
identifying the obtained piece to the account management system for recording
in
the player's account.
3. A system according to claim 2 wherein the other player's neutralized active
piece
is automatically obtained by the player upon neutralization.
4. A system according to claim 2 wherein the other player's neutralized active
piece
is obtainable by the player after neutralization upon the player's active
piece
performing a predetermined obtainment action.
5. A system according to claim 1 wherein the piece sales system is configured
to
accept pieces offered for sale by the player and credit the player's account
with
sales of pieces offered for sale by the player by providing information
identifying
sold pieces to the account management system.
6. A system according to claim 5 wherein the piece sales system maintains
pieces
offered for sale by a plurality of players in a FIFO queue.
7. A system according to claim 6 wherein the piece sales system allows players
to
purchase pieces offered for sale from the FIFO queue with priority over other
pieces.

-22-
8. A system according to claim 6 wherein the piece sales system allows players
to
purchase pieces offered for sale from the FIFO queue at a discount to
equivalent
pieces not in the FIFO queue.
9. A system according to claim 5 wherein the piece sales system is configured
to buy
back a piece offered for sale by the player for a reduced price compared to a
purchase price paid for the piece offered for sale.
10. A system according to claim 1 comprising a plurality of game interfaces
for
providing the player with access to game sessions of a plurality of online
games.
11. A system according to claim 10 wherein the piece sales system comprises a
piece
exchange system through which pieces from different games may be traded.
12. A system according to claim 1 comprising a graphical user interface which
facilitates simultaneous playing of one or more games and buying, selling or
trading of pieces.
13. A method for implementing an economy game, the method comprising:
providing a game engine on a server accessible by a plurality of player
terminals, the game engine comprising computer-readable instructions for
operating an online game;
providing a plurality of game pieces for purchase by players through a
piece sales system operable to credit one or more player accounts with one or
more purchased pieces, the game pieces comprising data stored on a computer-
readable medium;
implementing a game session of the online game upon receipt of an
indication of one or more active pieces from one or more players, the game
session permitting interaction between the game pieces such that active pieces
owned by one player are obtainable by active pieces owned by another player;
and,
crediting an obtaining player's account with one or more obtained pieces.
14. A method according to claim 13 wherein providing a plurality of game
pieces for
purchase by players through a piece sales system comprises receiving an
indication of one or more obtained pieces for sale from one or more player
accounts.

-23-
15. A method according to claim 14 wherein providing a plurality of game
pieces for
purchase by players through a piece sales system comprises offering obtained
pieces for a reduced price compared to unobtained pieces.
16. A method according to claim 14 wherein providing a plurality of game
pieces for
purchase by players through a piece sales system comprises offering obtained
pieces with priority over unobtained pieces.
17. A method according to claim 16 comprising maintaining a FIFO queue for
sales
of obtained pieces.

Description

Note: Descriptions are shown in the official language in which they were submitted.


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Economy Games Having Purchasable and Obtainable Game Pieces
Reference to Related Application
100011 This application claims Paris Convention priority from United States
patent
application No. 60/795,869 filed on 1 May, 2006. For purposes of the United
States of
America, this application claims the benefit under 35 U.S.C. 119 of United
States
application No. 60/795,869 filed on 1 May, 2006.
"Cechnical Field
100021 The invention relates to online games. In particular, some aspects of
the
invention provide systems for managing pieces with which players may play
online
games.
I3ackground
[0003] Video games have experienced rapid growth in popularity in the past few
ciecades, and the gaming industry has experienced corresponding economic
growth. This
has fueled development of a wide variety of improvements in gaming technology,
and in
computer software and hardware generally.
[0004] Skilled video game players can sometimes earn a living through their
game skills
aind knowledge, but professional video game players are still relatively rare
in most
countries. In addition to sponsorship money and tournament prizes, a number of
prior art
games provide additional avenues for gamers to potentially be financially
rewarded for
their skill.
[0005] One example is a game called "Project Entropia", in which players may
convert
real-world money into a game-specific currency. Each player controls a
character which
r,nay perform a variety of tasks in a game world to increase the player's game
currency,
vvhich may be exchanged for real-world money.
[0006] Another example of a prior art method by which games can earn money is
the sale
of characters for role playing games (e.g., Sony's Everquest 2TM), and/or
items which
players have acquired using their characters. For example, a player may
increase the
level, power, experience, etc. of their character in a game world through
skilled and/or
determined play, and then sell the character to another player who does not
wish to invest
the time or effort required to build up their own character. Such
character/item sales are
typically provided though a sales system which is ancillary to the game
itself.

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[0007] The inventors have recognized various needs that are currently not
satisfied
including needs for systems and methods which permit skilled video game
players to
generate revenue based on their skill.
Summary
100081 The following embodiments and aspects thereof are described and
illustrated in
conjunction with systems, tools and methods which are meant to be exemplary
and
illustrative, not limiting in scope. In various embodiments, one or more of
the
above-described problems have been reduced or eliminated, while other
embodiments are
directed to other improvements.
[0009] One aspect of the invention provides game piece management system
comprising
a piece sales system for allowing players to purchase pieces operable for
playing at least
one game, an account management system for maintaining player accounts, each
player
account identifying pieces owned by a player, and, a game interface for
providing the
player with access to a game session of an online game, the game interface
allowing the
player to select at least one piece from the player's account for use as an
active piece in
the game session. The player's active piece interacts with another player's
active piece in
the game session under control of the player, such that if the player's active
piece
rieutralizes the other player's active piece, the other player's neutralized
active piece
becomes available to be obtained by the player.
[0010] Further aspects of the invention and features of specific embodiments
of the
invention are described below.
Brief Description of Drawinv-s
[00111 In drawings which illustrate non-limiting embodiments of the invention:
Figure 1 shows an example game piece management system according to one
embodiment of the invention;
Figure 2 shows an example game piece management system coupled to example
games according to another embodiment of the invention;
Figure 3A schematically illustrates an example game world;
Figure 3B schematically illustrates example pieces for use in the game world
of
F'igure 3A;
Figures 3C and 3D schematically depict accounts of two example player accounts
according to one embodiment of the invention;
Figures 3E-J illustrate example engagements between the two example players'
pieces;

