Massively multiplayer local cooperative and competitive gaming

The system addresses the limitations of traditional local multiplayer games by using multiple computer simulation controllers and displays to enable large-scale simultaneous gameplay in venues like cinemas, and supports AR gaming with unique perspectives for each player.

JP2025507573AActive Publication Date: 2025-03-21SONY INTERACTIVE ENTERTAINMENT LLC
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Patent Information

Application Number
JP2024548433
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2022-02-16
Filing Date
2023-02-02
Publication Date
2025-03-21
Estimated Expiration
2043-02-02

AI Technical Summary

Technical Problem

Existing local multiplayer computer games are limited to a few players in a single room, and there is a need for a new approach to manage large amounts of input from multiple players in large venues like cinemas, as well as to render multiple perspectives of the same game in augmented reality (AR) environments.

Method used

The system includes multiple computer simulation controllers, each associated with a seat in the theater, and a display configured to present computer simulations based on signals from these controllers. This setup allows for simultaneous gameplay by dozens of players and supports AR rendering with each player having a slightly different perspective.

Benefits of technology

This solution enables large-scale local multiplayer gaming experiences in venues like cinemas, allowing dozens of players to interact simultaneously while maintaining a synchronized and immersive experience, and it also facilitates AR gaming with unique perspectives for each player.

✦ Generated by Eureka AI based on patent content.

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Abstract

Techniques for extending multiplayer cooperative and competitive computer games to dozens or even large numbers of people playing simultaneously, for example in a movie theater (300). Gameplay takes place on a large screen (306) at the front of the theater. Each person has a controller (50) that controls one character or avatar (304) in the gameplay space that is projected onto the screen (306). For example, in a theater (200 / 302) with 100 people in the seats, 100 individual avatars could be displayed on the screen, each controlled by a different player.
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Description

[Technical field]

[0001] This application relates generally to massively multiplayer local cooperative and competitive computer games. [Background technology]

[0002] As recognized herein, local multiplayer co-op and competitive games typically involve two to four players in a room together. Each player has a controller that the player uses to control an on-screen character. These experiences are built for a limited number of people, usually at home, playing on a single console. Summary of the Invention

[0003] As recognized herein, there is an opportunity to build local multiplayer experiences in large venues such as movie theaters that allow dozens or even many people to play simultaneously. Doing this requires new approaches to managing large amounts of input to a single game instance. There is also an opportunity to build local multiplayer games in AR, which also brings new challenges of rendering many slightly different perspectives of the same game.

[0004] Thus, the assembly includes a plurality of computer simulation controllers, each controller associated with a respective seat in the theater, each controller correlated to a respective game object in the simulation, and the assembly also includes at least one display in the theater configured to present the computer simulation according to signals transmitted from the plurality of computer simulation controllers.

[0005] In one embodiment, each computer simulated controller is associated with one and only one respective game object.

[0006] In one embodiment, the at least one display includes a theater screen visible to people seated in seats. In some implementations of this embodiment, the at least one server is configured to communicate with the computer simulation controllers over a wide area computer network and transmit audio-video content representing the computer simulation to the at least one display. In other implementations of this embodiment, a plurality of short-range wireless transceivers are provided, each configured to communicate with a respective subset of the computer simulation controllers, such that a first short-range wireless transceiver can communicate with a first subset of the computer simulation controllers and a second short-range wireless transceiver can communicate with a second subset of the computer simulation controllers. The at least one server is local to the displays and receives signals from the computer simulation controllers via the plurality of short-range wireless transceivers. The server is configured to transmit audio-video content representing the computer simulation to the at least one display. In yet other implementations of this embodiment, the at least one server is local to the at least one display and is connected to the computer simulation controllers by a wired path for transmitting audio-video content representing the computer simulation to the at least one display.

[0007] In another embodiment, the at least one display includes a plurality of head mounted displays (HMDs), each associated with a respective seat. In this embodiment, a plurality of computer simulation computers (CSCs) may be provided, each associated with a respective HMD and a respective computer simulation controller. When provided, the CSCs are configured to receive signals from the respective computer simulation controllers to present on the respective HMDs a computer simulation that matches the signals from the computer simulation controllers. The CSCs communicate simulation object control signals to each other, and each CSC is configured to present an instance of the computer simulation on the respective HMD, the presented instance being the same as other instances of the computer simulation presented on the other HMDs, but for each instance, presented from the perspective of the respective seat.

