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10/22/09 - USPTO Class 463 |  1 views | #20090264173 | Prev - Next | About this Page  463 rss/xml feed  monitor keywords

Video game and method of play

USPTO Application #: 20090264173
Title: Video game and method of play
Abstract: Systems and methods provide for a player to determine the feelings and state of mind of a virtual patient via the types of defensive answers, or defenses, the patient provides to the player. On the basis of the defenses given by the patient, the player further challenges the patient by asking additional focus questions and determines which additional defenses are provided by the patient. Points are granted to the player for the successful determination of the player's true feelings and/or state of mind. (end of abstract)



Agent: Arent Fox LLP - Washington, DC, US
Inventors: Chris ZOIS, Elia ZOIS
USPTO Applicaton #: 20090264173 - Class: 463 9 (USPTO)

Video game and method of play description/claims


The Patent Description & Claims data below is from USPTO Patent Application 20090264173, Video game and method of play.

Brief Patent Description - Full Patent Description - Patent Application Claims
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This application claims priority from U.S. Provisional Patent Application No. 61/006,708, filed on Jan. 28, 2008, and titled “Video Game Display and Method of Play,” which is hereby incorporated by reference in its entirety.

1. FIELD OF THE INVENTION

The present invention is directed to a video game and a method of playing the video game for providing entertainment and facilitating understanding of human behavior.

2. DESCRIPTION OF RELATED ART

In the recent past, gaming machines have become increasingly sophisticated. These video/electronic gaming advancements enable the operation of more complex interactive games that would not otherwise be possible on mechanical-driven wagering machines. More recently, multiple game platforms have been developed that provide access to multiple electronic games through a single stand alone gaming machine. A game selection menu may be provided on the video display that offers the patron the choice of at least two video/electronic games. The gaming patron, thus, may select a game or activity of their choice. Not only have the play of the games increased in sophistication, but so have many other aspects of the games such as the methodologies and schemes employed, and the graphical presentations of the games. Collectively, these features have generally increased player interest.

Another technique employed to increase player interest, as well as to distinguish a gaming establishments video games from those of their competitors, has been to customize the hardware and firmware for video gaming machines. Forms of customized screen presentations may include special attraction modes of aspects of a game that are unique to a particular gaming establishment.

Other applications of video games relate to the field of interactive video games wherein the game comprises computer generated images from an electronic device displayed on a television monitor and that relates to amusement and information systems that use a form of learning feedback, subliminal messages, stress reduction and knowledge developed during play of the game to facilitate rapid gaining of new knowledge and new ways of performing functions traditionally performed via interpersonal interaction.

While these graphical customization techniques foster recognition of the video games and some degree of learning, they generally lack the ability to provide customized interaction in the form of questions and answers for the purpose of performing therapy.

SUMMARY OF THE INVENTION

In light of the above described problems and unmet needs, various aspects of this invention include methods and systems to allow a user to experience a form of therapy via the interactive use of a computer, wherein the interaction between the user and the computer is guided by an interactive software.

According to various aspects of the current invention, a player or other user (hereinafter interchangeably referred to as “player”) may determine which defensive answers, or defenses, a virtual patient or a real patient (or similar user, hereinafter interchangeably referred to as “patient”) may give to answer questions. On the basis of the answers given by the patient, the player may further challenge the patient by asking additional focus questions and determining which defenses or answers are given by the patient to these focus questions. During each session, the player may make an interpretation of the patient\'s feelings and/or state of mind on the basis of the defenses and answers provided by the patient.

Additional advantages and novel features of these aspects of the invention will be set forth in part in the description that follows, and in part will become more apparent to those skilled in the art upon examination of the following or upon learning by practice of the invention.

BRIEF DESCRIPTION OF THE DRAWINGS

FIGS. 1-14 illustrate various exemplary aspects of interactive interface screens;

FIG. 15 is a flow chart illustrating a method of interactive video play according to various aspects of the current invention;

FIGS. 16 and 17 are flow charts illustrating various methods of interactive video play according to various aspects of the current invention;

FIG. 18 presents an exemplary system diagram of various hardware components and other features, for use in accordance with an aspect of the present invention; and

FIG. 19 is a block diagram of various exemplary system components, in accordance with an aspect of the present invention.



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Brief Patent Description - Full Patent Description - Patent Application Claims

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Patent Applications in related categories:

20090291727 - Gaming method and gaming system - A method of playing a question and answer game using a communication network connected player device, the method including the steps of the player device: receiving question data via a communication network, the question data including question presentation data and answer data; presenting a question using the question presentation data; ...


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Amusement devices: games

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