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Figure 4shows an example Storm system according to one embodiment of the
invention;
Figure 5 shows an example API according to one embodiment of the invention;
Figure 6 schematically illustrates some example actions made available to a
player;
Figure 7 schematically illustrates some example actions made available to a
game
provider; and,
Figure 8 schematically illustrates some example functions made available to a
game session and a game.
I)escription
[0012] Throughout the following description specific details are set forth in
order to
provide a more thorough understanding to persons skilled in the art. However,
well
known elements may not have been shown or described in detail to avoid
unnecessarily
obscuring the disclosure. Accordingly, the description and drawings are to be
regarded in
an illustrative, rather than a restrictive, sense.
100131 Some embodiments of the invention provide systems and methods for
implementing a new class of competitive electronic game, which may sometimes
be
referred to herein as an economy game. Any genre of video game could
potentially be
provided with the functionality to operate as an economy game through the use
of
systems and method according to various embodiments of the invention. Also,
the new
competitive and economic dynamics made possible through embodiments of the
i:nvention may encourage development of new genres of video games.
[0014] In a typical economy game, the game environment and the game entities
that
imteract in that environment are provided separately. The game environment may
be
offered by a game administrator for free, or at some cost specified by the
game
administrator. In most instances, a player must initially purchase a game
entity in order
to play with it in the provided game environment. In some situations game
entities may
be made available to players free of charge for promotional or other purposes,
but the
game entities themselves will still typically be considered to have a cash-in
value. The
number and type of game entities purchased will depend on the player and the
nature of
the game.
[0015] Hybrids utilizing this scheme are also possible in certain embodiments
of the
i nvention. Some embodiments may provide an economy game that allows some
component of play without requiring that a player purchase pieces to play. To
entice

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players not willing to invest in game pieces, reduced capacity pieces could be
offered
f'ree. Purchased pieces would be more powerful, and it might be part of the
game
clynamic that many weak threats posed by the non-purchased pieces create
interesting
obstacles that add an extra dimension to the duel that exists among purchased
pieces.
[0016] Another feature of a typical economy game according to certain
embodiments of
the invention is that once a player's entity is neutralized in game play, that
entity becomes
available to be obtained by another player. The player owning the entity that
neutralized
the available entity may in some instances be able to immediately obtain the
available
entity. In other instances he player owning the entity that neutralized the
available entity
rnay have to wait for some specified time period or may have to perform some
further
action in order to obtain the available entity.
[0017] Obtaining a game entity via game play affords advantages for the
obtaining player
in an economy game. One advantage is that the player may increase his or her
own
playing power (depending on the type of game) at no additional cost. Another
advantage
is that the obtaining player has the potential to generate revenue by selling
the entity
through a sale system provided according to certain embodiments of the
invention. In
some embodiments, revenue will concurrently be generated for the game provider
each
time a sale or "resale" transaction takes place in an economy game.
100181 This description discusses examples wherein various features of certain
embodiments of the invention are illustrated. To avoid unnecessary repetition,
the
following definitions are sometimes used herein:
= Player = human or software application interacting with any game environment
or
account.
= Game World = the environment implemented in the game that provides the
physics, structure, rules and/or settings for game dynamics. Generally, game
dynamics involve competition and skill. A game world may be embodied by data
representative of a game environment stored in memory accessible to a game
server, game engine, game client or the like.
= Pieces = entities or the like which interact in a game world; generally, the
competitive entities in the game world. A piece may be embodied by data
representative of game entity characteristics stored in memory accessible to a
game server, game engine, game client or the like.
= Game Play = the interaction of pieces within the game world under control of
players, which give rise to the dynamics of the game.

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= Neutralized Piece = a piece that has been eliminated, defeated, captured, or
removed in play. Conditions and mechanisms for neutralization may vary from
game to game, as specified by the game developer or game administrator.
= Obtained Piece = a piece that is possessed by a player for usage in the game
world, or for resale or exchange in the sales system.
= Unobtained Piece = a piece that has not yet been possessed by a player, and
hence, is not yet released by the game administration, but may be available
for
purchase to become obtained.
= Player Engagement = whenever pieces belonging to two or more players
interact
with each other in the game world, those players are said to be engaged.
= Involved Player = any player currently playing a game. An involved player
controls a set of pieces in the game world.
[0019] Figure 1 shows a system 100 according to one embodiment of the
invention.
System 100 comprises a piece sales system 102, an account management system
104 and
a. game interface 106. Each player using system 100 has an account managed by
account
r.nanagement system 104. A player purchases pieces for playing games using
piece sales
system 102, and information identifying the purchased pieces is provided to
account
management system 104 , as indicated by arrow 108, to be recorded in the
payer's
account.
[0020] The player may selectively activate pieces in his or her account, which
causes
information identifying the activated pieces to be provided to game interface
106, as
indicated by arrow 110. The active pieces may be used to engage other players'
active
pieces in a game world in accordance with rules specified by a game
administrator, and
tlhe player has the opportunity to neutralize and obtain the other players'
active pieces
through skilled game play. Information identifying obtained pieces is provided
to
account management system 104, as indicated by arrow 112, so that the obtained
pieces
may be credited to the player's account. The player may select any pieces in
his or her
account which are not currently active to sell, which permits the pieces for
sale to be
exchanged for a fixed or fluctuating amount of cash, credit or equivalent
though piece
sales system 102. Such a sale or "cashing in" of a piece causes information
identifying
the piece for sale to be provided to piece sales system 102, as indicated by
arrow 114.
[0021] In some embodiments, cashing-in of a piece may be accomplished via a
sale to
another player. In such embodiments, funds/credits are transferred to the
selling player's
account once a buy request has been received for the piece being sold. In
other
embodiments, a player may directly cash-in pieces to the game administration
or other

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designated piece purchaser. In such embodiments, funds are transferred to the
selling
player's account directly after the sale request has been received.
100221 Figure 2 shows an example game piece management system 200 providing
access
to two games according to another embodiment of the invention. Although two
players
and two games are illustrated, it is to be understood that system 200 could
provide any
riumber of players with access to any number of different games.
[0023] System 200 comprises a piece sales system 210 through which players may
purchase pieces. Players may also sell their pieces through piece sales system
210. Piece
sales system 210 may separately track unobtained pieces which have never been
sold and
obtained pieces which a player has offered for sale, and may implement a first-
in-first-out
(FIFO) queue for resales of obtained pieces. In some embodiments, the game
administrator or other entity may purchase obtained pieces back from players
through
piece sales system 210, typically at a discount from the price at which such
pieces are
sold to other players.
[0024] In the illustrated example, Players A and B have accounts 220A and 220B
(collectively, accounts 220) coupled to piece sales system 210_in which
identifications of
pieces 222A and 222B owned by the respective players are stored. Pieces 222
may
comprise in-game or active pieces 224, pieces for sale 226 and other pieces
228 which
are not currently allocated to any specific purpose.
100251 Each player may selectively activate pieces for use in a game referred
to as Game
X 240X, for example, by providing an indication of active pieces to a Game X
interface
230X. Likewise, each player may selectively activate pieces for use in Game Y
240Y,
for example, by providing an indication of active pieces to a Game Y interface
230Y.
Game X and Y interfaces 230X and 230Y may each verify that certain minimum
requirements are met by a player's activated pieces before those pieces are
permitted to
interact with other pieces in the game world of the associated Games X and Y.
Any
pieces obtained by players A and B during game play are credited to their
respective
accounts 220A and 220B by providing an indication of obtained pieces to
accounts 220A
and 220B.
[0026] Players A and B may purchase and sell pieces in real time while playing
Games X
and Y in some embodiments. Also, depending on the types of games and pieces
involved, in some situations pieces for different games having the same value
may be
exchanged for one another. This trading may create a meta game which heightens
the

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gaming experience, validates gaming efforts, provides a new outlet for game
play, and
opens up possibilities for piece exchange markets akin to stock markets. This
permits
previously separate virtual economies to be tied together by piece exchange
systems
according to certain embodiments of the invention.
100271 Operation of an example embodiment is described with reference to
Figures 3A-J.
Figure 3A illustrates an example game world, in which the example pieces shown
in
Figure 3B may interact. Figures 3C and 3D show example accounts of two
players,
Player A and Player B.
[00281 Figure 3E shows an example engagement between a group of Player A's
pieces
and a group of Player B's pieces. Figure 3F shows an example outcome wherein
Player A
1-Las unsuccessfully attempted to neutralize one of Player B's pieces. After
the Figure 3F
outcome, the player accounts remain unchanged. Figure 3G shows an example
outcome
wherein Player A has successfully neutralized one of Player B's pieces. Figure
3H shows
the example game world after Player A has obtained the neutralized piece.
Figures 31
and 3J respectively show the accounts of Players A and B after the outcome of
Figures
3G and 3H.
[00291 Figure 4 shows an example system 400 according to another embodiment of
the
invention. System 400 may be referred to herein as a"Storm" system, and it to
be
understood to include various features which may not be required in all
embodiments.
System 400 may provide means for economy games to be played within a web
browser in
some embodiments. In certain embodiments, games are by default integrated with
Storm
tools to allow them to be played directly in a web browser. For improved
gaming
experience in embodiments wherein real-time trading is not required, a game
may also be
enabled to play in a larger windowed mode, such as full-screen.
[00301 In browser play is particularly appealing for casual gamers who do not
want to go
through a lot of effort aside from trivial web surfing in order to play games.
The ability
to buy and sell pieces while in game may be enabled by in browser play
implemented by
utilizing the AJAX web programming technique, for example. The storm system
incorporates this technique to provide a game portal interface, account
management, and
game manipulation/play system, eliminating a major task for game makers who
would
viish to create an economy game. Game browsing, account management, and game
nianipulation menus may be provided by the Storm server by means of APIs that
are
easily integrated with the game maker's game.

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[0031] System 400 comprises at least one Game Engine/Server 410. In the
example
system 400 the game engine (or game engine instance) is a program, typically
running on
a server or the like, that manages the game logic itself and coordinates Game
Clients 420.
Game Engine/Server 410 typically contains an overall game world view that it
manages
and sends (unique perspectives of) to Game Clients 420. Game Engine/Server 410
may
also process player input received through Game Clients 420 and request
information
from other components of System 400 through a Storm Application Programming
Interface (API) 415.
[0032] A Storm API 415 may be associated with each Game Engine/Server 410. In
some embodiments, each storm API 415 resides within the associated Game
Engine/Server 410 program. A Storm API 415 exposes Storm functionality to the
associated Game Engine/Server 410 (and through it to Game Clients 420)
allowing the
game to utilize the Storm system (create edit user and engine accounts, manage
games,
gamesessions, pieces, piece transactions, etc.). Each Storm API 415 may
comprise a
communication layer responsible for data packaging and connection security. In
some
embodiments a Storm API 415 can both instigate updates through a controller
and be
updated in a publish-subscribe method by the controller.
[0033] Game clients 420 are typically provided by Game Engine/Servers 410.
Game
clients 420 may comprise instances of a game program, usually residing on a
player's
computer. Game clients 420 allow player input to flow into Game Engine/Servers
410
and receive data and directions from Game Engine/Servers 410 creating a unique
game
vvorld perspective.
[0034] Each game client 420 may interact with a Storm webserver 430 by means
of a
Storm Plugin 422 and a Storm Graphical User Interface (GUI) 424. A Storm GUI
424
may comprise web content hosted on Storm webserver 430 that provides much the
same
functionality as a Storm API 415 (minus in-game piece modifications). This
allows game
makers the option to use a pre-made GUI. Storm GUIs 424 may, for example, be
accessed by users via their web browsers. Storm Plugins 422 provide links
between
Storm GUIs 422 and Game Clients 420. A Storm Plugin 422 allows for games to be
launched within the GUI itself in a user'ss web browser. Storm Webserver 430
hosts the
Storm GUIs 422 and connects them to one or more Storm Controllers 440.
[0035] One or more Storm Controllers 440 is/are the central component(s) of
the
example Storm System 400 shown in Figure 4. In some embodiments, a Storm
Controller 440 may be capable of handling multiple Game Engine/Servers 410. In
other

