US20120071248A1 - Video Game Device Case for Enhanced Playing Experience - Google Patents
Video Game Device Case for Enhanced Playing Experience Download PDFInfo
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- US20120071248A1 US20120071248A1 US12/888,081 US88808110A US2012071248A1 US 20120071248 A1 US20120071248 A1 US 20120071248A1 US 88808110 A US88808110 A US 88808110A US 2012071248 A1 US2012071248 A1 US 2012071248A1
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- Prior art keywords
- video game
- game device
- hand
- held
- device case
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Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/98—Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/26—Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/204—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
- A63F2300/207—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards for accessing game resources from local storage, e.g. streaming content from DVD
Definitions
- This disclosure relates to video game devices and, more particularly, to cases for video game devices.
- Portable video game devices are enjoyed by children and adults alike because the devices provide self-contained entertainment without the encumbrances of larger home video game systems.
- One of the original and most popular portable video game devices was the Nintendo Gameboy.
- Predecessors to the Nintendo Gameboy include the Nintendo DSi and DSi XL gaming devices.
- a portable video game device includes a display screen, a battery as a portable power source, a media slot for receiving a video game, and different user input features for interacting with the video game during play.
- Portable video game devices are often used for entertainment when traveling or otherwise away from home. As such, play on a portable video game device is generally limited by the lifespan of the battery of the video game device and a user's attention span when playing a particular video game. While a user can sometimes bring a battery recharging cord, replacement batteries, or different video games for increased playing time and enjoyment on a trip away from home, this requires preplanning on the part of the user. Moreover, because these features are external to the self-contained portable video game device, they can be lost or otherwise damaged.
- the disclosure is directed to a case for a portable, hand-held video game device.
- the video game device case includes a body configured to receive both the hand-held video game device and a plurality of video game cartridges.
- the video game device case includes a selector switch, which may be used to select between the plurality of video game cartridges.
- the body of the video game device case is configured to receive a battery.
- the video game device case may provide power to the hand-held device and different games for play at the touch of a switch, thus enhancing the length of playing time and the variety of gaming experiences available when using the hand-held gaming device.
- the case is constructed of a robust material able to withstand dropping, scratches, and other physical abuse. As a result, the case can protect the portable video game device from different physical abuses associated with portability.
- a video game device case includes a body configured to receive a hand-held video game device and to receive a plurality of video game cartridges.
- the video game device case includes a plurality of video game cartridge connectors, each video game cartridge connector of the plurality of video game cartridge connectors configured to electrically connect to one of the plurality of the video game cartridges, and a device connector configured to establish electrical connectivity with the hand-held video game device.
- the video game device case also includes a selector switch electrically connected between the device connector and the plurality of video game cartridge connectors, where the selector switch includes a plurality of settings configured to separately place each video game cartridge connector of the plurality of video game cartridge connectors in electrical communication with the device connector.
- a video game device case in another example according to the disclosure, includes a body configured to receive a hand-held video game device, at least two video game cartridges, and a battery.
- the video game device case includes a lid pivotally mounted to the body, where the lid is configured to receive a pivotally mounted screen of the hand-held video game device.
- the video game device case also includes a battery connector configured to establish electrical connectivity between the battery and a power connector of the hand-held video game device.
- the video game device case includes a plurality of video game cartridge connectors, each video game cartridge connector of the plurality of video game cartridge connectors configured to electrically connect to one of the plurality of the video game cartridges, a device connector configured to establish electrical connectivity with the hand-held video game device, and a selector switch electrically connected between the device connector and the plurality of video game cartridge connectors, where the selector switch includes a plurality of settings configured to separately place each video game cartridge connector of the plurality of video game cartridge connectors in electrical communication with the device connector.
- FIG. 1 is a conceptual front view of an example hand-held video game device and an example case configured to receive the hand-held video game device.
- FIG. 2 is a conceptual back view of the example hand-held video game device and the example video game device case of FIG. 1 .
- FIG. 3 is a conceptual front view of the example video game device case of FIG. 1 .
- FIG. 4A is a conceptual plan view of the example video game device case of FIG. 1 .
- FIG. 4B is a conceptual perspective view of the example video game device case of FIG. 1 .
- FIGS. 5A and 5B are conceptual side views of the example video game device case of FIG. 1 .
- FIG. 6 is a conceptual block diagram illustrating various example components of the example video game device case of FIG. 1 .
- FIG. 7 is a conceptual bottom view of the example video game device case of FIG. 1 .
- Hand-held video game devices provide portable, interactive entertainment that can be used at home or when traveling.
- a hand-held video game device includes a display screen, a battery power source, a media slot for receiving a video game, and different user controls for interacting with the video game during play (e.g., buttons, directional pads, joysticks, and the like).
- a video game user i.e., a video game player
- the video game user may play a specific video game until the battery of the hand-held video game device is exhausted or until the user loses attention with the specific video game.
- While the video game user may be able to replace or recharge the battery of the device, or insert a different video game into the media slot of the device, the user may not want to be encumbered with these accessories or may avoid bringing these accessories on a trip away from home for fear of losing them.
- the video game device case may protect the hand-held video game device from physical abuses associated with portability (e.g., dropping and scratches).
- the video game device case may also enhance the video game user's playing experience.
- the video game device case includes a body configured to receive both the hand-held video game device and a plurality of video game cartridges.
- the video game device case also includes a selector switch, which may be used to select between the plurality of video game cartridges.
- the video game device case may allow the user to switch between different video games, thus enhancing the variety of gaming experiences available when using the hand-held gaming device
- the video game device case includes a body that is configured to receive a battery.
- the video game device case may provide auxiliary power to the hand-held device.
- the video game user may be able to play the hand-held video game device for a longer period of time without recharging or changing the batteries of the device, thus enhancing the user's playing experience.
- FIGS. 3-5 and 7 Different views of an example video game device case will be described in greater detail with reference to FIGS. 3-5 and 7 . Further, an example conceptual block diagram illustrating various components of an example video game device case will be described in greater detail with reference to FIG. 6 . However, an example hand-held video game device and an example video game device case will first be described with reference to FIGS. 1 and 2 .
- FIGS. 1 and 2 show perspective front and back views, respectively, of an example video game device case 10 in accordance with an example of this disclosure.
- Video game device case 10 (also referred to herein as “device case 10 ”) includes a body 12 that is configured to receive a hand-held video game device 14 (also referred to herein as “device 14 ”). Body 12 is also configured to receive a plurality of video game cartridges 16 (also referred to herein as “cartridges 16 ”), one of which is shown for clarity.
- Hand-held video game device 14 can be inserted into video game device case 10 and electrically and mechanically connected to video game device case 10 .
- Video game device case 10 may protect hand-held video game device 14 during transport and operation of device 14 .
- video game device case 10 may include features that enhance the playing experience of hand-held video game device 14 .
- video game device case 10 includes a selector switch ( FIGS. 6 and 7 ) for selecting between the plurality of video game cartridges 16 to separately play each video game cartridge.
- body 12 of video game device case 10 is configured to receive a battery ( FIG. 6 ), which may provide auxiliary power to hand-held video game device 14 during play.
- Video game device case 10 may include additional features, as described below.
- Video game device case 10 is configured to receive hand-held video game device 14 .
- hand-held video game device 14 may be any electronic device that provides a gaming experience through user interaction.
- Hand-held video game device 14 may be a dedicated video game device or a multifunction device configured to play a video game such as, e.g., a mobile phone, a laptop computer, a portable media player, or the like.
- hand-held video game device 14 is generally illustrated in the style of a Nintendo DSi or Nintendo DSi XL hand-held gaming device.
- video game device case 10 where device case 10 is designed to receive a Nintendo DSi or Nintendo DSi XL hand-held gaming device.
- device case 10 is designed to receive a Nintendo DSi or Nintendo DSi XL hand-held gaming device.
- other configurations of video game device case 10 are possible in accordance with the present disclosure, and it should be appreciated that the disclosure is not limited to any particular type of hand-held video game device.
- video game device case 10 can be configured to receive a PlayStation® PSP Go gaming device, a PlayStation® PSP gaming device, a Nintendo DS Lite gaming device, a Nintendo 3DS gaming device, or any other type of hand-held video game device, as will be appreciated by those of skill in the art.
- hand-held video game device 14 includes a base 18 , a top 20 , a first display screen 22 , a second display screen 23 , user controls 24 A- 24 D, operating buttons 26 A- 26 C, a power connector 28 , a video game cartridge slot 30 , and lanyard holes 32 .
- First display screen 22 is integrated with base 18
- second display screen 23 is integrated with top 20 .
- Top 20 rotates relative to base 18 around hinge 34 to open and close hand-held video game device 14 .
- User controls 24 A- 24 D allow a video game user to interact with a video game during play.
- Operation buttons 26 A- 26 C allow the video game user to control operating functions of hand-held video game device 14 such as, e.g., powering device 14 on and off, ejecting a video game cartridge from video game cartridge slot 30 , starting or pausing a video game, or the like.
- Lanyard holes 32 are configured to receive a lanyard or strap for carrying hand-held video game device 14 .
- each video game cartridge of the plurality of video cartridges 16 may be a rectangular cartridge that includes memory.
- each video game cartridge of the plurality of video cartridges 16 may be a cassette, disk, diskette, thumb drive, or other form of removable media.
- Each video game cartridge of the plurality of video cartridges 16 includes memory that stores one or more video games, which in different examples may be, e.g., magnetic, flash, or optical memory, for storing video game data.
- a video game user may interact with one or more of operation buttons 26 A- 26 C, e.g., by selectively depressing operation buttons 26 A- 26 C, to power device 14 on, start the video game, or perform other functions generally associated with a hand-held video game device.
- a battery within hand-held video game device 14 may power the various features of device 14 during operation.
- the battery may be rechargeable via power connector 28 .
- the battery may power first display screen 22 , second display screen 23 , speakers and the like on a hand-held video game as a video game user interacts with user controls 24 A- 24 D during play.
- video game device case 10 can assume different configurations; however, in the example of FIGS. 1 and 2 , video game device case 10 includes body 12 , lid 40 , hinges 42 , clips 46 , extensions 48 , device connector 50 , battery connector 52 , device compartment 54 , and cartridge slots 56 A- 56 C (collectively “cartridge slots 56 ”).
- Lid 40 is pivotally mounted to body 12 via hinges 42 and is configured to receive pivotally mounted top 20 of hand-held video game device 14 .
- Video game device case 10 receives hand-held video game device 14 by inserting base 18 of device 14 into device compartment 54 and by inserting top 20 of device 14 into a recessed area defined in lid 40 .
- Clips 46 mechanically connect hand-held video game device 14 to video game device case 10 , e.g., to prevent lateral motion and to prevent device 14 from falling out of case 10 .
- a plurality of video game cartridges 16 may be inserted into cartridge slots 56 .
- Device connector 50 may be inserted into video game cartridge slot 30 of hand-held video game device 14 to establish electrical connectivity between device case 10 , and in particular the plurality of video game cartridges 16 connected to device case 10 , and hand-held video game device 14 .
- Battery connector 52 may be inserted into power connector 28 of hand-held video game device 14 to establish electrical connectivity between a battery in device case 10 (not shown) and a battery in device 14 (also not shown).
- Extensions 48 extend outward from opposing sides of body 12 and may be gripped by a video game user during operation of hand-held video game device 14 .
- video game case 10 may include cutouts that define openings for accessing different features of hand-held video game device 14 when device 14 is placed within device case 10 .
- video game device case 10 may include features that enhance the playing experience of hand-held video game device 14 .
- device case 10 may include a selector switch electrically connected between hand-held video game device 14 and a plurality of video game cartridges 16 inserted into cartridge slots 56 of device case 10 .
- the switch may include a plurality of different settings, where separate settings place separate video game cartridges of the plurality of video cartridges 16 in electrical communication with device 14 .
- body 12 of the video game device case 10 is configured to receive a battery.