[0008] In some embodiments, the at least one processor is programmed with instructions to present at least one user interface (UI) on at least one display, the UI including UI elements for correlating each simulation controller with a respective simulation object.

[0009] In another aspect, a method includes presenting a computer game on at least one display in a theater and controlling the computer game using signals from a plurality of game controllers, each associated with a respective seat in the theater.

[0010] In another aspect, a system includes at least one processor and at least one display. A plurality of computer simulation controllers are also provided, each associated with a respective seat in the theater and configured to send signals to the processor to control the computer simulation on the display.

[0011] The details of the present application, both as to its structure and operation, can best be understood in reference to the accompanying drawings, in which like reference numerals refer to like parts, and in which: [Brief description of the drawings]

[0012] [Figure 1] FIG. 1 is a block diagram of an exemplary system according to the present principles of a perspective view of an exemplary headset. [Diagram 2] 1 illustrates an exemplary theater seat. [Diagram 3] Illustrates an exemplary massively multiplayer local cooperative and competitive gaming environment. [Figure 4] 4 illustrates a first embodiment of a multiplayer local cooperative and competitive gaming environment as shown in FIG. 3. [Diagram 5] 4 illustrates a second embodiment of a multiplayer local cooperative and competitive gaming environment as shown in FIG. [Figure 6] 4 illustrates a third embodiment of a multiplayer local cooperative and competitive gaming environment as shown in FIG. [Figure 7] 1 illustrates a fourth embodiment of a multiplayer local cooperative and competitive gaming environment. [Figure 8] 4-7 each illustrate example logic in the form of an example flowchart associated with the techniques of FIG. [Figure 9] 4-7 each illustrate example logic in the form of an example flowchart associated with the techniques of FIG. [Figure 10] 4-7 each illustrate example logic in the form of an example flowchart associated with the techniques of FIG. [Figure 11] 4-7 each illustrate example logic in the form of an example flowchart associated with the techniques of FIG. [Figure 12]Illustrates an exemplary user interface (UI) that may be presented on the theater screen or on each HMD, as appropriate, to associate game objects with seats by associating the game objects with the ID of each seat's respective controller. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0013] The present disclosure generally relates to computer ecosystems, including aspects of consumer electronics (CE) device networks, but not limited to computer gaming networks. The systems herein may include server and client components that may be connected via a network such that data may be exchanged between the client and server components. The client components may include one or more computing devices, including game consoles, such as Sony PlayStation® or Microsoft®, or Nintendo or other manufacturer game consoles, virtual reality (VR) headsets, augmented reality (AR) headsets, portable televisions (e.g., smart TVs, Internet-enabled TVs), portable computers, such as laptops and tablet computers, other mobile devices, including smartphones, as well as additional examples described below. These client devices may operate in a variety of operating environments. For example, some of the client computers may use, for example, a Linux® operating system, an operating system from Microsoft®, or a Unix® operating system, or an operating system produced by Apple®, Inc., or Google®, or a Berkeley® Software Distribution or Berkeley® Standard Distribution (BSD) OS (including derivatives of BSD). These operating environments may be used to run one or more browsing programs, such as browsers made by Microsoft®, Google®, or Mozilla®, or other browser programs that can access web sites hosted by the Internet servers described below. Additionally, operating environments according to present principles may be used to run one or more computer game programs.

[0014] Servers and / or gateways may be used, which may include one or more processors that execute instructions that configure the server to receive and transmit data over a network such as the Internet. Alternatively, clients and servers may be connected via a local intranet or a virtual private network. The servers or controllers may be instantiated by game consoles such as the Sony PlayStation®, personal computers, and the like.

[0015] Information may be exchanged between the clients and the servers over a network. For this purpose and for security, the servers and / or clients may include firewalls, load balancers, temporary storage, and proxies, as well as other network infrastructure for reliability and security. One or more servers may form an apparatus that implements a method for providing a secure community, such as an online social website or a gamer network, to network members.

[0016] The processor may be a single-chip or multi-chip processor capable of implementing logic through various wiring such as address lines, data lines, and control lines, and registers and shift registers.

[0017] Elements included in one embodiment may be used in other embodiments in any suitable combination. For example, any of the various elements described herein and / or illustrated in the drawings may be combined, substituted, or excluded from other embodiments.

