|
A63F 1/00
|
Card games |
|
A63F 1/02
|
CardsSpecial shapes of cards |
|
A63F 1/04
|
Card games combined with other games |
|
A63F 1/06
|
Card game appurtenances |
|
A63F 1/08
|
Card-presses |
|
A63F 1/10
|
Card-holders |
|
A63F 1/12
|
Card-shufflers |
|
A63F 1/14
|
Card-dealers |
|
A63F 1/16
|
Apparatus for indicating the dealer |
|
A63F 1/18
|
Scoring or registering devicesIndicators |
|
A63F 3/00
|
Board gamesRaffle games |
|
A63F 3/02
|
ChessSimilar board games |
|
A63F 3/04
|
Geographical or like games |
|
A63F 3/06
|
Lottos or bingo gamesSystems, apparatus or devices for checking such games |
|
A63F 3/08
|
Raffle games that can be played by a fairly large number of people |
|
A63F 5/00
|
Roulette games |
|
A63F 5/02
|
Roulette-like ball games |
|
A63F 5/04
|
Disc roulettesDial roulettesTeetotumsDice-tops |
|
A63F 7/00
|
Indoor games using small moving playing bodies, e.g. balls, discs or blocks |
|
A63F 7/02
|
Indoor games using small moving playing bodies, e.g. balls, discs or blocks using falling playing bodies or playing bodies running on an inclined surface, e.g. pinball games |
|
A63F 7/04
|
Indoor games using small moving playing bodies, e.g. balls, discs or blocks using balls to be shaken or rolled in small boxes |
|
A63F 7/06
|
Games simulating outdoor ball games, e.g. hockey |
|
A63F 7/07
|
Games simulating outdoor ball games, e.g. hockey in which the playing bodies contact, or are supported by, the playing surface continuously, e.g. using air-cushion support |
|
A63F 7/20
|
Games simulating outdoor ball games, e.g. hockey in which the playing bodies are projected through the air |
|
A63F 7/22
|
AccessoriesIndoor games using small moving playing bodies, e.g. balls, discs or blocks Details |
|
A63F 7/24
|
Devices controlled by the player to project or roll-off the playing bodies |
|
A63F 7/26
|
Devices controlled by the player to project or roll-off the playing bodies electric or magnetic |
|
A63F 7/28
|
Devices controlled by the player to project or roll-off the playing bodies using gravity |
|
A63F 7/30
|
ObstaclesTargetsScoring or pocketing devicesPlaying-body-actuated sensors, e.g. switchesTilt indicators |
|
A63F 7/32
|
Apparatus for varying scoring values |
|
A63F 7/34
|
Other devices for handling the playing bodies, e.g. bonus ball return means |
|
A63F 7/36
|
Constructional details not covered by groups , e.g. frames, game boards, guide tracks |
|
A63F 7/38
|
Playing surfaces movable during play |
|
A63F 7/40
|
Balls or other moving playing bodies, e.g. pinballs, discs |
|
A63F 9/00
|
Games not otherwise provided for |
|
A63F 9/02
|
Shooting or hurling games |
|
A63F 9/04
|
DiceDice-boxesMechanical dice-throwing devices |
|
A63F 9/06
|
PatienceOther games for self-amusement |
|
A63F 9/08
|
Puzzles provided with elements movable in relation to each other |
|
A63F 9/10
|
Two-dimensional jig-saw puzzles |
|
A63F 9/12
|
Three-dimensional jig-saw puzzles |
|
A63F 9/14
|
Racing games, traffic games, or obstacle games characterised by figures moved by action of the players |
|
A63F 9/16
|
Spinning-top games |
|
A63F 9/18
|
Question-and-answer games |
|
A63F 9/20
|
Dominoes or like gamesMah-Jongg games |
|
A63F 9/24
|
Games using electronic circuits not otherwise provided for |
|
A63F 9/26
|
Balancing games, i.e. bringing elements into or out of balance |
|
A63F 9/28
|
Chain-reaction games with toppling piecesDispensers or positioning devices therefor |
|
A63F 9/30
|
Capturing games for grabbing or trapping objects, e.g. fishing games |
|
A63F 9/32
|
Games with a collection of long sticks, e.g. pick-up sticks |
|
A63F 9/34
|
Games using magnetically moved or magnetically held pieces, not provided for in other subgroups of group |
|
A63F 11/00
|
Game accessories of general use |
|
A63F 13/00
|
Video games, i.e. games using an electronically generated display having two or more dimensions |
|
A63F 13/02
|
Accessories (input or output arrangements for electrical digital computers G06F 3/00) |
|
A63F 13/04
|
for aiming at specific areas on the display, e.g. with photodetecting means |
|
A63F 13/06
|
using player-operated means for controlling the position of a specific area on the display |
|
A63F 13/08
|
Constructional details or arrangements, e.g. housing, wiring, connections, cabinets, not otherwise provided for |
|
A63F 13/10
|
Control of the course of the game, e.g. start, progress, end |
|
A63F 13/12
|