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embodiments, one Storm Controller 440 may be provided for each Game
Engi.ne/Server
410, or multiple Storm Controllers 440 may be provided for each Game
Engine/Server
410 to provide increased scalability and collaborative opportunities.
[0036] A Storra Controller 440 according to an example embodiment can be
viewed as
having four general functions. First, it manages data transfer between Game
Engine/Server(s) 410 and storm repositories 450. Second, it eontrcils
financial
transactions through a Financial Transaction Portal 460. Third, it raanages
data transfer to
and from storm webserver 430 and broadcasts them to any interested Game
Engine/Servers 410. Fourth, it may be responsible for identity validation,
system security
and cheating-prevention.
[0037] One or more Storm Repositories 450 may be accessible by Storm
Controller(s)
440. A Storm Repository 450 may comprise, for example, a relational database
or group
of databases containing Storm playez, engine, game and piece data. Each
repository 450
may be capable of holding the data for multiple game servers 410. There will
typically
be at least one Local Storm Repository 450 per Game Engine/Server 410, with
multiple
repositories 450 per Game Engine/Sezver 410 available if neeessary.
[0038) A Financial Transaction Portal 460 may be coupled to Stoim
Controller(s) 440.
Financial Transaction Portal 460 may comprise, for example, a suitable
financial
transaction system (eg: PayPa1TM, MonerisTM, etc.) accessible by Storm
Controller(s) 440
to eoxiduct money transfers into and out of the Storm System 400.
[0039] System 400 may optionally comprise a Global Stomz Interl'ace
Website/Webservex 470. Global Storm Interface Website/Webserver 470 may
comprise,
for example, a web-based interface that allows users to access and edit their
Storm
account(s), buy and sell pieces amd interact with other Storm users. Global
Storm
Interface Website/Webserver 470 may provide a central communily venue for
different
Storm Systems.
[0040] System 400 may also optionally comprise a Global Storm Controller 480.
Global
Storm Controller 480 may serves similar functions to Storm Controller(s) 440
except that
Global Storm Controller 480 works between a Global Storm Repository 490 and
the
Global Storm Interface 11Vebsite/Vflebserver 470. Global Storm Repositozy 490
is another
optional feature, which may comprise database(s) containi.zlg the Storrn data
from all the
Local Storm Repositories 450 for all Game Engine/Sezvers 410.
AMENDED SHEET

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100411 Figure 5 schematically illustrates an example API system 500 according
to one
embodiment. API system 500 facilitates integration of an economy game
infrastructure
with existing gaming user interfaces. Game makers may quickly retro-fit
existing games
or enable new games to operate as economy games by integrating their
multiplayer game
server(s) with an API system such as API system 500. API system 500 may
comprise
game client integration tools, which simplify the task of providing game menus
and
account management. In the illustrated embodiment, API system 500 couples a
game
engine 510 to a Storm controller 520 through an engine-controller API
functionality layer
512 and communication layer 514 provided at the game engine 510, and another
communication layer 516 and an API functionality implementation layer 518
provided at
t:he Storm controller 518. Some example functions of layers 512 and 514 are
listed in
Figure 5.
[0042] Figure 6 schematically illustrates some example actions made available
to a
player according to various embodiments of the invention. Figure 7
schematically
illustrates some example actions made available to a game provider according
to various
embodiments of the invention. Figure 8 schematically illustrates some example
functions
niade available to a game session and a game according to various embodiments
of the
invention. Figures 6 to 8 are included for illustrative purposes only, and are
not intended
to be limiting in any way.
[0043] A game according to certain embodiments of the invention may be
implemented
according to the following:
1. A game world and the pieces meant to populate it are developed, and the
game
world is made available to potential players. The game world may be made
available free
of charge.
2. A set of pieces is made available through an online sales system. Each
piece is
provided at a price. Each purchased piece is credited to a player's account.
3. Player access the game world and activate some nonempty subset of pieces,
which minimally suffice to allow game play. The minimum requirements may be
specified by a game administrator or the game developer.
4, The players' active pieces have the potential to be obtained and/or re-
obtained
through game play by other involved players whenever pieces are neutralized.
Particularly, through competition, engaged players have the opportunity to
attempt to
obtain one another's pieces via the mechanisms of neutralization made
available by the
game developer and/or game administrator. Neutralization mechanisms typically
include
capturing, defeating, killing, fragging, disabling or otherwise prevailing
over another
player's piece. The player neutralizing a piece may be able to obtain it
immediately, or