- the battery of video game device case 10 may be electrically connected with a battery of hand-held video game device 10 via battery connector 52 .
- video game device case 10 may provide auxiliary power to hand-held video game device 14 , e.g., to extend the amount of playing time available on device 14 .
- video game device case 10 receives hand-held video game device 14 and a plurality of video game cartridges 16 .
- video game device case 10 receives hand-held video game device 14 by connecting a single surface of device 14 to case 10 , e.g., by mechanically attaching a bottom surface of base 18 of device 14 to case 10 .
- video game device case 10 receives hand-held video game device 14 by connecting multiple surfaces of device 14 to case 10 , e.g., by inserting base 18 of device 14 into a recessed portion of case 10 .
- video game device case 10 substantially houses the entire hand-held video game device 14 . For example, in the example shown in FIGS.
- video game device case 10 is configured to house hand-held video game device 14 by inserting base 18 of device 14 into device compartment 54 and by inserting top 20 of device 14 into a recessed area defined in lid 40 .
- Lid 40 may rotate between an open position and a closed position to either provide access hand-held video game device 14 , e.g., for playing, or to protect device 14 within the closed body of device case 10 , e.g., for transport and storage.
- device case 10 may provide protection to substantially the entire hand-held video game device, e.g., to prevent damage from dropping, scratches, or other physical abuse.
- Video game case 10 is configured to receive a plurality of video game cartridges 16 .
- a plurality of video game cartridges 16 may be two, three, four, five, or more video game cartridges 16 , however, in the example of FIG. 2 , video game case 10 is configured to receive three video game cartridges.
- the plurality of video game cartridges 16 may be inserted into separate video game cartridge connectors (not shown in FIGS. 1 and 2 ) disposed within device case 10 , as will be described in greater detail with reference to FIG. 6 , to electrically connect each video game cartridge of the plurality of video cartridges 16 in device case 10 .
- video game case 10 receives the plurality of video game cartridges 16 .
- a user may insert cartridges 16 into connectors extending from a peripheral surface of device case 10 , e.g., using connectors that project perpendicularly away from device case 10 .
- video game case 10 receives the plurality of video game cartridges 16
- a user may insert cartridges 16 into connectors disposed within one or more recesses defined within body 12 of device case 10 .
- device case 10 defines cartridge slots 56 , which are sized and shaped to receive the plurality of video game cartridges 16 .
- Connectors are disposed at terminal ends of cartridge slots 56 , allowing cartridges 16 to be inserted into cartridge slots 56 and electrically connected.
- Video device case 10 includes device compartment 54 for receiving hand-held video game device 14 and cartridge slots 56 for receiving the plurality of video game cartridges 16 .
- Device compartment 54 and cartridge slots 56 may be arranged in a variety of different locations on device case 10 and the locations may vary, e.g., based on the configuration of the specific hand-held video game device 14 to be housed.
- body 12 of video game device case 10 defines a top surface 58 , a bottom surface 60 opposite top surface 58 , and at least one side wall 62 connecting top surface 58 to bottom surface 60 , which in the example of FIGS. 1 and 2 is shown as four sidewalls.
- Device compartment 54 is defined as a recessed cavity in top surface 58 of body 12
- cartridge slots 56 are defined as apertures accessible through sidewall 62 of body 12 .
- device compartment 54 is accessible from a front-side of device case 10 when lid 40 is open.
- cartridge slots 56 are accessible from a back-side of device case 10 opposite the front-side.
- video game device case 10 may receive hand-held video game device 14 and the plurality of video game cartridges 16 in any arrangement that facilitates establishing electrical connectivity between the different components.
- video game device case 10 may vary, e.g., based on the specific features included with device case 10 , the specific hand-held video game device 14 that device case 10 is designed to accommodate, and the number of video game cartridges 16 that device case 10 is designed to receive. That being said, in some examples, device case 10 may include lid 40 that is approximately 14 centimeters long, approximately 7.5 centimeters wide, and approximately 0.5 centimeters tall. In some examples, device case 10 may include body 12 that is approximately 14 centimeters long, approximately 8 centimeters wide, and approximately 2.5 centimeters tall. These dimensions are merely examples, however, and other dimensions are both contemplated and possible.
- video game device case 10 Upon placing hand-held video game device 14 in video game device case 10 , it may be useful to physically connect device 14 to case 10 , e.g., to form an integral assembly that resists detachment except with user assistance. Physically attaching hand-held video game device 14 to video game device 10 may prevent device 14 from inadvertently coming out of case 10 during use or transport.
- video game device case 10 includes clips 46 . Clips 46 are protrusions extending from body 12 of video device case 10 to frictionally engage with hand-held video device 14 upon inserting device 14 in body 12 .
- Clips 46 may prevent hand-held video game device 14 from detaching from video game device case 10 until, e.g., a user applies sufficient force to overcome the frictional resistance of clips 46 .
- different mechanical fixation features may be used in addition to, or in lieu of, clips 46 .
- Example fixation elements may include, but are not limited to, screws, bolts, adhesive, or the like.
- hand-held video game device 14 may not be physically connected to video game device case 10 , but instead device 14 and case 10 may be merely electrically connected. Therefore, although video game device case 10 in FIG. 1 is shown receiving hand-held video game device 14 , in other applications, case 10 may be separate from device 14 and electrically connected, e.g., through device connector 50 and battery connector 52 .
- Hand-held video game device 14 may be subject to different physical abuses during the service life of the device. At various times, device 14 may be dropped, thrown, scratched, abraded, or otherwise abused. Video game device case 10 may protect hand-held video game device 14 from these and other physical abuses. As such, video game device case 10 may be constructed of a robust material able to withstand different physical forces without breaking In various examples, video game case 10 may be constructed of a metal material (e.g., steel, aluminum, copper), a thermoplastic material (e.g., polystyrene, polyethylene, polypropylene, polyvinyl-based materials), a thermosetting plastic material (e.g., Bakelite, epoxy resin-based materials), or the like.
- a metal material e.g., steel, aluminum, copper
- a thermoplastic material e.g., polystyrene, polyethylene, polypropylene, polyvinyl-based materials
- a thermosetting plastic material e.g., Bakelite, epoxy
- video game case 10 is constructed of an acrylonitrile butadiene styrene (ABS) thermoplastic.
- ABS acrylonitrile butadiene styrene
- video game case 10 is constructed of a polycarbonate material.
- Other materials for video game device case 10 are both possible and contemplated.
- Video game device case 10 may include one or more features for establishing an electrical connection between the plurality of video game cartridges 16 received by device case 10 and hand-held video game device 14 , e.g., when device 14 is inserted into device case 10 .
- a video game user may play one of the plurality of video game cartridges 16 in video game device case 10 on hand-held video game device 14 without physically exchanging different cartridges 16 in and out of device 14 .
- the specific features for establishing an electrical connection may vary, e.g., based on the specific configuration of video game device case 10 and the specific hand-held video game device 14 .
- video game device case 10 may include device connector 50 .
- Device connector 50 is electrically connected to one or more of a plurality of video game cartridge connectors, which in turn are connectable to a plurality of video game cartridges 16 , as discussed in greater detail with reference to FIG. 6 .
- Device connector 50 is also configured to electrically connect to hand-held video game device 14 .
- device connector 50 includes a cable 64 extending from body 12 and a plug 66 disposed at a distal end of cable 64 .
- Plug 66 may be designed to be inserted into a media slot of hand-held video game device 14 .
- a media slot may be an internet port, Ethernet port, or USB port on device 14 , and plug 66 may have a shape and an electrical contact pattern corresponding to a telephone plug, an Ethernet plug, or a USB plug.
- a media slot may be a video game cartridge slot, such as video game cartridge slot 30 as shown in FIG. 2 .
- plug 66 may substantially replicate a shape and an electrical contact pattern of a video game cartridge, such as one of the plurality of video cartridges 16 .
- plug 66 may be approximately 4.3 centimeters long, approximately 3.3 centimeters wide, and approximately 0.3 centimeters tall.
- plug 66 may have 17 electrical contacts that are each spaced approximately 1 millimeter apart from one another in substantially the same pattern as a Nintendo DS cartridge. In this way, plug 66 may be inserted into video game cartridge slot 30 to establish an electrical connection for transferring data to and/or from each video game cartridge of the plurality of video cartridges 16 in video game device case 10 to hand-held video game device 14 .
- device connector 50 may assume a different configuration.
- device connector 50 may be a port defined on video game device case 10 (e.g., a female connector configured to receive a corresponding male connector) or a protruding connector extending from device case 10 (e.g., a male connector configured to receive a corresponding female connector). Therefore, although device connector 50 in FIG. 2 includes cable 64 and plug 66 to connect to hand-held video game device 14 , in other applications according to the disclosure, device connector 50 may be electrically connected to hand-held video game device 14 with a separate cable, e.g., extending between device connector 50 and device 14 .
- connection cable may be eliminated, e.g., by locating device connector 50 in device compartment 54 such that hand-held video game device 14 engages device connector 50 upon being placed in device compartment 54 .
- Other device connectors for cases falling within the scope of the disclosure are possible.
- a video game user's gaming experience with hand-held video game device 14 may be limited by the amount of battery power provided by device 14 .
- hand-held video game device 14 may include a rechargeable battery, e.g., rechargeable through power connector 28 , a power source may be unavailable while traveling or the user's video game may be interrupted during a recharging cycle.
- a video game user's gaming experience may be enhanced with increased battery life, e.g., to increase the amount of playing time available on hand-held video game device 14 before a battery recharging is required.
- video game device case 10 may, in some examples, include one or more batteries to provide auxiliary power to hand-held video game device 14 . Example battery details will be discussed in greater detail with reference to FIG. 6 .
- device case 10 may include one or more features for transferring power from device case 10 to hand-held video game device 14 .
- Battery connector 52 serves this function in the example of FIG. 2 .
- Battery connector 52 is electrically connected to one or more batteries (not shown) in video game device case 10 .
- Battery connector 52 is also configured to electrically connect to one or more batteries (not shown) in hand-held video game device 14 .
- battery connector 52 is a female connector that defines a port on either body 12 or a cable extending from body 12 for receiving a corresponding male connector.
- battery connector 52 is a male connector that defines a protrusion extending from either body 12 or a cable extending from body 12 for receiving a corresponding female connector.
- battery connector 52 is configured to be connected to battery connection cable 53 (only a portion of which is shown for clarity), which in turn may be inserted in power connector 28 of hand-held video game device 14 . In this manner, an electrical connection may be established between video game device case 10 and hand-held video game device 14 to provide extended battery power to device 14 .
- video game device case 10 includes one or more batteries
- the batteries may be rechargeable or non-rechargeable.
- one or more of the batteries may be permanently sealed in body 12 of video game device case 10 , or one or more of the batteries may be removable, e.g., for replacement or recharging.
- video game device case 10 may include a permanently sealed battery and one or more areas sized to receive removable batteries. Any batteries in video game device case 10 may provide power to a connected hand-held video game device 14 , or, in some cases, a user may need to select a given battery via a battery selection switch (not shown).
- video game device case 10 includes a rechargeable battery
- the battery may then be recharged directly in device case 10 .
- video device case 10 includes an example battery recharging connector 70 , which may be used to recharge a battery in video game device case 10 .
- Battery recharging connector 70 is electrically connected to a battery in video game device case 10 , as discussed in greater detail with reference to FIG. 6 .
- battery recharging connector 70 may comprise, in different examples, a male or a female connector, and battery recharging connector 70 may be formed within body 12 or may be separated from body 12 , e.g., on the end of a cable extending from body 12 .
- battery recharging connector 70 may be the same or substantially similar as power connector 28 of hand-held video game device 14 .
- a manufacturer-provided power cable designed to be inserted into power connector 28 to recharge a battery of hand-held video game device 14 may, instead, be inserted into battery recharging connector 70 to recharge a battery of video game device case 10 .
- an external power source e.g., a 110 volt or 120 volt A/C wall outlet
- one or more batteries in video game device case 10 may be recharged via battery recharging connector 70 .