involving interaction between a plurality of game devices, e.g. transmission or distribution systems |
|
A63F 13/20
|
Input arrangements for video game devices |
|
A63F 13/21
|
Input arrangements for video game devices characterised by their sensors, purposes or types |
|
A63F 13/22
|
Setup operations, e.g. calibration, key configuration or button assignment |
|
A63F 13/23
|
Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console |
|
A63F 13/24
|
Constructional details thereof, e.g. game controllers with detachable joystick handles |
|
A63F 13/25
|
Output arrangements for video game devices |
|
A63F 13/26
|
Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth |
|
A63F 13/27
|
Output arrangements for video game devices characterised by a large display in a public venue, e.g. in a movie theatre, stadium or game arena |
|
A63F 13/28
|
Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light |
|
A63F 13/30
|
Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers |
|
A63F 13/31
|
Communication aspects specific to video games, e.g. between several handheld game devices at close range |
|
A63F 13/32
|
Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections |
|
A63F 13/33
|
Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections |
|
A63F 13/34
|
Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using peer-to-peer connections |
|
A63F 13/35
|
Details of game servers |
|
A63F 13/40
|
Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment |
|
A63F 13/42
|
Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle |
|
A63F 13/44
|
Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot |
|
A63F 13/45
|
Controlling the progress of the video game |
|
A63F 13/46
|
Computing the game score |
|
A63F 13/47
|
Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time |
|
A63F 13/48
|
Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session |
|
A63F 13/49
|
Saving the game statusPausing or ending the game |
|
A63F 13/50
|
Controlling the output signals based on the game progress |
|
A63F 13/52
|
Controlling the output signals based on the game progress involving aspects of the displayed game scene |
|
A63F 13/53
|
Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game |
|
A63F 13/54
|
Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall |
|
A63F 13/55
|
Controlling game characters or game objects based on the game progress |
|
A63F 13/56
|
Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding |
|
A63F 13/57
|
Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game |
|
A63F 13/58
|
Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level |
|
A63F 13/60
|
Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor |
|
A63F 13/61
|
Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information |
|
A63F 13/63
|
Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor |
|
A63F 13/65
|
Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition |
|
A63F 13/67
|
Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use |
|
A63F 13/69
|
Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions |
|
A63F 13/70
|
Game security or game management aspects |
|
A63F 13/71
|
Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players |
|
A63F 13/73
|
Authorising game programs or game devices, e.g. checking authenticity |
|
A63F 13/75
|
Enforcing rules, e.g. detecting foul play or generating lists of cheating players |
|
A63F 13/77
|
Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory |
|
A63F 13/79
|
Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories |
|
A63F 13/80
|
Special adaptations for executing a specific game genre or game mode |
|
A63F 13/85
|
Providing additional services to players |
|
A63F 13/86
|
Watching games played by other players |
|
A63F 13/87
|
Communicating with other players during game play, e.g. by e-mail or chat |
|
A63F 13/88
|
Mini-games executed independently while main games are being loaded |
|
A63F 13/90
|
Constructional details or arrangements of video game devices not provided for in groups or , e.g. housing, wiring, connections or cabinets |
|
A63F 13/92
|
Video game devices specially adapted to be hand-held while playing |
|
A63F 13/95
|
Storage media specially adapted for storing game information, e.g. video game cartridges |
|
A63F 13/98
|
Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers |
|
A63F 13/211
|
Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes |
|
A63F 13/212
|
Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity |
|
A63F 13/213
|
Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells |
|
A63F 13/214
|
Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads |
|
A63F 13/215
|
Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone |
|
A63F 13/216
|
Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS |
|
A63F 13/217
|
Input arrangements for video game devices characterised by their sensors, purposes or types using environment-related information, i.e. information generated otherwise than by the player, e.g. ambient temperature or humidity |
|
A63F 13/218
|
Input arrangements for video game devices characterised by their sensors, purposes or types using pressure sensors, e.g. generating a signal proportional to the pressure applied by the player |
|
A63F 13/219
|
Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns |
|
A63F 13/235
|
Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet |
|
A63F 13/245
|
Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels |
|
A63F 13/285
|
Generating tactile feedback signals via the game input device, e.g. force feedback |
|
A63F 13/323
|
Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections between game devices with different hardware characteristics, e.g. hand-held game devices connectable to game consoles or arcade machines |
|
A63F 13/327
|
Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet |
|
A63F 13/332
|
Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks |
|
A63F 13/335
|
Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using Internet |
|
A63F 13/338
|
Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections using television networks |
|
A63F 13/352
|
Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world |
|
A63F 13/355
|
Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client |
|
A63F 13/358
|
Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients |
|
A63F 13/422
|
Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game |
|
A63F 13/424
|
Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition |
|
A63F 13/426
|
Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun |
|
A63F 13/428
|
Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes |
|
A63F 13/493
|
Resuming a game, e.g. after pausing, malfunction or power failure |
|
A63F 13/497
|
Partially or entirely replaying previous game actions |
|
A63F 13/525
|
Changing parameters of virtual cameras |
|
A63F 13/533
|
Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu |
|
A63F 13/537
|
Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen |
|
A63F 13/573
|
Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact |
|
A63F 13/577
|
Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars |
|
A63F 13/655
|
Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player |
|
A63F 13/792
|
Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions |
|
A63F 13/795
|
Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list |
|
A63F 13/798
|
Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame |
|
A63F 13/803
|
Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks |
|
A63F 13/807
|
Gliding or sliding on surfaces, e.g. using skis, skates or boards |
|
A63F 13/812
|
Ball games, e.g. soccer or baseball |
|
A63F 13/814
|
Musical performances, e.g. by evaluating the player's ability to follow a notation |
|
A63F 13/816
|
Athletics, e.g. track-and-field sports |
|
A63F 13/818
|
Fishing |
|
A63F 13/822
|
Strategy gamesRole-playing games |
|
A63F 13/825
|
Fostering virtual characters |
|
A63F 13/828
|
Managing virtual sport teams |
|
A63F 13/833
|
Hand-to-hand fighting, e.g. martial arts competition |
|
A63F 13/837
|
Shooting of targets |
|
A63F 13/843
|
Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player |
|
A63F 13/847
|
Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal |
|
A63F 13/2145
|
Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens |
|
A63F 13/5252
|
Changing parameters of virtual cameras using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving game |
|
A63F 13/5255
|
Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character |
|
A63F 13/5258
|
Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball |
|
A63F 13/5372
|
Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player |
|
A63F 13/5375
|
Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game |
|
A63F 13/5378
|
Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps |