Method and system of real video gaming
First Claim
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1. A computer implemented method of providing a chance events based virtual games with player responsive game play based on real world gaming chance events comprising:
- capturing a results sequence of real world gaming chance events;
storing said results sequence as digital data at a server computer system, said server computer system having digital storage, a processor, and a communications interface;
capturing and storing a plurality of video clips of real world gaming chance events at said server computer system;
providing a virtual game client and graphical user interface on a player electronic gaming system said player electronic gaming system having digital storage, a processor, and a communications interface;
providing interactive controls in said graphical user interface allowing a player to indicate a chance events based virtual game to play and to make one or more player selections during said virtual game;
communicating said plurality of video clips from said server computer to said player electronic gaming system;
communicating said stored results sequence from said server computer to said player electronic gaming system;
in response to a player request at said interactive controls, said client initiating a chance events based virtual game using said sequence of real world gaming chance events communicated from said server computer to said electronic gaming system and said player selections; and
interactively presenting said virtual game to said player, wherein said client uses said player selections and said sequence together to determine said virtual game'"'"'s game play and final outcome.
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Abstract
Methods and systems for gaming over a network or communications medium such as via the Internet. In specific embodiments, a real video gaming experience is generated by for a player at a client system from a sequence of real world derived chance events and associated video clips. The server system optionally provides a sequence in an encoded format and the sequence is delivered to the client where the client uses the sequence to create a game of chance for a player.
14 Citations
23 Claims
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1. A computer implemented method of providing a chance events based virtual games with player responsive game play based on real world gaming chance events comprising:
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capturing a results sequence of real world gaming chance events; storing said results sequence as digital data at a server computer system, said server computer system having digital storage, a processor, and a communications interface; capturing and storing a plurality of video clips of real world gaming chance events at said server computer system; providing a virtual game client and graphical user interface on a player electronic gaming system said player electronic gaming system having digital storage, a processor, and a communications interface; providing interactive controls in said graphical user interface allowing a player to indicate a chance events based virtual game to play and to make one or more player selections during said virtual game; communicating said plurality of video clips from said server computer to said player electronic gaming system; communicating said stored results sequence from said server computer to said player electronic gaming system; in response to a player request at said interactive controls, said client initiating a chance events based virtual game using said sequence of real world gaming chance events communicated from said server computer to said electronic gaming system and said player selections; and interactively presenting said virtual game to said player, wherein said client uses said player selections and said sequence together to determine said virtual game'"'"'s game play and final outcome. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23)
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12. A system providing chance-based virtual gaming based on real world gaming chance events comprising:
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a client system comprising; a display component for displaying information identifying available chance-based virtual games; and an ordering component that in response to performance of a user action, sends a request to a server system to order a results sequence of real-world gaming chance events; a decoding component able to read encoded data representing one or more sequences; a player selection component that receives one or more player selections regarding game play; a virtual game player component that determines play of a virtual game and a final outcome based on said results sequence and said player selections; and a server system comprising; a module that records and stores games with video or audio maintained in the form of individual video clips; a transmitter module that sends the pre-recorded films to a player in a sequence that allows a player to play a game; wherein to avoid a player experiencing delays in receiving video clips, said server system sends clips in a batch mode to said client system; wherein said client system stores said sequence and provides one or more interactive controls allowing a player to make player selections that in combination with said sequence determine game play and a final outcome of a virtual game; wherein said client system stores all possible video clips locally and creates a video experience at said client system that corresponds to virtual game play as determined by said chance events sequence and player selections. - View Dependent Claims (13)
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Specification