[0018] "A system having at least one of A, B, and C" (also "a system having at least one of A, B, or C" and "a system having at least one of A, B, C") includes systems having A alone, B alone, C alone, A and B together, A and C together, B and C together, and / or A, B, and C together.

[0019] 1, an exemplary system 10 is shown that may include one or more of the exemplary devices described above and further below in accordance with the present principles. The first of the exemplary devices included in the system 10 is a consumer electronics (CE) device, such as an audio-video device (AVD) 12, such as a theater display system that may be projector-based, or an Internet-enabled TV with a TV tuner (equivalently, a set-top box that controls the TV). Alternatively, the AVD 12 may also be a computerized Internet-enabled ("smart") phone, a tablet computer, a notebook computer, a head-mounted device (HMD) and / or a headset, such as smart glasses or a VR headset, another wearable computerized device, a computerized Internet-enabled music player, a computerized Internet-enabled headphones, a computerized Internet-enabled implantable device, such as an implantable skin device, etc. It should nevertheless be understood that the AVD 12 is configured to implement the present principles (e.g., to communicate with other CE devices to implement the present principles, to execute the logic described herein, and to perform any other functions and / or operations described herein).

[0020] Thus, to realize such principles, AVD 12 may be established by some or all of the components shown. For example, AVD 12 may include one or more touch-enabled displays 14, which may be implemented by high definition or ultra-high definition "4K" or higher flat screens. Touch-enabled display(s) 14 may include, for example, a capacitive or resistive touch sensing layer having a grid of electrodes for touch sensing consistent with the present principles.

[0021] The AVD 12 may also include one or more speakers 16 for outputting audio in accordance with the present principles, and at least one additional input device 18, such as an audio receiver / microphone, for inputting audible commands to the AVD 12 for controlling the AVD 12. The exemplary AVD 12 may also include one or more network interfaces 20 for communicating over at least one network 22, such as the Internet, a WAN, a LAN, etc., under the control of one or more processors 24. Thus, the interface 20 may be, but is not limited to, a Wi-Fi transceiver, which is an example of a wireless computer network interface, such as, but not limited to, a mesh network transceiver. It should be understood that the processor 24 controls the AVD 12 to implement the present principles, including other elements of the AVD 12 described herein, such as controlling the display 14 to present images on the display 14 and to receive input from the display 14. It should further be noted that the network interface 20 may be a wired or wireless modem or router, or other suitable interface, such as a wireless telephone transceiver or the Wi-Fi transceiver described above.

[0022] In addition to the above, AVD 12 may also include one or more input and / or output ports 26, such as a High-Definition Multimedia Interface (HDMI) port or a Universal Serial Bus (USB) port that physically connects to another CE device and / or a headphone port for connecting headphones to AVD 12 and presenting audio from AVD 12 to the user through the headphones. For example, input port 26 may connect to a source 26a of audio-video content, wired or wireless, cable or satellite. Thus, source 26a may be a separate or integrated set-top box, or a satellite receiver. Alternatively, source 26a may be a game console or disc player containing content. When implemented as a game console, source 26a may include some or all of the components described below in connection with CE device 48.

[0023] The AVD 12 may further include one or more computer memory / computer readable storage media 28, such as non-transitory disk-based or solid-state storage devices, and in some cases embodied as a stand-alone device on the AVD housing, or as a personal video recording device (PVR) or video disk player, either inside or outside the AVD housing for playing AV programs, or as a removable memory medium or server as described below. Also, in some embodiments, the AVD 12 may include a position or location receiver, such as, but not limited to, a cellular receiver, a GPS receiver, and / or an altimeter 30, configured to receive geographic location information from a satellite or cellular base station, provide that information to the processor 24, and / or in conjunction with the processor 24 to determine the altitude at which the AVD 12 is disposed. The components 30 may also be implemented by an inertial measurement unit (IMU), typically including a combination of accelerometers, gyroscopes, and magnetometers, or by event-based sensors to determine the location and orientation of the AVD 12 in three dimensions.

