CA3112102A1 - Cloud based gaming system displaying video content and a method - Google Patents

Cloud based gaming system displaying video content and a method Download PDF

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Publication number
CA3112102A1
CA3112102A1 CA3112102A CA3112102A CA3112102A1 CA 3112102 A1 CA3112102 A1 CA 3112102A1 CA 3112102 A CA3112102 A CA 3112102A CA 3112102 A CA3112102 A CA 3112102A CA 3112102 A1 CA3112102 A1 CA 3112102A1
Authority
CA
Canada
Prior art keywords
video
game application
game
video content
application server
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CA3112102A
Other languages
French (fr)
Inventor
Andrew Murphy
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
1290761 BC Ltd
Original Assignee
1290761 BC Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 1290761 BC Ltd filed Critical 1290761 BC Ltd
Priority to CA3112102A priority Critical patent/CA3112102A1/en
Priority to PCT/CA2022/050388 priority patent/WO2022193006A1/en
Publication of CA3112102A1 publication Critical patent/CA3112102A1/en
Pending legal-status Critical Current

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Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/27Server based end-user applications
    • H04N21/274Storing end-user multimedia data in response to end-user request, e.g. network recorder
    • H04N21/2743Video hosting of uploaded data from client
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • A63F13/69Generating 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
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/10Protocols in which an application is distributed across nodes in the network
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/45Management operations performed by the client for facilitating the reception of or the interaction with the content or administrating data related to the end-user or to the client device itself, e.g. learning user preferences for recommending movies, resolving scheduling conflicts
    • H04N21/454Content or additional data filtering, e.g. blocking advertisements
    • H04N21/4542Blocking scenes or portions of the received content, e.g. censoring scenes
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/45Management operations performed by the client for facilitating the reception of or the interaction with the content or administrating data related to the end-user or to the client device itself, e.g. learning user preferences for recommending movies, resolving scheduling conflicts
    • H04N21/454Content or additional data filtering, e.g. blocking advertisements
    • H04N21/4545Input to filtering algorithms, e.g. filtering a region of the image
    • H04N21/45457Input to filtering algorithms, e.g. filtering a region of the image applied to a time segment
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/45Management operations performed by the client for facilitating the reception of or the interaction with the content or administrating data related to the end-user or to the client device itself, e.g. learning user preferences for recommending movies, resolving scheduling conflicts
    • H04N21/458Scheduling content for creating a personalised stream, e.g. by combining a locally stored advertisement with an incoming stream; Updating operations, e.g. for OS modules ; time-related management operations
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/45Management operations performed by the client for facilitating the reception of or the interaction with the content or administrating data related to the end-user or to the client device itself, e.g. learning user preferences for recommending movies, resolving scheduling conflicts
    • H04N21/462Content or additional data management, e.g. creating a master electronic program guide from data received from the Internet and a Head-end, controlling the complexity of a video stream by scaling the resolution or bit-rate based on the client capabilities
    • H04N21/4627Rights management associated to the content
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/80Generation or processing of content or additional data by content creator independently of the distribution process; Content per se
    • H04N21/83Generation or processing of protective or descriptive data associated with content; Content structuring
    • H04N21/845Structuring of content, e.g. decomposing content into time segments
    • H04N21/8456Structuring of content, e.g. decomposing content into time segments by decomposing the content in the time domain, e.g. in time segments

Abstract

A cloud based gaming system a game application server with a source data video library of video content. The video content is segmented into video segments, with a game object being to get the video segments to run as an uninterrupted video sequence through interactive gameplay. The game application server is programmed to selectively supply video content from the video library to the game application and to interrupt the playing of the video content after each video segment. The game application server is programmed to play an uninterrupted video sequence only when a predetermined level of achievement is attained through interactive gameplay.

Description

TITLE
[0001] Cloud based Gaming System Displaying Video Content and a method FIELD
[0002] There is described a cloud based gaming system that displays video content and a method of incorporating video content in the cloud based gaming system.
BACKGROUND
[0003] U.S. Patent 10,610,779 (Hunter) titled "Methods and Systems for Scheduling Game Play of a Video Game" owned by Sony Interactive Entertainment LLC is an example of a cloud based gaming system. Players go online to interact with an application hosted on the cloud based gaming system. Video does not normally play a role in such an interactive gaming system, because the content of a video cannot be manipulated.
SUMMARY
[0004] According to one aspect there is provided a cloud based gaming system displaying video content. The cloud based gaming system includes a game application server on the World Wide Web defining a virtual game environment with graphic images. The game application server accesses a source data video library of video content. The video content is segmented into video segments, with a game object being to get the video segments to run as an uninterrupted video sequence through interactive gameplay. Members of the public access the game application server using an internet enabled digital device on which a game application has been loaded. Each digital device has a display screen, an input device through which the graphic images from the game application server are manipulated on the display screen, and a video player for playing video content from the game application server. The game application server is programmed to selectively supply video content from the video library to the game application and to interrupt the playing of the video content after each video segment. The game application server is programmed to play an uninterrupted video sequence only when a predetermined level of achievement is attained through interactive gameplay.