- video game device case 10 includes extensions 48 .
- Extensions 48 are lateral projections extending off opposing sides of video game device case 10 that are configured to be gripped by a video game user during operation of hand-held video game device 14 .
- extensions 48 are comparatively thinner than a thickness of video device case 10 (i.e., in the Z-direction illustrated on FIG. 2 ) in order to provide a location that can be comfortably gripped by a video game user.
- extensions 48 are integrally formed with video game device case 10 , e.g., molded or cast with device case 10 . In other examples, as described in greater detail with respect to FIG. 7 , extensions 48 are separate and removable from video game device case 10 , e.g., to provide a compact device case 10 for transport and storage.
- body 12 of video game device case 10 may include one or more cutouts that define openings for accessing different features of hand-held video game device 14 when device 14 is placed within device case 10 .
- the number and arrangement of the different cutouts may vary, e.g., based on the specific configuration of video game device case 10 and the specific configuration of hand-held video game device 14 .
- example cutouts include camera aperture 74 , user control apertures 76 A and 76 B, lanyard aperture 78 , device connector aperture 79 , power connector aperture 80 , volume control aperture 82 , stylus aperture 84 , and hinge aperture 86 .
- Camera aperture 74 is defined in lid 40 and is arranged such that a camera lens on an outside surface of top 20 of hand-held video game device 14 may be positioned under camera aperture 74 when top 20 is inserted into lid 40 .
- User control apertures 76 A and 76 B are defined in sidewall 62 of body 12 and are arranged such that user controls 24 B and 24 C may be accessible through user control apertures 76 A and 76 B, respectively, when hand-held video game device 14 is inserted into video game device case 10 .
- Lanyard aperture 78 and power connector aperture 80 are both also defined in sidewall 62 .
- Lanyard aperture 78 and power connector aperture 80 are arranged such that lanyard holes 32 and power connector 28 may be positioned under lanyard aperture 78 and power connector aperture 80 , respectively, when device 14 is inserted into device case 10 .
- Device connector aperture 79 is defined in sidewall 62 and arranged such that video game cartridge slot 30 may be positioned under device connector aperture 79 when base 18 is inserted into device compartment 54 .
- Volume control aperture 82 is defined in a sidewall of body 12 over one of extensions 48 and is arranged such that a volume control button of hand-held video game device 14 may be positioned under volume control aperture 82 when device 14 is inserted into device compartment 54 .
- Stylus aperture 84 is defined in an opposing sidewall of body 12 over an opposing extension 48 and is arranged such that a stylus stored in hand-held video game device 14 may be accessed when device 14 is inserted into device compartment 54 .
- hinge aperture 86 is defined between top surface 58 of body 12 and lid 40 and is configured to allow hinge 34 of hand-held video game device 14 to be inserted into video game case 10 . It should be appreciated that the foregoing description of cutouts are merely examples, and the disclosure is not limited to a video game device case that includes any cutouts or any particular arrangement of cutouts.
- FIGS. 3-5 illustrate several different examples views of the example video device case 10 illustrated and described with respect to FIGS. 1 and 2 .
- FIG. 3 is an example front conceptual view of video device case 10 .
- FIG. 3 shows body 12 of video device case 10 with lid 40 in a closed position. Extensions 48 project outward from opposing sides of body 12 and may be gripped by a video game user during operation of hand-held video game device 14 .
- FIG. 3 also shows an additional example cutout defined in a sidewall of body 12 .
- headphone accessory aperture 88 is shown, which may be arranged such that a headphone/accessory connector on hand-held video may be positioned under headphone accessory aperture 88 when device 14 is inserted into device case 10 .
- FIGS. 4A and 4B illustrate different example conceptual top views of video device case 10 .
- FIG. 4A illustrates an example conceptual plan view of video device case 10
- FIG. 4B illustrates an example conceptual perspective view of the same video device case 10 .
- FIGS. 4A and 4B show different views of previously described body 12 , lid 40 , hinges 42 , extensions 48 , battery connection cable 53 , camera aperture 74 , hinge aperture 86 , and headphone accessory aperture 88 .
- FIGS. 5A and 5B illustrate example conceptual side-views of video device case 10 .
- FIG. 5A illustrates an example conceptual left side view of video device case 10 , which includes previously described body 12 , lid 40 , hinge 42 , extension 48 , user control aperture 76 B, battery connector 52 , and volume control aperture 82 .
- FIG. 5B illustrates an example conceptual view of an opposing right side of video device case 10 , which includes previously described body 12 , lid 40 , hinge 42 , extension 48 user control aperture 76 A, battery connector 52 , and stylus aperture 84 .
- video game device case 10 may include one or more features to enhance a video game user's playing experience on hand-held video game device 14 .
- video game device case 10 may include a plurality of video game cartridge slots 56 A- 56 C for receiving a plurality of video game cartridges 16 .
- a video game user may store and/or use different video game cartridges in the plurality of video game cartridge slots 56 .
- video game device case 10 may provide a contained source of different video game playing experiences that is easily portable with hand-held video game device 14 .
- video game device case 10 may include various electrical features, e.g., to electrically support hand-held video game device 14 or to electrically connect different features of video game device case 10 .
- FIG. 6 is a conceptual block diagram illustrating example features and electrical connections of video device case 10 .
- video game device case 10 includes previously described device connector 50 , battery connector 52 , video game cartridge slots 56 , cable 64 , plug 66 , and battery recharging connector 70 .
- Video game device case 10 in the example of FIG. 6 also includes video game cartridge connectors 100 , selector switch 102 , battery 104 , charge status switch 106 , charge status indicator 108 , and charge status lights 110 .
- Video game cartridge connectors 100 are located at the terminal ends of video game cartridge slots 56 and are configured to electrically connect to the plurality of video game cartridges 16 .
- Video game cartridge connectors 100 are electrically connected to selector switch 102 , which in turn is electrically connected to device connector 50 .
- Selector switch 102 includes a plurality of different settings to separately place each of the plurality of video game cartridge connectors 100 in separate electrical communication with device connector 50 .
- Battery 104 is electrically connected to battery connector 52 , battery recharging connector 70 , and charge status switch 106 .
- Charge status switch 106 may be engaged to close a circuit between battery 104 and charge status indicator 108 , resulting in the activation of one or more of charge status lights 110 .
- Each video game cartridge connector of the plurality of video game cartridge connectors 100 is configured to electrically connect to one of the plurality of video game cartridges 16 .
- each video game cartridge connector of the plurality of video game cartridge connectors 100 is also configured to physically connect to one of the plurality of video game cartridges 16 .
- the shape, size, and/or electrical contact pattern of the plurality of video game cartridge connectors 100 may vary, e.g., based on the specific video game cartridges to be inserted into the plurality of video game cartridge connectors 100 .
- each cartridge video game cartridge connector of the plurality of video game cartridge connectors 100 may be the same, or at least one video game cartridge connector of the plurality of video game cartridge connectors 100 may be different than one other video game cartridge connector of the plurality of video game cartridge connectors 100 .
- different video game cartridge connectors of the plurality of video game cartridge connectors 100 may be configured to receive different types of video game cartridges, e.g., different types of removable media or different video game cartridges designed for different types of hand-held video game devices.
- at least one video game cartridge connector of the plurality of video game cartridge connectors 100 may be configured to receive a video game cartridge designed for a Nintendo DSi or Nintendo DSi XL hand-held gaming device.
- all video game cartridge connectors of the plurality of video game cartridge connectors 100 may be configured to receive a video game cartridge designed for a Nintendo DSi or Nintendo DSi XL hand-held gaming device.
- Video game cartridge slots 56 may define a variety of different sizes, and the sizes may vary, e.g., based on the size of the cartridge intended to be inserted into a specific video game cartridge slot. Further, each video game cartridge slot of video game cartridge slots 56 may be the same size, or at least one video game cartridge slot may be a different size than at least one other video game cartridge slot of video game cartridge slots 56 . In one example, one or more of video game cartridge slots 56 may define an opening that is approximately 3.8 centimeters long, approximately 3.5 centimeters wide, and approximately 0.4 centimeters tall. Other dimensions are possible, however, and it should be appreciated that the disclosure is not limited in this respect.
- video game device case 10 may include selector switch 102 .
- Selector switch 102 is electrically connected between video game cartridge connectors 100 (which may receive cartridges 16 ) and device connector 50 (which may electrically connect to hand-held video game device 14 ).
- Selector switch 102 also includes a plurality of different settings configured to separately place each video game cartridge connector of the plurality of video game cartridge connectors 100 in electrical communication with device connector 50 and hence hand-held video game device 14 . As a result, a video game user may be able to experience different video games at the touch of selector switch 102 .
- selector switch 102 may be any type of switch that opens and closes different electrical circuits between each video game cartridge connector of the plurality of video game cartridge connectors 100 to separately place different video games in electrical communication with device connector 50 .
- selector switch 102 may be a mechanical switch, e.g., a mechanical switch with a plurality of different positions each corresponding to one of the plurality of different video cartridge connectors 100 . Moving the mechanical switch from a first position may terminate electrical contact with a first video cartridge connector corresponding to the first position (i.e., by opening a circuit), while moving the mechanical switch to a second position different than the first position may establish electrical contact with a different video cartridge connector corresponding to the second position (i.e., by closing a circuit).
- selector switch 102 may be an electrical switch. Engagement of an electrical selector switch 102 may result in one or more electrical control signals being applied to different terminals on the switch, e.g., to controllably open and close different electrical circuits corresponding to each video game cartridge connector of the plurality of video game cartridge connectors 100 .
- selector switch 102 may be designed to be engaged in a number of different ways.
- selector switch 102 may be a depressible push button where depressing the push button a different number of times results in electrical connection of different video game cartridge connectors of the plurality of video game cartridge connectors 100 .
- selector switch 102 may be a rotatable dial where rotating the dial to different positions results in electrical connection of different video game cartridge connectors of the plurality of video game cartridge connectors 100 .
- selector switch 102 may be a slide (e.g., a toggle) where moving the slide to different positions results in electrical connection of different video game cartridge connectors of the plurality of video game cartridge connectors 100 .
- Other types of engagement for selector switch 102 are possible.
- body 12 of video device case 10 may, in some examples, be configured to receive a battery.
- the battery may be electrically connected to power port 28 of hand-held video game device 14 .
- the battery may provide auxiliary power to hand-held video game device 14 to extend the playing time available on device 14 before battery recharging or replacement is necessary.
- FIG. 6 illustrates an example of video device case 10 with battery 104 .
- Battery 104 can be electrically connected to hand-held video game device 14 via battery connector 52 .
- battery 104 may be sealed in body 12 of video game device case 10 in a substantially permanent manner, or battery 104 may be removable, e.g., through a removable cover of body 12 .
- battery 104 may be an alkaline battery, a lithium polymer battery, or a nickel metal hydride battery. Other types of batteries are possible for battery 104 .
- the amount of charge stored by battery 104 may vary, e.g., based on the size of video game device case 10 and the power requirements of hand-held video game device 14 .
- battery 104 may store between approximately 500 milliamp-hours (mAh) and approximately 2500 milliamp-hours of charge, such as, e.g., between approximately 1200 milliamp-hours and approximately 1800 milliamp-hours of charge.
- a battery with charge stored in these ranges may, in some examples, effectively double, triple, or even quadruple that amount of playing time available on hand-held video game device 14 , depending on the specific type of device.
- battery 104 may supply operating power to device 14 .
- video device case 10 may include features to regulate power exchange between battery 104 and hand-held video game device 14 .
- video device case 10 may query a battery in hand-held video game device 14 and supply power from battery 104 when the battery of device 14 falls below a given threshold, e.g., fifty percent of full charge or twenty-five percent of full charge.
- battery 104 may continuously supply power to a battery in hand-held video game device 14 which in turn powers the different features of device 14 .
- battery 104 may be configured to trickle charge a battery in hand-held video game device 14 .