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some game play action may be required to obtain a neutralized piece. Game
developers
rnay include special rules for obtaining accidentally- or self-neutralized
pieces, depending
on the type of game.
_`+. Players are provided with the means to sell their obtained pieces to
other players
through a piece administration tool preferably in conjunction with and
complementing
the sales system used in 2. Players may exchange pieces for cash, credit or
equivalent.
6. Obtained pieces submitted for resale through the sales system are given
priority
over un-obtained or "new" pieces for purchase. Obtained pieces may have the
potential
to be sold at a discount to equivalent un-obtained pieces.
7. The sales system may optionally include or be coupled to a piece exchange
system wherein pieces from a plurality of different games may be exchanged.
Such a
piece exchange system may permit a new market in game pieces to emerge.
[0044] Features which distinguish economy games implemented according to
embodiments of the invention include the ability to buy and sell pieces, and
the fact that
vvhen neutralized, pieces are not permanently removed from game play as is
standard in
current video games, but persist after defeat to be obtained and reused by
someone
playing the game. This combination of features results in new financial
motivations for
both the player and game administrators and developers. Furthermore, the new
niotivations not only reinforce one another they are complimentary to
motivational
factors already existing in the electronic game market.
100451 Electronic game players are currently commonly motivated by increases
to their
characters ability or possessions. Players are also currently motivated to
play games
tlirough a desire to increase their personal skill. Via the ability to buy and
sell obtained
playing pieces, a source of monetary reward is coupled with an increase in
skill and
available to those who spend the time to become skilled in a game.
[0046] Another motivation commonly found in skilled competition with other
players is
the desire to win. One wants to defeat another player, not be defeated.
Economy games
according to various embodiments of the invention add a novel facet to this
existant
motivation in that monetary gain (and loss on the part of the defeated) may
coincide with
victory (and defeat) in a skilled competition.
[0047] Games implemented using systems and methods according to embodiments of
the invention also result in new motivations for the game developing industry
as well.
The players ability to obtain opponent's pieces further enhances the game
makers
potential for monetary reward through gameplay. In contrast to current video
games,

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where income is generated essentially on a one-off basis, developers, by
collecting
transaction fees, can realize a continued source of income as pieces will
continually be
bought and sold through the piece sales system.
[0048] The motivating factors discussed above are complementary in many ways.
For
game makers it is desirable to generate a continued source of income as would
be
provided by the piece sales system. For a game player, it is desirable to have
the potential
to have some return on one's game playing skill as would be provided by the
abilities to
sell one's pieces and to obtain opponents' pieces. Indeed, both players and
game makers
benefit from the sales system. Obtaining opponents' pieces is a game-playing
end in
itself that game makers will find fertile ground for game ideas, and game
players will find
a motivating force in the desire to play a game. Purchasing and reselling
pieces only
further enhances the motivation for obtaining opponents' pieces.
[0049] With respect to the sales/resale system, several types of sales systems
may be
provided in accordance with different embodiments of the invention. For
example,
auction based, and fixed-price based sales systems are suitable choices. The
choice of
sales system implemented is dependant on the game producer's desires.
[0050] One type of sales system which may be suitable for some embodiments is
the
credit-based system. In this type of system, players first buy credits, which
are then used
to buy and sell pieces. At any time a player may trade his or her credits for
the equivalent
cash value. So all purchases and sales conducted would strictly involve the
exchange of
c:redits through the sales system. With respect to a credit-based sales
system, the prices
referred in association with pieces refer to credit-based prices.
[0051] Systems according to embodiments of the invention utilizing credit-
based sales
systems may include several games that recognize a particular credit type. In
this
scenario, players may use their credits interchangeably within all the games
recognizing
that credit type. Also, in such embodiments players may be allowed to trade
their pieces
from one game interchangeably with pieces from other games in accordance with
the
relative credit values of the pieces being traded. This gives players
flexibility in what
games they may utilize their investment in pieces.
[0052] The motivating characteristics of any game distinguish them, and, to an
extent,
give them the "personality" that attracts players. The more harmoniously the
various
qualities of a game combine, the better they contribute to a game player's
sentiment that a
game is desirable to play. As expressed earlier, features provided in
accordance with

PCT/CA2007/000748
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-13-
enzbodiments of the invention, in isolation, and synergistically in
combination, contribute
to the motivators that will compel individuals to play economy games.
Accordingly,
Economy Games have ready-made elements that contribute to the personality
required to
make a game worth playing. Injecting strong game playing motivators into a
game is a
difficult task for game makers. Therefore, having a ready-made format that has
built in
motivators provides a significant advantage to game makers.
Examples
[00531 As noted above, many video game gen.res are adaptable to the economy
game
format. Some types of on-line multiplayer games may be particularly enhanced
by
systems and methods accarding to embodiments of the invention. In the
following,
several non-limiting example instances of economy games are giiren,
demonstrating
various ways the format may be utilized in conimon video game genres.
War Type Gaines
[0054] A war-type economy game is exemplified by a multiplaye:x, online game
in which
players command and build armies. Using strategy and tactics, players attempt
to conquer
and out maneuver opponents' pieces in the struggle to obtain gauie related
goals (For
example, some game related goals may be territory, monetary, or perhaps an
award of
bonus pieces).
[0055] Individuals buy and sell pieces through a sales system. Depending on
the game
implemented, pieces may include anything that comprises the functionality of
the army,
for example: warriors/soldiers, weapons, tools, etc. Several sales systems
would be
suitable for this task. Examples: a fixed price sales system where obtained
pieces are
always sold before un-obtained pieces on a first come first serveci basis; or
a bidding
sales system similar to E-BayTM in which pieces are auctioned oifto the
highest bidder.
Itn the fixed price sales system, pieces are typically priced according to
their game-playing
value/power. Under the auctioning system, the price of pieces will reflect
their game
playing value according to market perception.
100561 The implementation of neutralization and obtainment may involve certain
guidelines. The actual methods of neutralization may involve killing,
stunning, capturing,
etc using whatever combat means provided, such as firing projectile weapons,
hand-to-hand combat, etc. Several implementatiozLs for the methods of
obtainment are
possible, for example, a neutrali2ed piece may -nstan.tly become obtained by
the player
wbo defeated the piece, or alternatively, a ueutralized piece may remain on
the
AMENDED SHEET