Date Recue/Date Received 2021-03-17
[0005]
According to another aspect, there is provided a method of incorporating video content in a cloud based gaming system. The method involves segmenting each video into a series of video segments. The method then involves requiring players to engage in interactive gameplay with an object of the game play being to cause the video segments to play an uninterrupted video sequence.
[0006]
Although beneficial results were obtained through the cloud based gaming system and the method described above, consideration was given as to how one could increase the degree of difficulty of the game. It was determined that even more beneficial results were obtained when another object of the game play imposed was to have multiple uninterrupted video sequences playing simultaneously and to keep them playing. It was determined that three or four video sequences could be displayed simultaneously and that by adding a scrolling feature many more video sequences could be added. With the scrolling feature, you may have eight or more video sequences playing simultaneously, but only three or four of the video sequences would be visible at any one time.
[0007]
Although beneficial results were obtained through the cloud based gaming system and the method described above, consideration was then given as to how one could incorporate strategy into the game. It was determined that even more beneficial results could be obtained when interactive gameplay accumulated rewards and those rewards could be strategically spent to speed up the rate at which rewards accumulate. The strategy is in not overspending, with the rewards accumulating being less than the rewards spent.
[0008]
Although beneficial results were obtained through the cloud based gaming system and the method described above, consideration was given as to how to get the public further involved and invested in the game. It was determined that even more beneficial results were obtained when a mechanism was provided to enable members of the public to upload video content. This enabled members of the public to play the game using videos of their own Date Recue/Date Received 2021-03-17 choosing or making.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] These and other features will become more apparent from the following description in which reference is made to the appended drawings, the drawings are for the purpose of illustration only and are not intended to be in any way limiting, wherein:
[0010] FIG. 1 is a schematic diagram of a cloud based gaming system.
[0011] FIG.
2 is a simple logic diagram for the game application server of the cloud based gaming system of FIG. 1.
[0012] FIG. 3 is a schematic diagram showing preparation and segmentation of individual videos for use in the cloud based gaming system of FIG. 1.
[0013] FIG.
4 is a schematic diagram of the source data video library of video data content for the cloud based gaming system of FIG. 1,
[0014] FIG.
5 is a schematic diagram of the relationship between game play and the unlocking and playing of video content by the game application server of the cloud based gaming system of FIG. 1.
[0015] FIG.
6 is a schematic diagram of the relationship between the display screen of the user and the unlocking and playing of video content by the game application server of the cloud based gaming system of FIG. 1.
[0016] FIG. 7 is a flow diagram for the game application server of the cloud based gaming system of FIG. 1.
[0017] FIG.
8 is a schematic diagram of the use of accumulated rewards to speed up the rate of earnings of the unified video segments on the display screen.
[0018] FIG.
9 is a front elevation view of a display screen on which multiple unified video segments are playing simultaneously.
[0019] FIG.
10 is a schematic diagram of the cloud based gaming system of FIG. 1, with added portals through which video content may be uploaded.
DETAILED DESCRIPTION
[0020] A cloud based gaming system generally identified by reference numeral 10, will Date Recue/Date Received 2021-03-17 now be described with reference to FIG. 1 through FIG. 10.
Structure and Relationship of Parts:
[0021] Referring to FIG. 1, cloud based gaming system 10 includes a game application .. server 12 on the World Wide Web 14 defining a virtual game environment with graphic images. Game application server 12 accesses a source data video library 16 of video content.
Referring to FIG. 3, the video content, such as Video A, is segmented into video segments Al, A2, A3, and A4. Referring to FIG. 4, it will be noted that Video A, Video B, Video C
and Video D has all been segment. It is preferred that the resolution, format and length of the video content be adjusted to be consistent. It will be understood why this is important when the more advanced features of the game are described with multiple videos playing simultaneously. As will hereinafter be described in more detail, a game object is to get the video segments (such as Al, A2, A3, and A4) to run as an uninterrupted video sequence (video A) through interactive gameplay.
[0022] Referring to FIG. 1, members of the public access game application server 12 using an internet enabled digital device 20 on which a game application 22 has been loaded.