[0024] Continuing with the description of the AVD 12, in some embodiments, the AVD 12 may include one or more cameras 32, such as an infrared camera, a digital camera such as a webcam, an event-based sensor, and / or a camera integrated into the AVD 12 and controllable by the processor 24, capable of collecting pictures / images and / or videos in accordance with the present principles. The AVD 12 may also include a Bluetooth transceiver 34, and an NFC element 36 for communicating with other devices using Bluetooth and / or Near Field Communication (NFC) technologies, respectively. An exemplary NFC element may be a Radio Frequency Identification (RFID) element.

[0025] Additionally, the AVD 12 may include one or more auxiliary sensors 38 (e.g., pressure sensors, motion sensors such as accelerometers, gyroscopes, cyclometers, or magnetic sensors, infrared (IR) sensors, optical sensors, speed and / or cadence sensors, event-based sensors, gesture sensors (e.g., for sensing gesture commands)) that provide input to the processor 24. For example, one or more of the auxiliary sensors 38 may include one or more pressure sensors forming a layer of the touch-enabled display 14 itself, and may be, without limitation, a piezoelectric pressure sensor, a capacitive pressure sensor, a piezoelectric strain gauge, an optical pressure sensor, an electromagnetic pressure sensor, or the like.

[0026] Additionally, the AVD 12 may also include an OTA TV broadcast port 40 for receiving over-the-air (OTA) TV broadcasts that provide input to the processor 24. In addition to the above, it is noted that the AVD 12 may also include an infrared (IR) transmitter and / or an IR receiver and / or an IR transceiver 42, such as an IR Data Association (IRDA) device. A battery (not shown) may be provided to power the AVD 12, and may also be a kinetic energy harvester that converts kinetic energy into power to charge the battery and / or to supply to the AVD 12. A graphics processing unit (GPU) 44 and a field programmable gate array 46 may be included. One or more haptic / vibration generators 47 may be provided to generate haptic signals that can be sensed by a person holding or in contact with the device. Thus, the haptic generator 47 may vibrate all or a portion of the AVD 12 using an electric motor connected to a centered and / or off-balanced weight via the motor's rotatable shaft, such that the shaft rotates under the control of the motor (which may in turn be controlled by a processor such as processor 24) to generate vibrations of various frequencies and / or amplitudes, as well as various directional force simulations.

[0027] In addition to the AVD 12, the system 10 may include one or more other CE device types. In one embodiment, the first CE device 48 may be a computer game console that can be used to send computer game audio and video to the AVD 12 via commands sent directly to the AVD 12 and / or through a server, described below, while the second CE device 50 may include similar components as the first CE device 48. In the embodiment shown, the second CE device 50 may be configured as a computer game controller operated by a player or a head-mounted display (HMD) worn by a player. The HMD may include a see-through or non-see-through head-up display for presenting AR / MR or VR content, respectively.

[0028] In the illustrated embodiment, only two CE devices are shown, but it should be understood that fewer or more devices may be used. The devices herein may implement some or all of the components shown for AVD 12. Any of the components shown in the following figures may incorporate some or all of the components shown for AVD 12.

[0029] Referring now to the at least one server 52 discussed above, it includes at least one server processor 54, at least one tangible computer-readable storage medium 56, such as a disk-based or solid-state storage device, and at least one network interface 58 that, under the control of the server processor 54, enables communication with the other illustrated devices over the network 22, and may indeed facilitate communications between the server and client devices in accordance with the present principles. It should be noted that the network interface 58 may be, for example, a wired or wireless modem or router, a Wi-Fi transceiver, or other suitable interface, such as, for example, a wireless telephone transceiver.

[0030] Thus, in some embodiments, server 52 may be an entire Internet server or server "farm" and may include and perform "cloud" functionality such that, for example, in an exemplary embodiment for a network gaming application, devices of system 10 may access the "cloud" environment via server 52. Alternatively, server 52 may be implemented by one or more game consoles or other computers in the same room or nearby as the other devices shown.

[0031] The components shown in the following figures may include some or all of the components shown in this specification. Any user interfaces (UIs) described herein may be integrated and / or extended, and UI elements may be mixed and matched between UIs.

[0032] The present principles extend the experience to localized multiplayer cooperative gaming experiences to dozens or even millions of people playing simultaneously, such as in a movie theater.

[0033] FIG. 2 illustrates that seats 200 in a theater may include instances of the first CE device 48 shown in FIG. 1 implemented in FIG. 2 as a processor-based system, such as a computer game console and two or more instances of a second CE device 50 implemented in FIG. 2 by a computer game controller and an augmented reality (AR) headset or three-dimensional glasses (collectively, head-mounted displays or HMDs) (either within the seat's support surface 200 or when a headset is placed on the seat so that it can be picked up by a player).