- battery 104 may supply power to the battery in device 14 until the battery in device 14 reaches a full charge. In addition, upon reaching a full charge, battery 104 may supply power to the battery in hand-held video game device 14 at substantially the same rate the battery in device 14 is discharging, e.g., while powering the various features of device 14 . In this way, battery 104 may trickle charge a battery in device 14 .
- video device case 10 may include a permanent battery and one or more volumetric regions designed to receive removable batteries. If multiple batteries are included, the video game device 14 may draw power from multiple sources or only one of the batteries, in which case a battery selection switch (not shown) might also be included. The ability to receive multiple batteries may be desirable to increase the amount of time that a user can operate hand-held video game device 14 inside video device case 10 .
- battery 104 may be rechargeable or non-rechargeable, in the example of FIG. 6 , battery 104 is shown as a rechargeable battery that may be recharged through battery recharging connector 70 .
- Video device case 10 may include additional features (not shown) such as, e.g., an alternating current-to-direct current power converter, a charge limiter, or the like, to support recharging of battery 104 .
- battery 104 Upon being connected to an external power source via battery recharging connector 70 , battery 104 may be recharged.
- video game device case 10 includes battery 104
- user awareness of a charge level of battery 104 may help a video game user determine when battery 104 needs to be replaced and/or recharged.
- video game device case 10 may include a charge status indicator.
- a charge status indicator provides an indication of the level of charge of battery 104 .
- video game device case 10 includes charge status indicator 108 electrically connected to battery 104 through charge status switch 106 .
- Engaging charge status switch 106 closes a circuit between battery 104 and charge status indicator 108 , allowing charge status indicator 108 to provide an indication of the amount of charge in battery 104 .
- charge status indicator 108 may be an icon, e.g., of a battery, that changes shape or color depending on the amount of charge remaining in battery 104 .
- charge status indicator 108 may be a gauge, e.g., a needle gauge, that indicates a percentage of battery 104 charge remaining
- charge status indicator 108 may include a plurality of lights 110 (e.g., a plurality of LEDs).
- the plurality of lights 110 may be different colors (e.g., red, yellow, green) to indicate the amount of charge remaining on battery 104 .
- a different number of the plurality of lights 110 may illuminate depending on the charge of battery 104 .
- one light of the plurality of lights 110 may illuminate if battery 104 has approximately twenty-five percent of its total charge remaining, while all four lights of the plurality of lights 110 may illuminate if battery 104 is substantially fully charged.
- video game device case 10 may include a different number of lights such as, e.g., one light, two lights, three lights, or more lights.
- FIG. 7 illustrates an example perspective view of a bottom side of video device case 10 described with respect to FIGS. 1-6 .
- FIG. 7 depicts an example arrangement and design for selector switch 102 , charge status switch 106 , and charge status indicator 108 .
- FIG. 7 also shows previously described body 12 , lid 40 , device connector 50 , battery connector 52 , battery connection cable 53 , extensions 48 , volume control aperture 82 , stylus aperture 84 , and headphone accessory aperture 88 .
- FIG. 7 illustrates additional features that may optionally be included with video device case 10 including dovetail joints 116 and video game apertures 118 .
- video device case 10 may, in some examples, include extensions 48 that may be configured to be gripped by a video game user during operation of hand-held video game device 14 .
- extensions 48 may be removable, e.g., to facilitate storage or transport of video device case 10 .
- video game device case 10 may include one or more features to removably attach extensions 48 to device case 10 .
- the features may be a mechanical fixation element such as, e.g., a screw, bolt, clasp, hook-and-loop fastener, or the like.
- extensions 48 may be interference fit with video game device case 10 to frictionally engage extensions 48 with device case 10 .
- video device case 10 includes female dovetail joints 116 and extensions 48 include corresponding male joints.
- extensions 48 can be frictionally engaged and removably attached to device case 10 .
- body 12 of video device case 10 can include any number of different cutouts for viewing and accessing different features of hand-held video game device 14 or the plurality of video game cartridges 16 .
- FIG. 7 illustrates video game device case 10 with example video game apertures 118 .
- Video game apertures 118 are defined in bottom surface 60 of body 12 and are arranged such that each video game cartridge of the plurality of video game cartridges 16 may be positioned under one of the video game apertures 118 when a video game cartridge is inserted into one of cartridge slots 56 . In this way, a video game user can view different video game cartridges, e.g., different labels on the different video game cartridges, when selecting one of the plurality of video game cartridges 16 for play with selector switch 102 .
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Abstract
A video game device case includes a body configured to receive a hand-held video game device and a plurality of video game cartridges. In some examples, the video game device case includes a selector switch, which may be used to select between the plurality of video game cartridges housed in the video game device case. In some examples, the body of the video game device case is configured to receive a battery. Upon being electrically connected to the hand-held video game device, the video game device case may provide power to the hand-held device and different games for play at the touch of a switch, thus enhancing the length of playing time and the variety of gaming experiences available when using the hand-held gaming device.
Description
- This disclosure relates to video game devices and, more particularly, to cases for video game devices.
- Portable video game devices are enjoyed by children and adults alike because the devices provide self-contained entertainment without the encumbrances of larger home video game systems. One of the original and most popular portable video game devices was the Nintendo Gameboy. Predecessors to the Nintendo Gameboy include the Nintendo DSi and DSi XL gaming devices. Other makers now provide portable gaming devices as well, such as Sony, who makes the PlayStation® PSP Go gaming device. In general, a portable video game device includes a display screen, a battery as a portable power source, a media slot for receiving a video game, and different user input features for interacting with the video game during play.
- Portable video game devices are often used for entertainment when traveling or otherwise away from home. As such, play on a portable video game device is generally limited by the lifespan of the battery of the video game device and a user's attention span when playing a particular video game. While a user can sometimes bring a battery recharging cord, replacement batteries, or different video games for increased playing time and enjoyment on a trip away from home, this requires preplanning on the part of the user. Moreover, because these features are external to the self-contained portable video game device, they can be lost or otherwise damaged.
- In general, the disclosure is directed to a case for a portable, hand-held video game device. The video game device case includes a body configured to receive both the hand-held video game device and a plurality of video game cartridges. The video game device case includes a selector switch, which may be used to select between the plurality of video game cartridges. In some examples, the body of the video game device case is configured to receive a battery. Upon being electrically connected to the hand-held video game device, the video game device case may provide power to the hand-held device and different games for play at the touch of a switch, thus enhancing the length of playing time and the variety of gaming experiences available when using the hand-held gaming device. In some examples, the case is constructed of a robust material able to withstand dropping, scratches, and other physical abuse. As a result, the case can protect the portable video game device from different physical abuses associated with portability.
- In one example according to the disclosure, a video game device case includes a body configured to receive a hand-held video game device and to receive a plurality of video game cartridges. The video game device case includes a plurality of video game cartridge connectors, each video game cartridge connector of the plurality of video game cartridge connectors configured to electrically connect to one of the plurality of the video game cartridges, and a device connector configured to establish electrical connectivity with the hand-held video game device. According to the examples, the video game device case also includes a selector switch electrically connected between the device connector and the plurality of video game cartridge connectors, where the selector switch includes a plurality of settings configured to separately place each video game cartridge connector of the plurality of video game cartridge connectors in electrical communication with the device connector.
- In another example according to the disclosure, a video game device case includes a body configured to receive a hand-held video game device, at least two video game cartridges, and a battery. The video game device case includes a lid pivotally mounted to the body, where the lid is configured to receive a pivotally mounted screen of the hand-held video game device. The video game device case also includes a battery connector configured to establish electrical connectivity between the battery and a power connector of the hand-held video game device. According to the example, the video game device case includes a plurality of video game cartridge connectors, each video game cartridge connector of the plurality of video game cartridge connectors configured to electrically connect to one of the plurality of the video game cartridges, a device connector configured to establish electrical connectivity with the hand-held video game device, and a selector switch electrically connected between the device connector and the plurality of video game cartridge connectors, where the selector switch includes a plurality of settings configured to separately place each video game cartridge connector of the plurality of video game cartridge connectors in electrical communication with the device connector.
- The details of one or more examples are set forth in the accompanying drawings and the description below. Other features, objects, and advantages will be apparent from the description and drawings, and from the claims.
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FIG. 1 is a conceptual front view of an example hand-held video game device and an example case configured to receive the hand-held video game device. -
FIG. 2 is a conceptual back view of the example hand-held video game device and the example video game device case ofFIG. 1 . -
FIG. 3 is a conceptual front view of the example video game device case ofFIG. 1 . -
FIG. 4A is a conceptual plan view of the example video game device case ofFIG. 1 . -
FIG. 4B is a conceptual perspective view of the example video game device case ofFIG. 1 . -
FIGS. 5A and 5B are conceptual side views of the example video game device case ofFIG. 1 . -
FIG. 6 is a conceptual block diagram illustrating various example components of the example video game device case ofFIG. 1 . -
FIG. 7 is a conceptual bottom view of the example video game device case ofFIG. 1 . - Hand-held video game devices provide portable, interactive entertainment that can be used at home or when traveling. In general, a hand-held video game device includes a display screen, a battery power source, a media slot for receiving a video game, and different user controls for interacting with the video game during play (e.g., buttons, directional pads, joysticks, and the like). A video game user (i.e., a video game player) can manipulate the different controls of the hand-held video game device during play to interact with the video game in the media slot of device. In general, the video game user may play a specific video game until the battery of the hand-held video game device is exhausted or until the user loses attention with the specific video game. While the video game user may be able to replace or recharge the battery of the device, or insert a different video game into the media slot of the device, the user may not want to be encumbered with these accessories or may avoid bringing these accessories on a trip away from home for fear of losing them.
- This disclosure describes a video game device case for a hand-held video game device. The video game device case may protect the hand-held video game device from physical abuses associated with portability (e.g., dropping and scratches). The video game device case may also enhance the video game user's playing experience. For instance, in one example, the video game device case includes a body configured to receive both the hand-held video game device and a plurality of video game cartridges. The video game device case also includes a selector switch, which may be used to select between the plurality of video game cartridges. Upon being electrically connected to the hand-held video game device, the video game device case may allow the user to switch between different video games, thus enhancing the variety of gaming experiences available when using the hand-held gaming device
- In an additional example, the video game device case includes a body that is configured to receive a battery. By electrically connecting the video game device case to the hand-held video game device, the video game device case may provide auxiliary power to the hand-held device. As a result, the video game user may be able to play the hand-held video game device for a longer period of time without recharging or changing the batteries of the device, thus enhancing the user's playing experience.
- Different views of an example video game device case will be described in greater detail with reference to
FIGS. 3-5 and 7. Further, an example conceptual block diagram illustrating various components of an example video game device case will be described in greater detail with reference toFIG. 6 . However, an example hand-held video game device and an example video game device case will first be described with reference toFIGS. 1 and 2 . -
FIGS. 1 and 2 show perspective front and back views, respectively, of an example videogame device case 10 in accordance with an example of this disclosure. Video game device case 10 (also referred to herein as “device case 10”) includes abody 12 that is configured to receive a hand-held video game device 14 (also referred to herein as “device 14”). Body 12 is also configured to receive a plurality of video game cartridges 16 (also referred to herein as “cartridges 16”), one of which is shown for clarity. Hand-heldvideo game device 14 can be inserted into videogame device case 10 and electrically and mechanically connected to videogame device case 10. Videogame device case 10 may protect hand-heldvideo game device 14 during transport and operation ofdevice 14. Further, as described in greater detail below, videogame device case 10 may include features that enhance the playing experience of hand-heldvideo game device 14. In one example, videogame device case 10 includes a selector switch (FIGS. 6 and 7 ) for selecting between the plurality ofvideo game cartridges 16 to separately play each video game cartridge. In another example,body 12 of videogame device case 10 is configured to receive a battery (FIG. 6 ), which may provide auxiliary power to hand-heldvideo game device 14 during play. Videogame device case 10 may include additional features, as described below. - Video
game device case 10 is configured to receive hand-heldvideo game device 14. In general, hand-heldvideo game device 14 may be any electronic device that provides a gaming experience through user interaction. Hand-heldvideo game device 14 may be a dedicated video game device or a multifunction device configured to play a video game such as, e.g., a mobile phone, a laptop computer, a portable media player, or the like. In the example ofFIGS. 1 and 2 , hand-heldvideo game device 14 is generally illustrated in the style of a Nintendo DSi or Nintendo DSi XL hand-held gaming device. As such, the remainder of the present disclosure generally refers to an example configuration of videogame device case 10 wheredevice case 10 is designed to receive a Nintendo DSi or Nintendo DSi XL hand-held gaming device. However, other configurations of videogame device case 10 are possible in accordance with the present disclosure, and it should be appreciated that the disclosure is not limited to any particular type of hand-held video game device. For example, videogame device case 10 can be configured to receive a PlayStation® PSP Go gaming device, a PlayStation® PSP gaming device, a Nintendo DS Lite gaming device, a Nintendo 3DS gaming device, or any other type of hand-held video game device, as will be appreciated by those of skill in the art. - In the example of
FIGS. 1 and 2 , which generally depict a Nintendo DSi or Nintendo DSi XL hand-held gaming device, hand-heldvideo game device 14 includes abase 18, a top 20, afirst display screen 22, asecond display screen 23, user controls 24A-24D, operatingbuttons 26A-26C, apower connector 28, a videogame cartridge slot 30, and lanyard holes 32.First display screen 22 is integrated withbase 18, whilesecond display screen 23 is integrated withtop 20.Top 20 rotates relative tobase 18 aroundhinge 34 to open and close hand-heldvideo game device 14. User controls 24A-24D allow a video game user to interact with a video game during play.Operation buttons 26A-26C allow the video game user to control operating functions of hand-heldvideo game device 14 such as, e.g., poweringdevice 14 on and off, ejecting a video game cartridge from videogame cartridge slot 30, starting or pausing a video game, or the like. Lanyard holes 32 are configured to receive a lanyard or strap for carrying hand-heldvideo game device 14. - In operation outside of
video device case 10, a video game user may insert one of the plurality ofvideo game cartridges 16 into videogame cartridge slot 30 ofdevice 14. In some examples, each video game cartridge of the plurality ofvideo cartridges 16 may be a rectangular cartridge that includes memory. In other examples, each video game cartridge of the plurality ofvideo cartridges 16 may be a cassette, disk, diskette, thumb drive, or other form of removable media. Each video game cartridge of the plurality ofvideo cartridges 16 includes memory that stores one or more video games, which in different examples may be, e.g., magnetic, flash, or optical memory, for storing video game data. Upon being inserted into videogame cartridge slot 30, a video game user may interact with one or more ofoperation buttons 26A-26C, e.g., by selectivelydepressing operation buttons 26A-26C, topower device 14 on, start the video game, or perform other functions generally associated with a hand-held video game device. A battery within hand-held video game device 14 (not shown) may power the various features ofdevice 14 during operation. The battery may be rechargeable viapower connector 28. During play, the battery may powerfirst display screen 22,second display screen 23, speakers and the like on a hand-held video game as a video game user interacts withuser controls 24A-24D during play. - To protect hand-held
video game device 14 during transport, and to enhance the user experience available ondevice 14 during play, hand-heldvideo game device 14 may be connected with a videogame device case 10 in accordance with this disclosure. Videogame device case 10 can assume different configurations; however, in the example ofFIGS. 1 and 2 , videogame device case 10 includesbody 12,lid 40, hinges 42, clips 46,extensions 48,device connector 50,battery connector 52,device compartment 54, andcartridge slots 56A-56C (collectively “cartridge slots 56”).Lid 40 is pivotally mounted tobody 12 viahinges 42 and is configured to receive pivotally mountedtop 20 of hand-heldvideo game device 14. Videogame device case 10 receives hand-heldvideo game device 14 by insertingbase 18 ofdevice 14 intodevice compartment 54 and by insertingtop 20 ofdevice 14 into a recessed area defined inlid 40.Clips 46 mechanically connect hand-heldvideo game device 14 to videogame device case 10, e.g., to prevent lateral motion and to preventdevice 14 from falling out ofcase 10. A plurality ofvideo game cartridges 16 may be inserted intocartridge slots 56.Device connector 50 may be inserted into videogame cartridge slot 30 of hand-heldvideo game device 14 to establish electrical connectivity betweendevice case 10, and in particular the plurality ofvideo game cartridges 16 connected todevice case 10, and hand-heldvideo game device 14.Battery connector 52 may be inserted intopower connector 28 of hand-heldvideo game device 14 to establish electrical connectivity between a battery in device case 10 (not shown) and a battery in device 14 (also not shown).Extensions 48 extend outward from opposing sides ofbody 12 and may be gripped by a video game user during operation of hand-heldvideo game device 14. Further, as will be described,video game case 10 may include cutouts that define openings for accessing different features of hand-heldvideo game device 14 whendevice 14 is placed withindevice case 10. - As discussed in greater detail below, video
game device case 10 may include features that enhance the playing experience of hand-heldvideo game device 14. In one example,device case 10 may include a selector switch electrically connected between hand-heldvideo game device 14 and a plurality ofvideo game cartridges 16 inserted intocartridge slots 56 ofdevice case 10. The switch may include a plurality of different settings, where separate settings place separate video game cartridges of the plurality ofvideo cartridges 16 in electrical communication withdevice 14. As a result, a video game user can selectively play each of the plurality ofvideo game cartridges 16 by touching the selector switch without physically exchanging cartridges indevice 14. In another example,body 12 of the videogame device case 10 is configured to receive a battery. The battery of videogame device case 10 may be electrically connected with a battery of hand-heldvideo game device 10 viabattery connector 52. As such, videogame device case 10 may provide auxiliary power to hand-heldvideo game device 14, e.g., to extend the amount of playing time available ondevice 14. - As shown in
FIGS. 1 and 2 , videogame device case 10 receives hand-heldvideo game device 14 and a plurality ofvideo game cartridges 16. In some examples, videogame device case 10 receives hand-heldvideo game device 14 by connecting a single surface ofdevice 14 tocase 10, e.g., by mechanically attaching a bottom surface ofbase 18 ofdevice 14 tocase 10. In other examples, videogame device case 10 receives hand-heldvideo game device 14 by connecting multiple surfaces ofdevice 14 tocase 10, e.g., by insertingbase 18 ofdevice 14 into a recessed portion ofcase 10. In still other examples, videogame device case 10 substantially houses the entire hand-heldvideo game device 14. For example, in the example shown inFIGS. 1 and 2 , videogame device case 10 is configured to house hand-heldvideo game device 14 by insertingbase 18 ofdevice 14 intodevice compartment 54 and by insertingtop 20 ofdevice 14 into a recessed area defined inlid 40.Lid 40 may rotate between an open position and a closed position to either provide access hand-heldvideo game device 14, e.g., for playing, or to protectdevice 14 within the closed body ofdevice case 10, e.g., for transport and storage. By housing hand-heldvideo game device 14 whenlid 40 is closed,device case 10 may provide protection to substantially the entire hand-held video game device, e.g., to prevent damage from dropping, scratches, or other physical abuse. -
Video game case 10 is configured to receive a plurality ofvideo game cartridges 16. A plurality ofvideo game cartridges 16 may be two, three, four, five, or morevideo game cartridges 16, however, in the example ofFIG. 2 ,video game case 10 is configured to receive three video game cartridges. The plurality ofvideo game cartridges 16 may be inserted into separate video game cartridge connectors (not shown inFIGS. 1 and 2 ) disposed withindevice case 10, as will be described in greater detail with reference toFIG. 6 , to electrically connect each video game cartridge of the plurality ofvideo cartridges 16 indevice case 10. In some examples,video game case 10 receives the plurality ofvideo game cartridges 16. A user may insertcartridges 16 into connectors extending from a peripheral surface ofdevice case 10, e.g., using connectors that project perpendicularly away fromdevice case 10. In other examples,video game case 10 receives the plurality ofvideo game cartridges 16, and a user may insertcartridges 16 into connectors disposed within one or more recesses defined withinbody 12 ofdevice case 10. For example, in the example ofFIG. 2 ,device case 10 definescartridge slots 56, which are sized and shaped to receive the plurality ofvideo game cartridges 16. Connectors are disposed at terminal ends ofcartridge slots 56, allowingcartridges 16 to be inserted intocartridge slots 56 and electrically connected. -
Video device case 10 includesdevice compartment 54 for receiving hand-heldvideo game device 14 andcartridge slots 56 for receiving the plurality ofvideo game cartridges 16.Device compartment 54 andcartridge slots 56 may be arranged in a variety of different locations ondevice case 10 and the locations may vary, e.g., based on the configuration of the specific hand-heldvideo game device 14 to be housed. InFIGS. 1 and 2 ,body 12 of videogame device case 10 defines atop surface 58, abottom surface 60 oppositetop surface 58, and at least oneside wall 62 connectingtop surface 58 tobottom surface 60, which in the example ofFIGS. 1 and 2 is shown as four sidewalls.Device compartment 54 is defined as a recessed cavity intop surface 58 ofbody 12, whilecartridge slots 56 are defined as apertures accessible throughsidewall 62 ofbody 12. As such,device compartment 54 is accessible from a front-side ofdevice case 10 whenlid 40 is open. By contrast,cartridge slots 56 are accessible from a back-side ofdevice case 10 opposite the front-side. Different configurations are contemplated, however, and it should be appreciated that the disclosure is not limited to the a device case includingdevice compartment 54 andcartridge slots 56, or the specific arrangement ofdevice compartment 54 andcartridge slots 56. Rather, consistent with this disclosure, videogame device case 10 may receive hand-heldvideo game device 14 and the plurality ofvideo game cartridges 16 in any arrangement that facilitates establishing electrical connectivity between the different components. - The specific dimensions of video
game device case 10 may vary, e.g., based on the specific features included withdevice case 10, the specific hand-heldvideo game device 14 thatdevice case 10 is designed to accommodate, and the number ofvideo game cartridges 16 thatdevice case 10 is designed to receive. That being said, in some examples,device case 10 may includelid 40 that is approximately 14 centimeters long, approximately 7.5 centimeters wide, and approximately 0.5 centimeters tall. In some examples,device case 10 may includebody 12 that is approximately 14 centimeters long, approximately 8 centimeters wide, and approximately 2.5 centimeters tall. These dimensions are merely examples, however, and other dimensions are both contemplated and possible. - Upon placing hand-held
video game device 14 in videogame device case 10, it may be useful to physically connectdevice 14 tocase 10, e.g., to form an integral assembly that resists detachment except with user assistance. Physically attaching hand-heldvideo game device 14 tovideo game device 10 may preventdevice 14 from inadvertently coming out ofcase 10 during use or transport. For example, in the example ofFIG. 1 , videogame device case 10 includesclips 46.Clips 46 are protrusions extending frombody 12 ofvideo device case 10 to frictionally engage with hand-heldvideo device 14 upon insertingdevice 14 inbody 12.Clips 46 may prevent hand-heldvideo game device 14 from detaching from videogame device case 10 until, e.g., a user applies sufficient force to overcome the frictional resistance ofclips 46. In different examples, different mechanical fixation features may be used in addition to, or in lieu of, clips 46. Example fixation elements may include, but are not limited to, screws, bolts, adhesive, or the like. In still other examples, hand-heldvideo game device 14 may not be physically connected to videogame device case 10, but insteaddevice 14 andcase 10 may be merely electrically connected. Therefore, although videogame device case 10 inFIG. 1 is shown receiving hand-heldvideo game device 14, in other applications,case 10 may be separate fromdevice 14 and electrically connected, e.g., throughdevice connector 50 andbattery connector 52. - Hand-held
video game device 14 may be subject to different physical abuses during the service life of the device. At various times,device 14 may be dropped, thrown, scratched, abraded, or otherwise abused. Videogame device case 10 may protect hand-heldvideo game device 14 from these and other physical abuses. As such, videogame device case 10 may be constructed of a robust material able to withstand different physical forces without breaking In various examples,video game case 10 may be constructed of a metal material (e.g., steel, aluminum, copper), a thermoplastic material (e.g., polystyrene, polyethylene, polypropylene, polyvinyl-based materials), a thermosetting plastic material (e.g., Bakelite, epoxy resin-based materials), or the like. In one example,video game case 10 is constructed of an acrylonitrile butadiene styrene (ABS) thermoplastic. In another examples,video game case 10 is constructed of a polycarbonate material. Other materials for videogame device case 10 are both possible and contemplated. - Video
game device case 10 may include one or more features for establishing an electrical connection between the plurality ofvideo game cartridges 16 received bydevice case 10 and hand-heldvideo game device 14, e.g., whendevice 14 is inserted intodevice case 10. Upon establishing the electrical connection, a video game user may play one of the plurality ofvideo game cartridges 16 in videogame device case 10 on hand-heldvideo game device 14 without physically exchangingdifferent cartridges 16 in and out ofdevice 14. The specific features for establishing an electrical connection may vary, e.g., based on the specific configuration of videogame device case 10 and the specific hand-heldvideo game device 14. However, in some examples, as shown in the example ofFIG. 1 , videogame device case 10 may includedevice connector 50.Device connector 50 is electrically connected to one or more of a plurality of video game cartridge connectors, which in turn are connectable to a plurality ofvideo game cartridges 16, as discussed in greater detail with reference toFIG. 6 .Device connector 50 is also configured to electrically connect to hand-heldvideo game device 14. In the example ofFIG. 2 ,device connector 50 includes acable 64 extending frombody 12 and aplug 66 disposed at a distal end ofcable 64.Plug 66 may be designed to be inserted into a media slot of hand-heldvideo game device 14. In some examples, a media slot may be an internet port, Ethernet port, or USB port ondevice 14, and plug 66 may have a shape and an electrical contact pattern corresponding to a telephone plug, an Ethernet plug, or a USB plug. In other examples, a media slot may be a video game cartridge slot, such as videogame cartridge slot 30 as shown inFIG. 2 . In these examples, plug 66 may substantially replicate a shape and an electrical contact pattern of a video game cartridge, such as one of the plurality ofvideo cartridges 16. For example, in the case of a Nintendo DS hand-held gaming device, plug 66 may be approximately 4.3 centimeters long, approximately 3.3 centimeters wide, and approximately 0.3 centimeters tall. In this example, plug 66 may have 17 electrical contacts that are each spaced approximately 1 millimeter apart from one another in substantially the same pattern as a Nintendo DS cartridge. In this way, plug 66 may be inserted into videogame cartridge slot 30 to establish an electrical connection for transferring data to and/or from each video game cartridge of the plurality ofvideo cartridges 16 in videogame device case 10 to hand-heldvideo game device 14. - It should be appreciated that although
device connector 50 is illustrated inFIG. 2 as includingcable 64 and plug 66, in different examples,device connector 50 may assume a different configuration. For instance, in some examples,device connector 50 may be a port defined on video game device case 10 (e.g., a female connector configured to receive a corresponding male connector) or a protruding connector extending from device case 10 (e.g., a male connector configured to receive a corresponding female connector). Therefore, althoughdevice connector 50 inFIG. 2 includescable 64 and plug 66 to connect to hand-heldvideo game device 14, in other applications according to the disclosure,device connector 50 may be electrically connected to hand-heldvideo game device 14 with a separate cable, e.g., extending betweendevice connector 50 anddevice 14. In still other examples, a connection cable may be eliminated, e.g., by locatingdevice connector 50 indevice compartment 54 such that hand-heldvideo game device 14 engagesdevice connector 50 upon being placed indevice compartment 54. Other device connectors for cases falling within the scope of the disclosure are possible. - A video game user's gaming experience with hand-held
video game device 14 may be limited by the amount of battery power provided bydevice 14. Although hand-heldvideo game device 14 may include a rechargeable battery, e.g., rechargeable throughpower connector 28, a power source may be unavailable while traveling or the user's video game may be interrupted during a recharging cycle. A video game user's gaming experience may be enhanced with increased battery life, e.g., to increase the amount of playing time available on hand-heldvideo game device 14 before a battery recharging is required. As such, videogame device case 10 may, in some examples, include one or more batteries to provide auxiliary power to hand-heldvideo game device 14. Example battery details will be discussed in greater detail with reference toFIG. 6 . With reference toFIG. 2 , however, it is noted that in examples where the video game device case includes a battery,device case 10 may include one or more features for transferring power fromdevice case 10 to hand-heldvideo game device 14.Battery connector 52 serves this function in the example ofFIG. 2 .Battery connector 52 is electrically connected to one or more batteries (not shown) in videogame device case 10.Battery connector 52 is also configured to electrically connect to one or more batteries (not shown) in hand-heldvideo game device 14. In some examples,battery connector 52 is a female connector that defines a port on eitherbody 12 or a cable extending frombody 12 for receiving a corresponding male connector. In other examples,battery connector 52 is a male connector that defines a protrusion extending from eitherbody 12 or a cable extending frombody 12 for receiving a corresponding female connector. For example, as shown in the example ofFIG. 2 ,battery connector 52 is configured to be connected to battery connection cable 53 (only a portion of which is shown for clarity), which in turn may be inserted inpower connector 28 of hand-heldvideo game device 14. In this manner, an electrical connection may be established between videogame device case 10 and hand-heldvideo game device 14 to provide extended battery power todevice 14. - In examples where video
game device case 10 includes one or more batteries, the batteries may be rechargeable or non-rechargeable. Further, one or more of the batteries may be permanently sealed inbody 12 of videogame device case 10, or one or more of the batteries may be removable, e.g., for replacement or recharging. In some cases, videogame device case 10 may include a permanently sealed battery and one or more areas sized to receive removable batteries. Any batteries in videogame device case 10 may provide power to a connected hand-heldvideo game device 14, or, in some cases, a user may need to select a given battery via a battery selection switch (not shown). - Where video
game device case 10 includes a rechargeable battery, it may be useful for easy and efficient recharging if videogame device case 10 is configured to connect to an external power source without removing the battery fromdevice case 10. The battery may then be recharged directly indevice case 10. In the example ofFIG. 2 ,video device case 10 includes an examplebattery recharging connector 70, which may be used to recharge a battery in videogame device case 10.Battery recharging connector 70 is electrically connected to a battery in videogame device case 10, as discussed in greater detail with reference toFIG. 6 . As withbattery connector 52,battery recharging connector 70 may comprise, in different examples, a male or a female connector, andbattery recharging connector 70 may be formed withinbody 12 or may be separated frombody 12, e.g., on the end of a cable extending frombody 12. - In one example, as generally depicted in
FIG. 2 ,battery recharging connector 70 may be the same or substantially similar aspower connector 28 of hand-heldvideo game device 14. With this configuration, a manufacturer-provided power cable designed to be inserted intopower connector 28 to recharge a battery of hand-heldvideo game device 14 may, instead, be inserted intobattery recharging connector 70 to recharge a battery of videogame device case 10. Independent of the specific configuration ofbattery recharging connector 70, upon being connected to an external power source, e.g., a 110 volt or 120 volt A/C wall outlet, one or more batteries in videogame device case 10 may be recharged viabattery recharging connector 70. - During video game play, a video game user may hold
video game case 10 while operating hand-heldvideo game device 14. To increase the video game user's grip and comfort while holdingvideo device case 10,device case 10 may include one or more ergonomic features suitable for gripping. In the example ofFIGS. 1 and 2 , videogame device case 10 includesextensions 48.Extensions 48 are lateral projections extending off opposing sides of videogame device case 10 that are configured to be gripped by a video game user during operation of hand-heldvideo game device 14. In some examples,extensions 48 are comparatively thinner than a thickness of video device case 10 (i.e., in the Z-direction illustrated onFIG. 2 ) in order to provide a location that can be comfortably gripped by a video game user. In some examples,extensions 48 are integrally formed with videogame device case 10, e.g., molded or cast withdevice case 10. In other examples, as described in greater detail with respect toFIG. 7 ,extensions 48 are separate and removable from videogame device case 10, e.g., to provide acompact device case 10 for transport and storage. - As briefly noted above,
body 12 of videogame device case 10 may include one or more cutouts that define openings for accessing different features of hand-heldvideo game device 14 whendevice 14 is placed withindevice case 10. The number and arrangement of the different cutouts may vary, e.g., based on the specific configuration of videogame device case 10 and the specific configuration of hand-heldvideo game device 14. With respect to the examples ofFIGS. 1 and 2 though, example cutouts includecamera aperture 74, 76A and 76B,user control apertures lanyard aperture 78,device connector aperture 79,power connector aperture 80,volume control aperture 82,stylus aperture 84, and hingeaperture 86.Camera aperture 74 is defined inlid 40 and is arranged such that a camera lens on an outside surface oftop 20 of hand-heldvideo game device 14 may be positioned undercamera aperture 74 when top 20 is inserted intolid 40. 76A and 76B are defined inUser control apertures sidewall 62 ofbody 12 and are arranged such that user controls 24B and 24C may be accessible through 76A and 76B, respectively, when hand-helduser control apertures video game device 14 is inserted into videogame device case 10.Lanyard aperture 78 andpower connector aperture 80 are both also defined insidewall 62.Lanyard aperture 78 andpower connector aperture 80 are arranged such that lanyard holes 32 andpower connector 28 may be positioned underlanyard aperture 78 andpower connector aperture 80, respectively, whendevice 14 is inserted intodevice case 10. -
Device connector aperture 79 is defined insidewall 62 and arranged such that videogame cartridge slot 30 may be positioned underdevice connector aperture 79 whenbase 18 is inserted intodevice compartment 54.Volume control aperture 82 is defined in a sidewall ofbody 12 over one ofextensions 48 and is arranged such that a volume control button of hand-heldvideo game device 14 may be positioned undervolume control aperture 82 whendevice 14 is inserted intodevice compartment 54.Stylus aperture 84 is defined in an opposing sidewall ofbody 12 over an opposingextension 48 and is arranged such that a stylus stored in hand-heldvideo game device 14 may be accessed whendevice 14 is inserted intodevice compartment 54. In addition,hinge aperture 86 is defined betweentop surface 58 ofbody 12 andlid 40 and is configured to allowhinge 34 of hand-heldvideo game device 14 to be inserted intovideo game case 10. It should be appreciated that the foregoing description of cutouts are merely examples, and the disclosure is not limited to a video game device case that includes any cutouts or any particular arrangement of cutouts. -
FIGS. 3-5 illustrate several different examples views of the examplevideo device case 10 illustrated and described with respect toFIGS. 1 and 2 .FIG. 3 is an example front conceptual view ofvideo device case 10.FIG. 3 showsbody 12 ofvideo device case 10 withlid 40 in a closed position.Extensions 48 project outward from opposing sides ofbody 12 and may be gripped by a video game user during operation of hand-heldvideo game device 14.FIG. 3 also shows an additional example cutout defined in a sidewall ofbody 12. Specifically,headphone accessory aperture 88 is shown, which may be arranged such that a headphone/accessory connector on hand-held video may be positioned underheadphone accessory aperture 88 whendevice 14 is inserted intodevice case 10. -
FIGS. 4A and 4B illustrate different example conceptual top views ofvideo device case 10. In particular,FIG. 4A illustrates an example conceptual plan view ofvideo device case 10, whileFIG. 4B illustrates an example conceptual perspective view of the samevideo device case 10.FIGS. 4A and 4B show different views of previously describedbody 12,lid 40, hinges 42,extensions 48,battery connection cable 53,camera aperture 74,hinge aperture 86, andheadphone accessory aperture 88. -
FIGS. 5A and 5B illustrate example conceptual side-views ofvideo device case 10.FIG. 5A illustrates an example conceptual left side view ofvideo device case 10, which includes previously describedbody 12,lid 40,hinge 42,extension 48,user control aperture 76B,battery connector 52, andvolume control aperture 82.FIG. 5B illustrates an example conceptual view of an opposing right side ofvideo device case 10, which includes previously describedbody 12,lid 40,hinge 42,extension 48user control aperture 76A,battery connector 52, andstylus aperture 84. - As noted above, video
game device case 10 may include one or more features to enhance a video game user's playing experience on hand-heldvideo game device 14. For example, as previously explained, videogame device case 10 may include a plurality of videogame cartridge slots 56A-56C for receiving a plurality ofvideo game cartridges 16. A video game user may store and/or use different video game cartridges in the plurality of videogame cartridge slots 56. In this manner, videogame device case 10 may provide a contained source of different video game playing experiences that is easily portable with hand-heldvideo game device 14. - In addition to or in lieu of the plurality of video
game cartridge slots 56, videogame device case 10 may include various electrical features, e.g., to electrically support hand-heldvideo game device 14 or to electrically connect different features of videogame device case 10.FIG. 6 is a conceptual block diagram illustrating example features and electrical connections ofvideo device case 10. In the example ofFIG. 6 , videogame device case 10 includes previously describeddevice connector 50,battery connector 52, videogame cartridge slots 56,cable 64, plug 66, andbattery recharging connector 70. Videogame device case 10 in the example ofFIG. 6 also includes videogame cartridge connectors 100,selector switch 102,battery 104,charge status switch 106,charge status indicator 108, and charge status lights 110. Videogame cartridge connectors 100 are located at the terminal ends of videogame cartridge slots 56 and are configured to electrically connect to the plurality ofvideo game cartridges 16. Videogame cartridge connectors 100 are electrically connected toselector switch 102, which in turn is electrically connected todevice connector 50.Selector switch 102 includes a plurality of different settings to separately place each of the plurality of videogame cartridge connectors 100 in separate electrical communication withdevice connector 50.Battery 104 is electrically connected tobattery connector 52,battery recharging connector 70, andcharge status switch 106.Charge status switch 106 may be engaged to close a circuit betweenbattery 104 andcharge status indicator 108, resulting in the activation of one or more of charge status lights 110. - Each video game cartridge connector of the plurality of video
game cartridge connectors 100 is configured to electrically connect to one of the plurality ofvideo game cartridges 16. In some examples, each video game cartridge connector of the plurality of videogame cartridge connectors 100 is also configured to physically connect to one of the plurality ofvideo game cartridges 16. The shape, size, and/or electrical contact pattern of the plurality of videogame cartridge connectors 100 may vary, e.g., based on the specific video game cartridges to be inserted into the plurality of videogame cartridge connectors 100. Further, each cartridge video game cartridge connector of the plurality of videogame cartridge connectors 100 may be the same, or at least one video game cartridge connector of the plurality of videogame cartridge connectors 100 may be different than one other video game cartridge connector of the plurality of videogame cartridge connectors 100. In other words, different video game cartridge connectors of the plurality of videogame cartridge connectors 100 may be configured to receive different types of video game cartridges, e.g., different types of removable media or different video game cartridges designed for different types of hand-held video game devices. In some examples, however, at least one video game cartridge connector of the plurality of videogame cartridge connectors 100 may be configured to receive a video game cartridge designed for a Nintendo DSi or Nintendo DSi XL hand-held gaming device. In some additional examples, all video game cartridge connectors of the plurality of videogame cartridge connectors 100 may be configured to receive a video game cartridge designed for a Nintendo DSi or Nintendo DSi XL hand-held gaming device. - Video
game cartridge slots 56 may define a variety of different sizes, and the sizes may vary, e.g., based on the size of the cartridge intended to be inserted into a specific video game cartridge slot. Further, each video game cartridge slot of videogame cartridge slots 56 may be the same size, or at least one video game cartridge slot may be a different size than at least one other video game cartridge slot of videogame cartridge slots 56. In one example, one or more of videogame cartridge slots 56 may define an opening that is approximately 3.8 centimeters long, approximately 3.5 centimeters wide, and approximately 0.4 centimeters tall. Other dimensions are possible, however, and it should be appreciated that the disclosure is not limited in this respect. - During operation of hand-held
video game device 14, quick and easy switching between each video game cartridge connector of the plurality of videogame cartridge connectors 100 may enhance a video game user's playing experience, e.g., by allowing the video game user to switch between different video games without physically exchanging cartridges in an out of videogame cartridge slot 30. In accordance with this disclosure, videogame device case 10 may includeselector switch 102.Selector switch 102 is electrically connected between video game cartridge connectors 100 (which may receive cartridges 16) and device connector 50 (which may electrically connect to hand-held video game device 14).Selector switch 102 also includes a plurality of different settings configured to separately place each video game cartridge connector of the plurality of videogame cartridge connectors 100 in electrical communication withdevice connector 50 and hence hand-heldvideo game device 14. As a result, a video game user may be able to experience different video games at the touch ofselector switch 102. - In general,
selector switch 102 may be any type of switch that opens and closes different electrical circuits between each video game cartridge connector of the plurality of videogame cartridge connectors 100 to separately place different video games in electrical communication withdevice connector 50. In some examples,selector switch 102 may be a mechanical switch, e.g., a mechanical switch with a plurality of different positions each corresponding to one of the plurality of differentvideo cartridge connectors 100. Moving the mechanical switch from a first position may terminate electrical contact with a first video cartridge connector corresponding to the first position (i.e., by opening a circuit), while moving the mechanical switch to a second position different than the first position may establish electrical contact with a different video cartridge connector corresponding to the second position (i.e., by closing a circuit). In other examples,selector switch 102 may be an electrical switch. Engagement of anelectrical selector switch 102 may result in one or more electrical control signals being applied to different terminals on the switch, e.g., to controllably open and close different electrical circuits corresponding to each video game cartridge connector of the plurality of videogame cartridge connectors 100. - Independent of the specific type of
selector switch 102 used withvideo device case 10,selector switch 102 may be designed to be engaged in a number of different ways. In one example,selector switch 102 may be a depressible push button where depressing the push button a different number of times results in electrical connection of different video game cartridge connectors of the plurality of videogame cartridge connectors 100. In another example,selector switch 102 may be a rotatable dial where rotating the dial to different positions results in electrical connection of different video game cartridge connectors of the plurality of videogame cartridge connectors 100. In yet another example,selector switch 102 may be a slide (e.g., a toggle) where moving the slide to different positions results in electrical connection of different video game cartridge connectors of the plurality of videogame cartridge connectors 100. Other types of engagement forselector switch 102 are possible. - As briefly discussed with respect to
FIGS. 1 and 2 ,body 12 ofvideo device case 10 may, in some examples, be configured to receive a battery. The battery may be electrically connected topower port 28 of hand-heldvideo game device 14. The battery may provide auxiliary power to hand-heldvideo game device 14 to extend the playing time available ondevice 14 before battery recharging or replacement is necessary.FIG. 6 illustrates an example ofvideo device case 10 withbattery 104. -
Battery 104 can be electrically connected to hand-heldvideo game device 14 viabattery connector 52. In different examples,battery 104 may be sealed inbody 12 of videogame device case 10 in a substantially permanent manner, orbattery 104 may be removable, e.g., through a removable cover ofbody 12. In various examples,battery 104 may be an alkaline battery, a lithium polymer battery, or a nickel metal hydride battery. Other types of batteries are possible forbattery 104. The amount of charge stored bybattery 104 may vary, e.g., based on the size of videogame device case 10 and the power requirements of hand-heldvideo game device 14. In some examples, however,battery 104 may store between approximately 500 milliamp-hours (mAh) and approximately 2500 milliamp-hours of charge, such as, e.g., between approximately 1200 milliamp-hours and approximately 1800 milliamp-hours of charge. A battery with charge stored in these ranges may, in some examples, effectively double, triple, or even quadruple that amount of playing time available on hand-heldvideo game device 14, depending on the specific type of device. - Upon electrically connecting
battery 104 ofvideo device case 10 to hand-heldvideo game device 14,battery 104 may supply operating power todevice 14. In some examples,video device case 10 may include features to regulate power exchange betweenbattery 104 and hand-heldvideo game device 14. For example,video device case 10 may query a battery in hand-heldvideo game device 14 and supply power frombattery 104 when the battery ofdevice 14 falls below a given threshold, e.g., fifty percent of full charge or twenty-five percent of full charge. In other examples,battery 104 may continuously supply power to a battery in hand-heldvideo game device 14 which in turn powers the different features ofdevice 14. For example,battery 104 may be configured to trickle charge a battery in hand-heldvideo game device 14. Upon being electrically connected to hand-heldvideo game device 14,battery 104 may supply power to the battery indevice 14 until the battery indevice 14 reaches a full charge. In addition, upon reaching a full charge,battery 104 may supply power to the battery in hand-heldvideo game device 14 at substantially the same rate the battery indevice 14 is discharging, e.g., while powering the various features ofdevice 14. In this way,battery 104 may trickle charge a battery indevice 14. In some cases,video device case 10 may include a permanent battery and one or more volumetric regions designed to receive removable batteries. If multiple batteries are included, thevideo game device 14 may draw power from multiple sources or only one of the batteries, in which case a battery selection switch (not shown) might also be included. The ability to receive multiple batteries may be desirable to increase the amount of time that a user can operate hand-heldvideo game device 14 insidevideo device case 10. - Although
battery 104 may be rechargeable or non-rechargeable, in the example ofFIG. 6 ,battery 104 is shown as a rechargeable battery that may be recharged throughbattery recharging connector 70.Video device case 10 may include additional features (not shown) such as, e.g., an alternating current-to-direct current power converter, a charge limiter, or the like, to support recharging ofbattery 104. Upon being connected to an external power source viabattery recharging connector 70,battery 104 may be recharged. - In examples where video
game device case 10 includesbattery 104, user awareness of a charge level ofbattery 104 may help a video game user determine whenbattery 104 needs to be replaced and/or recharged. To help the video game user determine the charge level ofbattery 104, videogame device case 10 may include a charge status indicator. In general, a charge status indicator provides an indication of the level of charge ofbattery 104. In the example ofFIG. 6 , videogame device case 10 includescharge status indicator 108 electrically connected tobattery 104 throughcharge status switch 106. Engagingcharge status switch 106, e.g., by depressingcharge status switch 106, closes a circuit betweenbattery 104 andcharge status indicator 108, allowingcharge status indicator 108 to provide an indication of the amount of charge inbattery 104. In some examples,charge status indicator 108 may be an icon, e.g., of a battery, that changes shape or color depending on the amount of charge remaining inbattery 104. In other examples,charge status indicator 108 may be a gauge, e.g., a needle gauge, that indicates a percentage ofbattery 104 charge remaining In still other examples,charge status indicator 108 may include a plurality of lights 110 (e.g., a plurality of LEDs). The plurality oflights 110 may be different colors (e.g., red, yellow, green) to indicate the amount of charge remaining onbattery 104. Alternatively, a different number of the plurality oflights 110 may illuminate depending on the charge ofbattery 104. For example, in the example depicted inFIG. 6 , one light of the plurality oflights 110 may illuminate ifbattery 104 has approximately twenty-five percent of its total charge remaining, while all four lights of the plurality oflights 110 may illuminate ifbattery 104 is substantially fully charged. In different examples, videogame device case 10 may include a different number of lights such as, e.g., one light, two lights, three lights, or more lights. - Different features described with respect to the conceptual block diagram of
FIG. 6 are illustrated in an example perspective view ofvideo device case 10 inFIG. 7 . Specifically,FIG. 7 illustrates an example perspective view of a bottom side ofvideo device case 10 described with respect toFIGS. 1-6 .FIG. 7 depicts an example arrangement and design forselector switch 102,charge status switch 106, andcharge status indicator 108.FIG. 7 also shows previously describedbody 12,lid 40,device connector 50,battery connector 52,battery connection cable 53,extensions 48,volume control aperture 82,stylus aperture 84, andheadphone accessory aperture 88.FIG. 7 illustrates additional features that may optionally be included withvideo device case 10 including dovetail joints 116 and video game apertures 118. - As previously noted,
video device case 10 may, in some examples, includeextensions 48 that may be configured to be gripped by a video game user during operation of hand-heldvideo game device 14. In some examples,extensions 48 may be removable, e.g., to facilitate storage or transport ofvideo device case 10. As such, videogame device case 10 may include one or more features to removably attachextensions 48 todevice case 10. In some examples, the features may be a mechanical fixation element such as, e.g., a screw, bolt, clasp, hook-and-loop fastener, or the like. In other examples,extensions 48 may be interference fit with videogame device case 10 to frictionally engageextensions 48 withdevice case 10. For example, in the example ofFIG. 7 ,video device case 10 includes female dovetail joints 116 andextensions 48 include corresponding male joints. By inserting the male dovetail joints ofextensions 48 into dovetail joints 116 ofvideo device case 10,extensions 48 can be frictionally engaged and removably attached todevice case 10. - As also noted above,
body 12 ofvideo device case 10 can include any number of different cutouts for viewing and accessing different features of hand-heldvideo game device 14 or the plurality ofvideo game cartridges 16.FIG. 7 illustrates videogame device case 10 with example video game apertures 118. Video game apertures 118 are defined inbottom surface 60 ofbody 12 and are arranged such that each video game cartridge of the plurality ofvideo game cartridges 16 may be positioned under one of the video game apertures 118 when a video game cartridge is inserted into one ofcartridge slots 56. In this way, a video game user can view different video game cartridges, e.g., different labels on the different video game cartridges, when selecting one of the plurality ofvideo game cartridges 16 for play withselector switch 102. - This disclosure refers to illustrative examples that are not meant to be construed in a limiting sense. Various modifications of the illustrative examples, as well as additional examples consistent with the disclosure, will be apparent to persons skilled in the art upon reference to this description. These and other examples are within the scope of the following claims.