Each digital device 20 has a display screen 24, an input device 26 through which the graphic images from game application server 12 are manipulated on display screen 24, and a video player 28 for playing video content from game application server 12.
[0023] As will be hereinafter further described with reference to FIG. 7, game application server is programmed to selectively supply video content from the video library to the game application and to interrupt the playing of the video content after each video segment. The game application server is programmed to play an uninterrupted video sequence only when a predetermined level of achievement is attained through interactive gameplay.
Referring to FIG. 2, there is illustrated an early version of the game. It will be noted that Video Al would play and then stop. The player was unable to move on to video A2 until sufficient reward points were earned through interactive gameplay. Video A2 would then play and then stop.
The player was unable to move on to video A3 until sufficient reward points were earned Date Recue/Date Received 2021-03-17 through interactive gameplay. Video A3 would then play and then stop. The player was unable to move on to video A4 until sufficient reward points were earned through interactive gameplay. However, once the player reached video A4, the player had earned the right to see the uninterrupted video sequence of Video A, comprised of Al, A2, A3 and A4.
There can be any form of interactive gameplay to earn the reward points. They can be as simple as popping balloons, ring toss or bowling. However, they can also be more complex game scenarios.
[0024] Referring to FIG. 5, a preferred object of the game play is to cause the video segments Al, A2, A3, and A4 to play an uninterrupted video sequence representing the entirety of video A. FIG. 6, this is done through interactive gameplay, so that the barriers between the video segments are "unlocked" by game application server 12 resulting in video segments Al through A4 running sequentially without interruption. The player is given an opportunity to earn points through interactive gameplay. The display screen on FIG. 6 shows that 50 reward points have been accumulated.
[0025] Lessons were learned that resulted in the evolution of the game beyond that illustrated in FIG. 2. One lesson was that the interactive gameplay had to be kept relatively simple or the player would get discouraged and quit. Another lesson was that requiring a player to repeatedly view the same video was boring and the player would get bored and quit.
Another thought was that it should also be possible to accumulate points as the video segments played. The public likes to view video content and the public likes to play games.
There needs to be a mix of video content and gameplay that will keep the public entertained.
[0026] Referring to FIG. 7, there is a flow chart showing the best version of the game that has been developed to date. A player tries to accumulate enough points to get Video A
playing as an uninterrupted video sequence. Video segment Al plays then stops.
The player earns points through interactive gameplay as video segment Al is playing and for a limited time after video segment Al stops. In order to prevent the player from getting bored, the Date Recue/Date Received 2021-03-17 player is allowed to move on to video segment A2. Video segment A2 plays then stops. The player earns points through interactive gameplay as video segment A2 is playing and for a limited time after video segment A2 stops. In order to prevent the player from getting bored, the player is allowed to move on to video segment A3. Video segment A2 plays then stops.
The player earns points through interactive gameplay as video segment A2 is playing and for a limited time after video segment A3 stops. At this point, if the player has still not accumulated enough reward points, he or she is forced to start over with the viewing of video segment Al. However, if the player has earned enough reward points, the player goes on to an automated uninterrupted playing of the video sequence of Video A. Video A
is now playing. The player then goes through the same process playing video segment B
1, B2, B3 in an effort to earn points to get an automated uninterrupted playing of the video sequence of Video B. The player then goes through the same process playing video segment Cl, C2, C3 in an effort to earn points to get an automated uninterrupted playing of the video sequence of Video C.
[0027] Referring to FIG. 8, the uninterrupted playing of the video sequences accumulates reward points as the videos play. However, reward points are also required to keep the videos playing. In FIG. 8, reward points display 30 on display screen 20 show a total of 17 reward points accumulated. Those rewards points can be strategically spent to cause reward points to accumulate more rapidly upon the playing of the videos. There is strategy involved as a player must be careful that the pace that reward points are being "spent"
to speed up reward points accumulation does not outstrip the pace at which reward points are being earned. An error in judgement can exhaust the reward points and result in the videos stopping.
[0028] Referring to FIG. 7, the reward points can also be used to "upgrade" the video content giving the player access to new video content from the video library of the game application server.

Date Recue/Date Received 2021-03-17
[0029]
Referring to FIG. 9, there is shown multiple uninterrupted video sequences playing simultaneously. The players challenge is to locked the videos, get them playing without interruption and to keep them playing. FIG. 9 illustrates four uninterrupted video segments playing simultaneously. It will be noted that using a scroll feature there can be more videos playing simultaneously that are not currently viewable on the screen, but can be viewed by scrolling.
[0009]
Referring to FIG. 10, players who like cloud based game system 10 may wish to contribute videos. A mechanism was provided to enable members of the public to upload .. video content either of their own choosing from a social media site or video content that they have created.
[0030] In this patent document, the word "comprising" is used in its non-limiting sense .. to mean that items following the word are included, but items not specifically mentioned are not excluded. A reference to an element by the indefinite article "a" does not exclude the possibility that more than one of the element is present, unless the context clearly requires that there be one and only one of the elements.
[0031] The scope of the claims should not be limited by the illustrated embodiments set forth as examples, but should be given the broadest interpretation consistent with a purposive construction of the claims in view of the description as a whole.

Date Recue/Date Received 2021-03-17

Claims (9)

What is Claimed is:
1. A cloud based gaming system displaying video content, comprising:
a game application server on the world wide web defining a virtual game environment with graphic images, the game application server accessing a source data video library of video content, the video content being segmented into video segments, a game object being to get the video segments to run as an uninterrupted video sequence through interactive gameplay;
members of the public access the game application server using an internet enabled digital device on which a game application has been loaded, the digital device having a display screen, an input device through which the graphic images from the game application server are manipulated on the display screen, and a video player for playing video content from the game application server;
the game application server being programmed to selectively supply video content from the video library to the game application and to interrupt the playing of the video content after each video segment, the game application server being programmed to play an uninterrupted video sequence only when a predetermined level of achievement is attained through interactive gameplay.
2. The cloud based gaming system of Claim 1, wherein the resolution, format and length of the video content is adjusted to be consistent.
3. The cloud based gaming system of Claim 1, wherein the video content is arranged into groupings representing game levels, each grouping being a series of video segments for a single video.
4. The cloud based gaming system of Claim 1, wherein a further object of interactive gameplay is to have multiple uninterrupted video sequences playing simultaneously.

Date Recue/Date Received 2021-03-17
5. The cloud based gaming system of Claim 1, wherein interactive gameplay accumulates rewards and the rewards may be strategically spent to speed up the rate at which rewards accumulate.
6. The cloud based gaming system web-based system of Claim 1, wherein the game application server includes a mechanism enabling members of the public to upload video content into the video library.
7. A method of incorporating video content in a cloud based gaming system, comprising:
segmenting each video into a series of video segments;
requiring players to engage in game play with an object of the game play being to cause the video segments to play an uninterrupted video sequence.
8. The method of Claim 7, wherein interactive gameplay accumulates rewards and the rewards may be strategically spent to speed up the rate at which rewards accumulate.
9. The method of Claim 7, wherein a further object of the game play is to have multiple uninterrupted video sequences playing simultaneously.

Date Recue/Date Received 2021-03-17
CA3112102A 2021-03-17 2021-03-17 Cloud based gaming system displaying video content and a method Pending CA3112102A1 (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
CA3112102A CA3112102A1 (en) 2021-03-17 2021-03-17 Cloud based gaming system displaying video content and a method
PCT/CA2022/050388 WO2022193006A1 (en) 2021-03-17 2022-03-15 Cloud based gaming system displaying video content and a method

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CA3112102A CA3112102A1 (en) 2021-03-17 2021-03-17 Cloud based gaming system displaying video content and a method

Publications (1)

Publication Number Publication Date
CA3112102A1 true CA3112102A1 (en) 2022-09-17

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Application Number Title Priority Date Filing Date
CA3112102A Pending CA3112102A1 (en) 2021-03-17 2021-03-17 Cloud based gaming system displaying video content and a method

Country Status (2)

Country Link
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WO (1) WO2022193006A1 (en)

Family Cites Families (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2004109463A2 (en) * 2003-06-02 2004-12-16 Disney Enterprises, Inc. System and method of interactive video playback
EP1725312A4 (en) * 2004-03-08 2007-05-30 Massive Inc Delivery of advertising into multiple video games
WO2006039196A2 (en) * 2004-09-20 2006-04-13 Lean Forward Media, Llc Playing an audiovisual work with dynamic choosing
US8860882B2 (en) * 2012-09-19 2014-10-14 JBF Interlude 2009 Ltd—Israel Systems and methods for constructing multimedia content modules

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