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battlefield/space until a fighting character from some involved player's army
runs over
the neutralized piece, representing a formal capture of the piece, and adding
an extra
interesting element to the game dynamics. Depending on the game implemented,
rather
than allowing a player to immediately be able to use a freshly obtained piece
in game
play, it might be desirable to disallow the player who obtained the piece from
being able
to use or activate the piece for some brief period of time after obtaining it,
like say, a
couple of hours. This will prevent the situation where, supposing players are
permitted to
immediately use obtained pieces, and for example, two players are engaged,
during the
course of any ensuing combat, the cardinality of each player's army will
fluctuate as men
are accordingly defeated and captured. The game dynamics may be such that the
fluctuation is somewhat stable, and no player is able to conquer the other. On
the other
hiand, game dynamics may lead to the situation where whenever one individual's
army
gains a slight advantage, the advantaged army will suddenly grow exponentially
relative
to the quantity of pieces in the under advantaged army. This would be due to
the
snowballing effect that the immediate acquisition of fighting pieces might
have in adding
fiurther advantage to an army. Of course these characteristics may also be
desirable and
interesting features of a game. Regardless, the consequences of neutralization
and
obtainment must be factored into a game and implemented appropriately.
C`hess
100571 Standard on-line chess rules, such as for example, those offered
through YahooTM
Chess, may be supplemented with the economy game format. In an example economy
format chess game, chessmen are bought and sold through a non-bidding type
sales
system. Obtained men are sold at a fixed discount to un-obtained men. Obtained
men are
sold on a FIFO basis.
[0058] A fixed price may be established for all men, reflecting the following
guidelines:
1. Chessmen are sold at a price proportional to the standard pawn-valuing
system, so
a pawn is the base unit.
2, The King is priced at the value of an entire chess army (minus the King)
plus
some constant value.
Accordingly, pricing schemes may obey the following formulae:
Let A, B, U and P each be a dollar value such that 0< P<= U.
Piece Un-obtained Obtained
Pawn U P
Knight 3U 3P
Bishop 3U 3P

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Rook 5U 5P
Queen 9U 9P
King 8Pawn + 2Knight + 39P + B
2Bishop + 2Rook + Queen
+ Constant = 39U + A
[0059] Games may be played with or without time controls. One of three
scenarios result
from any completed game: draw; win on time; or a non-time based win such as
checkmate. One rule will hold for all outcomes - whenever a piece is captured
by a
player, that piece is obtained by the capturing player for resale or to use in
subsequent
games. Therefore, in the event of a draw, each player keeps his or her
remaining pieces
and those pieces won by capture. If a player beats an opponent on time, the
winner
additionally keeps the loser's king. If a player manages to checkmate his or
her opponent's
king, the winning player keeps all of the checkmated player's pieces including
the king. It
nnay be desirable to add a coin toss feature to determine which player gets to
play white
first. All subsequent games, players alternate playing the white army.
[0060] Special rules will have to be enforced for time-controlled games in the
event of
unexpected game terminations such as disconnections, and games server
failures, etc.
Some solutions in these cases might include some of what follows. If a player
disconnects mid game, continue play as usual. The player may return to the
game once
his or her connectivity is reestablished; however, if the game involved time
control, that
player will lose any time that elapsed while it was his or her turn while
disconnected.
Indeed, the player may even lose the game before reconnecting. If the games
server goes
down, restore each player who was playing at the time of server failure with
the obtained
men controlled before starting the game, so the effect would be to have not
have played
the game at all. Or, restore the armies held by each player plus a "goodwill"
bonus of
whatever men that player had captured during the course of the game before
failure.
Another possibility would be to just disregard the failure, allowing players
to keep the
pieces won before failure minus the ones lost, as usual.
[0061] Similar rules may be implemented for other types of games to address
unexpected
game termination. Such rules may vary from game to game, and may be specified
by the
game developer and/or game administrator.
First Person Shooters
[0062] In an example first person shooter economy game, the methods of
neutralization
rnay be the same as the standard methods available to kill an opponent's
piece; i.e.

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1 ragging your opponent's piece with weapons such as guns and bombs, etc.
Whenever an
opponent's piece is killed, the killing piece's owner may obtain the killed
piece. The new
owner can now use the obtained piece to play with or reclaim the current cash
value of it
by selling or cashing out the piece using the piece sales system.
Example Economy Game Interface
100631 Elements common to a plurality of different economy games can be
isolated to
implement a generic Economy Game Interface Server (EGIS) system according to
certain
embodiments of the invention. Such a system may provide the online sales and
re-sales
system, and the tracking and online transactional infrastructure required to
support
obtainment and sales transactions. An EGIS system will typically also include
developer
tools so that game developers can easily insert the required functionality
that will allow
their games to properly interact with the server.
[0064] In some embodiments an EGIS system may provide several sales systems
types
such as fixed price, bidding based and/ or credit based sales systems. If more
than one
sales system type were provided, it would be up to the game maker to decide
which sales
system to use in the game to be interfaced with the EGIS system.
[0065] Pieces bought and sold are tracked and recorded by secure methods
implemented
on the EGIS system, and, very likely, those methods will be integrated with
the developer
tools provided. Some games may also be required to track their own pieces. The
tracking
system implemented in such games must be synchronized with the piece
verification and
tracking system implemented on the EGIS system. Therefore, standardized
methods to
implement the game tracking systems and synchronize the game and EGIS tracking
systems may be provided as part of the EGIS system. To address any
requirements to
track pieces, the client and server components of the EGIS system may provide
capabilities to register obtainments, and verify, or at least guarantee,
ownership and
uniqueness of obtained pieces.
[0066] The EGIS system may also optionally provide centralized Internet
hosting for
game producers to locate and promote the game world components necessary to
play the
game in which the associated game pieces will interact.
Examples of Expected Advantages

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[0067] The introduction of the economy game format along with the availability
of EGIS
servers will benefit the gaming industry in several ways. A new and unexplored
market is
permitted to be opened by the new genre of games produced. The format provides
a
simple and ready-made formula for marketing and profiting from games made;
further,
with the availability of EGIS servers, the tools and infrastructure are also
ready-made for
rnarketing and profiting from those games.
[0068] As well, the economy game structure provides a source of inspiration
for game
ideas that previously have not been explored. New paradigms in the video game
industry,
particularly new game styles and genres, have historically led to the
realization of new
rnarkets, which have always served to enhance computing and gaming technology.
An
example of this happened in the early 1990s with the creation of the
Wolfenstein 3D
engine, which introduced the First Person 3D Shooter genre to the gaming
industry. This
ultimately led to significant advancements in 3D rendering technology with
subsequent
games produced exploring this genre. Likewise, the requirements of economy
games
require technologies that either do not yet exist or are not yet developed
enough to
accomplish some of the needed tasks. For example, the on-line transaction
functionality
required by some embodiments must meet security, speed, and deterministic
standards
that will push the current technology to its limits. In particular, the
inventors expect that
future developments in web-server push-based communication may be triggered by
the
economy games format, and may be employed in various embodiments of the
invention.
[0069] The practicing of methods and systems according to embodiments of the
invention may provide increased demand by attracting potential new players
into the
gaming community, and the gaming industry as a whole would benefit
economically
from such increased demand. Historical examples of this effect are readily
available. The
introduction of the First Person 3D Shooter also had this consequence. A
popular new
genre adds diversity, jobs and more products to the market.
[0070] Furthermore, economy game formats according to embodiments of the
invention
provide a more "true" method of funding the actual costs of producing and
providing a
game compared to prior art formats, via the commissions and sales realized by
piece sales
systems. Game usage can be judged by examining the rate and quantity of
obtained
pieces being submitted for sale, and the rate and quantity of pieces being
purchased, so
for some economy games, game usage will be reflected in the usage of the piece
sales
system. Costs may not be over or underestimated as easily under the economy
game
format as other methods, since they are collected as the game is used. To this
extent, the
funding for an economy game may be naturally collected according to usage and
hence is

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a more "true" method for meeting operational costs than other methods, such as
monthly
subscription fees, etc.
100711 Aspects of marketing, and the means to obtain profit from games made
may be
simplified by the economy games structure. Since economy game structures may
have
natural marketing and funding methods via commissions and sales obtained from
the
sales system, game makers will be able to focus more on making games and less
on the
rneans to market and receive profits from them. With the introduction of EGIS
systems,
the problems of marketing and profiting from games may be simplified still
further since
a sales system, and the tracking and transaction related infrastructure would
not have to
be created on a game-by-game basis. Game makers would simply include the
client tools
rieeded in their games and be immediately equipped with the essential economy
game
structure within their games. EGIS servers could also be a great benefit to
smaller gaming
ventures by providing a cheap and quick way to get a game to market and
quickly begin
realizing a return on it.
100721 Some economy game structures may help to unleash creativity in to the
video
game market by providing a basis for new game genres previously unexplored. As
stated
earlier, myriad possibilities of video game types are suddenly opened with the
inclusion
af the obtainment feature. For game players and makers alike, new genres and
game
styles are highly sought after. For game players, the exploration of new
genres captures
their fascination. For game makers, the difficult task of innovating is made
easier by the
availability of an essentially untapped mine of game ideas to explore.
Certainly, as a
source of artistic inspiration game makers will find the economy game concept
a great
benefit toward the end of creating innovative products that game players will
appreciate.
[0073] Economic reasons are likely, at least in part, to have prohibited the
use of the
obtainment feature prior to the creation of the economy game format according
to certain
embodiments of the invention. Prior art games that could have otherwise
featured the
ability to obtain an opponent's pieces are generally not economically feasible
to
implement and maintain due to the fact that the infrastructure to track and
conduct the
operations needed to support the obtainment feature are difficult to maintain
without a
nlethod to fund them in some ongoing manner that receives income in at least
constant
proportion to the rate of obtainment feature transactions. The lack of a
source of such
fi.inding has likely been at least a partial influence on the lack of use of
obtainment in
prior art game formats.

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100741 However, a continued means to fund the required infrastructure for an
economy
game according to some embodiments can be conveniently achieved via
commissions
and sales realized by the piece sales system. An appropriate rate of income
can be
generated with a certain type of economy game utilizing the dynamics of supply
and
demand which naturally manifest due to the combined forces of player interest,
skill,
game dynamics, the piece sales system, and the ability to obtain opponents'
pieces.
Indeed, an economy game will generally adhere to the expected checks and
balances
typical of any system subject to supply and demand. Intuitively, analysis
(currently
beyond the scope of this document) can be made to demonstrate the leverage
this type of
system could have in continually funding the obtainment transactions.
Therefore, certain
economy game formats provide a solution to otherwise prohibitive economic
factors
against the implementation and deployment of obtainment games.
[0075] The fact that the obtainment feature is assisted (finance-wise, game
playing-wise,
etc) by the piece sales system and vice-versa, lends to the fact that these
two features are
combined in embodiments of the present invention to produce results greater
than the
sum of results which these features could produce individually. Further,
certain economy
game formats provide a financial solution for the introduction of obtainment
games to the
gaming world.
100761 By providing a portal with the potential to allow trading of pieces
across games of
cliffering types, systems and methods according to certain embodiments make
available a
wide and immediate market to the game maker, which may be a great benefit to
smaller
game makers. As more games are provided with the functionality to be
implemented as
economy games, a viral-type effect can be expected with respect to the spread
and
increase of trading and game play. The potential for avenues of sale increase
with every
game that is added to the list as does the potential for game play. Since
cross trading may
be possible between games (so long as game makers choose to permit it for any
particular
game), the number of sales possibilities for a gamer playing a new game
arriving in an
economy games portal is not proportional to the number of players currently
playing the
rnew game. Rather, the number of sales possibilities is proportional to the
number of
equivalent valued pieces already existing in the totality of the games which
allow cross
tirading.
[0077] Further, as a game loses popularity, a loyal base of players tends to
keep playing
the game long after the game loses wide spread popularity. Due to the
basically perpetual
source of buyers and sellers made available through cross trading, games with
a smaller
base of customers can still be viable. The common catch-phrase for this type
of effect is

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called targeting the "long-tail"of a market, which is often claimed to be the
biggest
section of any given market.
100781 Systems and methods according to certain embodiments also provide the
potential
for stock market-like trading of game pieces. Market desire and forces maybe
allowed to
dictate piece prices, and allow players, and/or investors to speculate on
pieces/attributes
they wish to buy, and sell; and for players, obtain as well. This could
benefit non-game
players as well as game players.
[0079] Systems and methods according to certain embodiments also provide the
potential
for team pooled play. A group of players may agree to belong to a team
account. Pieces
obtained by members of the team may be pooled into the account, and hence the
game-play resources as well as monetary benefit gained from the sale of those
pieces may
be distributed among the team members. These players may go into to certain
games to
play as a team. In some games, players can benefit from teaming up with other
players in
game play. Also, players can soften their individual loss potential with the
pooled
resources available under their team account.
[0080] Systems and methods according to certain embodiments also provide the
potential
for sponsored play. Sponsoring entities may benefit by having their trademark
or name be
associated with skilled players of economy games. Also, sponsors may benefit
by
profiting off of the winnings earned by skilled players. Sponsors could create
sponsor
accounts that give a player an amount of game play resources provided by the
sponsor.
Players could earn revenue through piece sales and split such revenue with the
sponsor.
Sponsors could also sponsor teams instructed to play together.
[00811 As will be apparent to those skilled in the art in the light of the
foregoing
disclosure, many alterations and modifications are possible in the practice of
this
irivention without departing from the spirit or scope thereof. Accordingly,
the scope of
the invention is to be construed in accordance with the substance defined by
the
following claims.

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

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Please note that "Inactive:" events refers to events no longer in use in our new back-office solution.

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Event History

Description Date
Inactive: IPC expired 2023-01-01
Application Not Reinstated by Deadline 2016-09-08
Inactive: Dead - No reply to s.30(2) Rules requisition 2016-09-08
Deemed Abandoned - Failure to Respond to Maintenance Fee Notice 2016-05-02
Inactive: Abandoned - No reply to s.30(2) Rules requisition 2015-09-08
Inactive: Agents merged 2015-05-14
Inactive: S.30(2) Rules - Examiner requisition 2015-03-06
Inactive: Report - QC failed - Minor 2015-02-17
Inactive: IPC assigned 2015-02-10
Inactive: IPC removed 2015-02-10
Inactive: IPC assigned 2015-02-10
Amendment Received - Voluntary Amendment 2014-07-07
Inactive: S.30(2) Rules - Examiner requisition 2014-02-27
Inactive: S.29 Rules - Examiner requisition 2014-02-27
Inactive: Report - No QC 2014-02-26
Inactive: IPC expired 2014-01-01
Inactive: IPC removed 2013-12-31
Inactive: IPC deactivated 2013-01-19
Inactive: IPC deactivated 2013-01-19
Letter Sent 2012-07-12
Inactive: IPC assigned 2012-07-11
Inactive: IPC assigned 2012-07-11
Inactive: First IPC assigned 2012-07-11
Revocation of Agent Requirements Determined Compliant 2012-05-09
Inactive: Office letter 2012-05-09
Inactive: Office letter 2012-05-09
Appointment of Agent Requirements Determined Compliant 2012-05-09
All Requirements for Examination Determined Compliant 2012-04-30
Request for Examination Requirements Determined Compliant 2012-04-30
Request for Examination Received 2012-04-30
Revocation of Agent Request 2012-04-27
Appointment of Agent Request 2012-04-27
Inactive: IPC expired 2012-01-01
Inactive: IPC expired 2012-01-01
Inactive: Cover page published 2009-12-04
Inactive: Notice - National entry - No RFE 2009-11-13
Letter Sent 2009-11-13
Letter Sent 2009-11-13
Inactive: Inventor deleted 2009-11-13
Inactive: First IPC assigned 2009-11-10
Application Received - PCT 2009-11-09
National Entry Requirements Determined Compliant 2009-09-24
Application Published (Open to Public Inspection) 2007-11-08

Abandonment History

Abandonment Date Reason Reinstatement Date
2016-05-02

Maintenance Fee

The last payment was received on 2015-01-21

Note : If the full payment has not been received on or before the date indicated, a further fee may be required which may be one of the following

  • the reinstatement fee;
  • the late payment fee; or
  • additional fee to reverse deemed expiry.

Patent fees are adjusted on the 1st of January every year. The amounts above are the current amounts if received by December 31 of the current year.
Please refer to the CIPO Patent Fees web page to see all current fee amounts.

Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
CAPTUREPLAY SYSTEMS INC.
Past Owners on Record
AARON TAVIS CASWELL
JONATHAN TOBIAS SPANGLER
MARC WILLIAMS
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
Documents

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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Description 2009-09-23 20 1,170
Drawings 2009-09-23 11 1,593
Claims 2009-09-23 3 97
Representative drawing 2009-09-23 1 8
Abstract 2009-09-23 2 72
Description 2014-07-06 20 1,165
Claims 2014-07-06 3 95
Notice of National Entry 2009-11-12 1 194
Courtesy - Certificate of registration (related document(s)) 2009-11-12 1 102
Courtesy - Certificate of registration (related document(s)) 2009-11-12 1 102
Reminder - Request for Examination 2012-01-03 1 118
Acknowledgement of Request for Examination 2012-07-11 1 188
Courtesy - Abandonment Letter (R30(2)) 2015-11-02 1 164
Courtesy - Abandonment Letter (Maintenance Fee) 2016-06-12 1 172
PCT 2009-09-23 12 511
Correspondence 2012-04-26 2 71
Correspondence 2012-05-08 1 15
Correspondence 2012-05-08 1 18