Claims (20)
1. A video game device case comprising:
a body configured to:
receive a hand-held video game device; and
receive a plurality of video game cartridges;
a plurality of video game cartridge connectors, each video game cartridge connector of the plurality of video game cartridge connectors configured to electrically connect to one of the plurality of the video game cartridges;
a device connector configured to establish electrical connectivity with the hand-held video game device; and
a selector switch electrically connected between the device connector and the plurality of video game cartridge connectors, wherein the selector switch includes a plurality of settings configured to separately place each video game cartridge connector of the plurality of video game cartridge connectors in electrical communication with the device connector.
2. The video game device case of claim 1 , wherein the selector switch is a mechanical switch configured to at least one of establish electrical contact or terminate electrical contact with one of the plurality of video game cartridge connectors when the selector switch is physically moved from a first position to a second position.
3. The video game device case of claim 2 , wherein the selector switch comprises a slide configured to be moved to a plurality of different positions, each of the plurality of different positions corresponding to a different one of the plurality of video game cartridge connectors.
4. The video game device case of claim 1 , wherein the selector switch is an electrical switch configured to at least one of establish electrical contact or terminate electrical contact with one of the plurality of video game cartridge connectors in response to an electrical control signal.
5. The video game device case of claim 1 , wherein the body is configured to receive a battery, and further comprising a battery connector configured to establish electrical connectivity between the battery and a power connector of the hand-held video game device.
6. The video game device case of claim 5 , further comprising a charge status indicator configured to indicate a charge of the battery.
7. The video game device case of claim 6 , wherein the charge status indicator comprises a plurality of lights.
8. The video game device case of claim 6 , further comprising a charge status switch, wherein engagement of the charge status switch results in activation of the charge status indicator to indicate the charge of the battery.
9. The video game device case of claim 5 , wherein, upon establishing electrical connection between the battery and the hand-held video game device, the video game device case is configured to trickle charge a video game device battery housed in the hand-held video game device.
10. The video game device case of claim 1 , further comprising a lid pivotally mounted to the body, wherein the lid is configured to receive a pivotally mounted screen of the hand-held video game device.
11. The video game device case of claim 1 , further comprising at least two body extensions extending from opposing sides of the body, wherein the body extensions are configured to be gripped by a user during operation of the hand-held video game device.
12. The video game device case of claim 11 , wherein the at least two body extensions are removable.
13. The video game device case of claim 1 , wherein the device connector comprises a cable and a plug, the cable extending from the body to the plug, and wherein the plug is configured to be inserted in a video game receiving slot of the hand-held video game device.
14. The video game device case of claim 13 , wherein the plug substantially replicates a shape and an electrical contact pattern of a video game cartridge such that the plug can be inserted into the video game receiving slot of the hand-held video game device and electrically engaged with the hand-held video game device.
15. The video game device case of claim 1 , wherein the plurality of video game cartridges comprise at least three video game cartridges.
16. The video game device case of claim 1 , wherein the hand-held video game device is at least one of a Nintendo DSi hand-held video game device or a Nintendo DSi XL hand-held video game device.
17. A video game device case comprising:
a body configured to:
receive a hand-held video game device;
receive at least two video game cartridges; and
receive a battery;
a lid pivotally mounted to the body, wherein the lid is configured to receive a pivotally mounted screen of the hand-held video game device;
a battery connector configured to establish electrical connectivity between the battery and a power connector of the hand-held video game device;
a plurality of video game cartridge connectors, each video game cartridge connector of the plurality of video game cartridge connectors configured to electrically connect to one of the plurality of the video game cartridges;
a device connector configured to establish electrical connectivity with the hand-held video game device; and
a selector switch electrically connected between the device connector and the plurality of video game cartridge connectors, wherein the selector switch includes a plurality of settings configured to separately place each video game cartridge connector of the plurality of video game cartridge connectors in electrical communication with the device connector.
18. The video game device case of claim 17 , wherein the selector switch is configured to be moved to a plurality of different positions, each of the plurality of different positions corresponding to a different one of the plurality of video game cartridge connectors.
19. The video game device case of claim 17 , wherein the body defines a top surface, a bottom surface opposite the top surface, and a sidewall connecting the top surface to the bottom surface, the body including:
a device compartment defined in the top surface of the housing, wherein the device compartment is configured to receive the hand-held video game device; and
at least two cartridge slots defined in the sidewall of the body, wherein the at least two cartridge slots are configured to receive the at least two video game cartridges.
20. The video game device case of claim 17 , wherein the hand-held video game device is at least one of a Nintendo DSi hand-held video game device or a Nintendo DSi XL hand-held video game device, and wherein the device connector comprises a cable and a plug, the cable extending from the body to the plug, and wherein the plug is configured to be inserted in a video game receiving slot of the at least one of the Nintendo DSi hand-held video game device or the Nintendo DSi XL hand-held video game device.
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US12/888,081 US20120071248A1 (en) | 2010-09-22 | 2010-09-22 | Video Game Device Case for Enhanced Playing Experience |
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US12/888,081 US20120071248A1 (en) | 2010-09-22 | 2010-09-22 | Video Game Device Case for Enhanced Playing Experience |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| US20120071248A1 true US20120071248A1 (en) | 2012-03-22 |
Family
ID=45818227
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| US12/888,081 Abandoned US20120071248A1 (en) | 2010-09-22 | 2010-09-22 | Video Game Device Case for Enhanced Playing Experience |
Country Status (1)
| Country | Link |
|---|---|
| US (1) | US20120071248A1 (en) |
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| US20130053153A1 (en) * | 2011-08-30 | 2013-02-28 | Victor J. Bailey | Apparatus for Covering a Game Console |
| US20160317923A1 (en) * | 2013-03-15 | 2016-11-03 | Steelseries Aps | Gaming device |
| US10130881B2 (en) | 2013-03-15 | 2018-11-20 | Steelseries Aps | Method and apparatus for managing use of an accessory |
| US10173133B2 (en) | 2013-03-15 | 2019-01-08 | Steelseries Aps | Gaming accessory with sensory feedback device |
| US10350494B2 (en) | 2013-03-15 | 2019-07-16 | Steelseries Aps | Gaming device with independent gesture-sensitive areas |
| US10891025B2 (en) | 2009-07-08 | 2021-01-12 | Steelseries Aps | Apparatus and method for managing operations of accessories |
| US11154771B2 (en) | 2009-07-08 | 2021-10-26 | Steelseries Aps | Apparatus and method for managing operations of accessories in multi-dimensions |
| US12296274B1 (en) * | 2023-09-22 | 2025-05-13 | Randell S. McGlynn | Portable gaming console holder system for retaining, storing, and gripping the portable gaming console and methods of making and using same |
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| Publication number | Priority date | Publication date | Assignee | Title |
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| US10891025B2 (en) | 2009-07-08 | 2021-01-12 | Steelseries Aps | Apparatus and method for managing operations of accessories |
| US11709582B2 (en) | 2009-07-08 | 2023-07-25 | Steelseries Aps | Apparatus and method for managing operations of accessories |
| US11416120B2 (en) | 2009-07-08 | 2022-08-16 | Steelseries Aps | Apparatus and method for managing operations of accessories |
| US11154771B2 (en) | 2009-07-08 | 2021-10-26 | Steelseries Aps | Apparatus and method for managing operations of accessories in multi-dimensions |
| US8568241B2 (en) * | 2011-08-30 | 2013-10-29 | Victor J. Bailey | Apparatus for covering a game console |
| US20130053153A1 (en) * | 2011-08-30 | 2013-02-28 | Victor J. Bailey | Apparatus for Covering a Game Console |
| US11135510B2 (en) | 2013-03-15 | 2021-10-05 | Steelseries Aps | Gaming device with independent gesture-sensitive areas |
| US10130881B2 (en) | 2013-03-15 | 2018-11-20 | Steelseries Aps | Method and apparatus for managing use of an accessory |
| US10500489B2 (en) | 2013-03-15 | 2019-12-10 | Steelseries Aps | Gaming accessory with sensory feedback device |
| US10898799B2 (en) | 2013-03-15 | 2021-01-26 | Steelseries Aps | Gaming accessory with sensory feedback device |
| US10350494B2 (en) | 2013-03-15 | 2019-07-16 | Steelseries Aps | Gaming device with independent gesture-sensitive areas |
| US10173133B2 (en) | 2013-03-15 | 2019-01-08 | Steelseries Aps | Gaming accessory with sensory feedback device |
| US11224802B2 (en) | 2013-03-15 | 2022-01-18 | Steelseries Aps | Gaming accessory with sensory feedback device |
| US10661167B2 (en) | 2013-03-15 | 2020-05-26 | Steelseries Aps | Method and apparatus for managing use of an accessory |
| US11590418B2 (en) | 2013-03-15 | 2023-02-28 | Steelseries Aps | Gaming accessory with sensory feedback device |
| US11701585B2 (en) | 2013-03-15 | 2023-07-18 | Steelseries Aps | Gaming device with independent gesture-sensitive areas |
| US20160317923A1 (en) * | 2013-03-15 | 2016-11-03 | Steelseries Aps | Gaming device |
| US12151162B2 (en) | 2013-03-15 | 2024-11-26 | Steelseries Aps | Gaming device with independent gesture-sensitive areas |
| US12201898B2 (en) | 2013-03-15 | 2025-01-21 | Steelseries Aps | Gaming accessory with sensory feedback device |
| US12296274B1 (en) * | 2023-09-22 | 2025-05-13 | Randell S. McGlynn | Portable gaming console holder system for retaining, storing, and gripping the portable gaming console and methods of making and using same |
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Owner name: IMATION CORP., MINNESOTA Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:HOVSETH, LAWRENCE D.;REEL/FRAME:025030/0290 Effective date: 20100921 |
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