ON LINE GAMING WITH REAL-WORLD DATA
First Claim
1. A system for providing online gaming with real-world data, comprising:
- one or more capture devices for capturing gameplay data from a live card game being played in a real-world environment, wherein the live card game is a game played with at least one live player physically present in the real-world environment, and wherein the captured gameplay data includes recorded gameplay actions taken by the at least one live player;
a first non-transitory computer-readable medium for storing captured gameplay data for delayed playback;
a memory comprising instructions for an engine for processing the captured gameplay data; and
an online game server comprising a processor, a memory, and storage for computer instructions executable by the online game server, wherein the computer instructions comprise;
a) program code for presenting a card game in a user interface to a remote player on their client computer, wherein the card game is based on the captured gameplay data, and wherein the remote player receives cards as they were dealt to the position occupied by the live player;
b) program code for receiving information transmitted using the user interface about a gameplay action taken by the remote player;
c) program code for processing the received information about the gameplay action;
d) program code for determining that the gameplay action triggered a divergence situation, wherein the divergence situation is a situation wherein the gameplay action of the remote player differs from the gameplay action taken by the live player; and
e) program code for resolving the divergence situation.
1 Assignment
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Accused Products
Abstract
In one aspect, a method, systems, and apparatuses provide for online gaming that integrates sensory data and/or gameplay data from a real-world environment, and in particular, interactive online gaming within an environment incorporating playback of a recorded instance of an original, live card game played in a real-world environment, wherein the online game may be provided in a delayed manner or in real-time. In one aspect, sensory data and/or gameplay data from a live card game in a real-world environment are recorded for delayed playback or streamed live in real-time, and a remote player is able to access the game online and participate in the game as if the remote player had been present at the original, live card game in the real-world environment. In one aspect, the remote player may play in the online game at the position/seat occupied by one or more of the original, real-world players in the original, real-world game. In one aspect, in games where a player is dealt his or her own hand of cards, the remote player will receive cards as they were dealt to the original, real-world player that occupied the same position/seat in the original, real-world game. In one aspect, the remote player may able to make strategic decisions during gameplay that differ from those of the original, real-world player, wherein such strategic decisions may affect the outcome of the game for that player. In one aspect, the real-world environment is a gaming area at a casino.
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Citations
20 Claims
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1. A system for providing online gaming with real-world data, comprising:
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one or more capture devices for capturing gameplay data from a live card game being played in a real-world environment, wherein the live card game is a game played with at least one live player physically present in the real-world environment, and wherein the captured gameplay data includes recorded gameplay actions taken by the at least one live player; a first non-transitory computer-readable medium for storing captured gameplay data for delayed playback; a memory comprising instructions for an engine for processing the captured gameplay data; and an online game server comprising a processor, a memory, and storage for computer instructions executable by the online game server, wherein the computer instructions comprise; a) program code for presenting a card game in a user interface to a remote player on their client computer, wherein the card game is based on the captured gameplay data, and wherein the remote player receives cards as they were dealt to the position occupied by the live player; b) program code for receiving information transmitted using the user interface about a gameplay action taken by the remote player; c) program code for processing the received information about the gameplay action; d) program code for determining that the gameplay action triggered a divergence situation, wherein the divergence situation is a situation wherein the gameplay action of the remote player differs from the gameplay action taken by the live player; and e) program code for resolving the divergence situation. - View Dependent Claims (2, 3, 4, 5, 6)
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7. An online game server for providing online gaming with real-world data, comprising:
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a first non-transitory computer-readable medium for storing captured gameplay data for delayed playback; a memory programmed with instructions, comprising; a) program code for retrieving captured gameplay data captured from a live card game being played in a real-world environment, wherein the live card game is a game played with at least one live player physically present in the real-world environment, and wherein the captured gameplay data includes recorded gameplay actions taken by the at least one live player; b) program code for presenting a card game in a user interface to a remote player on their client computer, wherein the card game is based on the captured gameplay data, wherein the user interface includes the captured gameplay data, and wherein the remote player receives cards as they were dealt to the position occupied by the live player; c) program code for receiving information transmitted using the user interface about a gameplay action taken by the remote player; d) program code for processing the received information about the gameplay action; e) program code for determining that the gameplay action triggered a divergence situation, wherein the divergence situation is a situation wherein the gameplay action of the remote player differs from the gameplay action taken by the live player; and f) program code for resolving the divergence situation; and a processor for executing the instructions in the memory. - View Dependent Claims (8, 9, 10, 11, 12, 13)
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14. A computer-implemented method for providing online gaming with real-world data, comprising:
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retrieving gameplay data captured from a live card game being played in a real-world environment, wherein the live card game is a game played with at least one live player physically present in the real-world environment, and wherein the captured gameplay data includes recorded gameplay actions taken by the at least one live player; transmitting information to present a user interface to a remote player on their client computer, wherein the user interface includes the captured gameplay data, and wherein the remote player receives cards as they were dealt to the position occupied by the live player; receiving information transmitted, using the user interface, about a gameplay action taken by the remote player; using a processor and a memory to process the gameplay action; using the processor to determine that the gameplay action triggered a divergence situation, wherein the divergence situation is a situation wherein the gameplay action of the remote player differs from the gameplay action taken by the live player; and resolving the divergence situation. - View Dependent Claims (15, 16, 17, 18, 19, 20)
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Specification