US PATENT SUBCLASS 463 / 1
INCLUDING MEANS FOR PROCESSING ELECTRONIC DATA (E.G., COMPUTER/VIDEO GAME, ETC.)


Current as of: June, 1999
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463 /   HD   AMUSEMENT DEVICES: GAMES

1INCLUDING MEANS FOR PROCESSING ELECTRONIC DATA (E.G., COMPUTER/VIDEO GAME, ETC.) {15}
2  DF  .~> In a game including a simulated projectile (e.g., bullet, missile, ball, puck, etc.) {3}
6  DF  .~> In a race game
7  DF  .~> In a game requiring an element of a participant's physical skill or ability (e.g., hand-eye coordination, reflex, etc.) {1}
9  DF  .~> In a game requiring strategy or problem solving by a participant (e.g., problem eliciting response, puzzle, etc.) {3}
16  DF  .~> In a chance application {2}
23  DF  .~> Skill level adjustment (e.g., speed change, complexity, etc.)
24  DF  .~> Suspension or restoration (e.g., power failure resumption, etc.)
25  DF  .~> Credit/debit monitoring or manipulation (e.g., game entry, betting, prize level, etc.) {1}
29  DF  .~> Access or authorization (e.g., game selection, security, etc.)
30  DF  .~> Perceptible output or display (e.g., tactile, etc.) {2}
36  DF  .~> Player-actuated control structure (e.g., brain-wave or body signal, bar-code wand, foot pedal, etc.) {2}
40  DF  .~> With communication link (e.g., television broadcast, etc.) {2}
43  DF  .~> Data storage or retrieval (e.g., memory, video tape, etc.) {2}
46  DF  .~> Housing
47  DF  .~> Accessory


DEFINITION

Classification: 463/1

INCLUDING MEANS FOR PROCESSING ELECTRONIC DATA (e.g., computer/video game, etc.):

(under the class definition) Subject matter including: (a) means for systematically manipulating information in electronically coded form in accordance with a program or other set of rules; (b) means including or utilizing electronic logic or calculation; (c) electronically self-acting or self-regulating means for producing a desired response to a predetermined condition; or (d) a subcombination thereof or accessory therefor that is unprovided for elsewhere.

(1) Note. Scoring, per se, is included herein only if combined with other game structure. The combination of electronic scoring means with nonelectronic game structure is originally placed in this or indented subclasses according to the game played when there is no provision for the electronic details of the scoring means. See the SEARCH CLASS notes below for scoring, per se, absent further game structure.

(2) Note. A game that utilizes data processing via electromagnetically operated relays or the like for binary logical operations is considered to be electronic data processing for this and indented subclasses.

(3) Note. Processing of data in electronic form is to be distinguished from mere electrical control (e.g., on/off actuation, etc.), or an electrical source, supply, or energization.

SEE OR SEARCH CLASS

116, Signals and Indicators,

222, 225 for a mechanical signal or indicator, per se, which is intended to form part of or to be used with a game device. 200, Electricity: Circuit Makers and Breakers, for an electrical switch, per se, especially

61.1+, for a switch responsive to the action of a game or amusement piece, Digest 2 for a body attached switch, Digest 3 for a coin operated switch, and Digest 23 for a game switch.

235, Registers, for a register, per se, intended for use in a game, particularly

1, for a miscellaneous game counter; subclass 61 for an odds computer; subclass 78 for a game calculator having concentric totalizing disks mounted upon a single axis; subclass 88 for a game calculator having tabular indicia placed upon disks which rotate about their centers; subclass 90 for a cribbage board; subclass 91 for a device for operating a register involving a billiard or pool game device; and subclasses 439+ for a coded record sensor structure (e.g., bar code reader, etc.).

250, Radiant Energy,

203.5, for cathode ray tube (target) scanning; subclasses 206+ for a photocell controlled circuit; subclass 227.13 for a light pen; and subclasses 222+ for an optical or prephotocell system controlled by an article, person, or animal.

345, Computer Graphics Processing, Operator Interface Processing, and Selective Visual Display Systems, appropriate

subclass for a selectively controlled visual display system which may either form part of a game or not be limited to a game. However if the term "game" or equivalent is recited in a claim, or if the only disclosure is a game provided for in Class 463, then classification is in Class 463, Amusement Devices: Games, or its incorporated class (273, Amusement Devices: Games).

358, Facsimile, appropriate subclass for television structure.

364, Electrical Computers and Data Processing Systems,

410.1+, for data processing or computation, per se, for the purpose of analyzing, monitoring, or scoring a contest or game, which is not classifiable elsewhere.

377, Electrical Pulse Counters, Pulse Dividers, or Shift Registers: Circuits and Systems, 4, for a counter or register, per se, which is adapted to be controlled to accumulate a total involved in betting on various possibilities involved in an event or to determine the odds involved in the payoff of the various possibilities, and subclass 5 for a counter or register, per se, which is intended to be used with, in, or for a game or sport.

434, Education and Demonstration, for subject matter that utilizes electronic data processing for instructional or demonstration purposes, particularly

16+, for teaching or demonstration of shooting, subclasses 29+ for a vehicle simulator for instruction or demonstration purposes, subclasses 128+ for teaching or demonstration of a game of the board or table type, subclasses 247+ for a means specifically adapted to teach or instruct a person in some aspect of a game or sport which involves physical activity; and subclasses 322+ for question or problem eliciting response. Class 463 and its incorporated class (Class 273, Amusement Devices: Games), contain devices which are to be used for practice by, or for perfecting the physical skill of, a person who already knows how to play the game, sport, or the like. Class 434 contains devices which are to be used for instructing an unknowledgeable person in some aspect of the game, sport, or the like. A device which is used for both instruction and for practice or perfection of game skills is originally placed into Class 434 and cross-referenced into the Class 463 group of game classes (i.e., Classes 463, 473, or 273).

705, Data Processing: Financial, Business Practice, Management, or Cost/Price Determination,

1+, especially subclass 14 for data processing used for financial or business practice where a promotional inducement is recited (e.g., awarding a coupon or price adjustment based upon a purchase, etc.), and subclass 16, for a point-of-sale

terminal, e.g., cash register, etc.