[0034] Each seat 200 is configured to support a person in a seated position, including a deep or relaxed sitting position.

[0035] Gameplay takes place on a giant screen at the front of the theater, and each person in seat 200 can operate a computer controller associated with their seat to control one character or avatar (in some implementations, one and only one character or avatar) in the gameplay space projected on the screen.

[0036] In Figure 3, for example, in a theater 300 with 100 people in each seat 302, which may incorporate all of the features of the seat 200 shown in Figure 2, 100 characters or avatars 304 (collectively, user-controlled game objects) are projected onto a large theater screen 306, each controlled by a different player. For example, the game may be a large-scale battle royale space battle in which each player controls a spaceship within a giant starfield 308.

[0037] To facilitate the experience illustrated in Figure 3, techniques are provided for pairing controllers (in the illustrated embodiment, 100 controllers) to the same instance of a game. A first embodiment is shown in Figure 4, in which each controller is wireless (e.g., Wi-Fi enabled) for communicating wirelessly, over the Internet, with at least one cloud gaming server 400 running a single instance 402 of a computer simulation, such as a computer simulation. The server 400 coordinates the input of all controllers associated with theater seats 404, each of which may be implemented by any portion of the seat 200 shown in Figure 2.

[0038] A second technique is illustrated in Figure 5, where one or more theater seats 500, each of which may be implemented by any portion of the seats 200 shown in Figure 2, communicate with a local Bluetooth® or other short-range wireless transceiver 502 in the theater. Each Bluetooth® transceiver 502 communicates via Bluetooth with a respective subset of the seats 500. Each Bluetooth® transceiver 502 in turn communicates with a simulation computer 504, such as a simulation console, that runs a single instance of a simulation shown on a theater screen. The system shown in Figure 5 is a local network system (either wired and / or wireless, e.g., Wi-Fi®) that does not require cloud access.

[0039] FIG. 6 illustrates yet another technique, in which each seat 600, which may be implemented by any portion of the seat 200 shown in FIG. 2, includes a respective controller 602, which may be hardwired to a system that communicates with a central simulation execution processing system 604 connected to the theater seating or floor, which in turn communicates with a central simulation execution processing system 604 that processes input from each controller 602 for use in running a single simulation instance 606.

[0040] The fourth technique is illustrated in Figure 7. Each seat 200 includes a respective game playing device, such as a computer simulation console 48, such as a computer game console. Associated with each seat 200 is a respective game controller 50B, such as a special purpose controller, such as a PlayStation® game controller, or a general purpose device, such as a user's mobile phone, that sends game control signals to the console 48 of the respective seat 200. Also associated with each seat is an AR HMD 50A, which communicates with the console 48 of the associated seat 200.

[0041] In FIG. 7, unlike FIGS. 3-6 which show the simulation on a common large theater-type computer screen, the same simulation provided by a game source 700, such as a local or remote server, is rendered in AR on each of the individual AR HMDs 50A associated with each seat 200. Thus, instead of the game being displayed on a huge shared screen, it can be rendered at the volume of the theater, e.g., overhead. Each HMD 50A may receive simulation control data and audio-video (AV) data from a respective console 48 in the respective seat 200, or the HMD 50A itself may include game engine processing circuitry. Gameplay for each headset 50A may be similar to that described above, with each player controlling a spaceship in a starfield. However, in this embodiment, the starfield is rendered on an AR headset that each player wears on the player's head. Each player uses a respective controller 50B associated with the respective seat 200 to control the spaceship in a 3D space bounded by the boundaries of the theater. In this embodiment, the game running on each HMD requires awareness of the player's position in space (what seat they are in) relative to the other players so that the AR can be rendered from the appropriate perspective of each individual player. Because each player has a slightly different perspective, simultaneous instances of the game can be rendered one at a time for each player, all synchronized in real time to create a shared experience of a single play area. Instances of the game can be run on each individual computer simulation console 48 in the theater, or by individual cloud gaming servers, or by a single multi-instance game server in the theater, or by communicating with the headsets over the Internet.

[0042] 8-11 illustrate example logic in example flow chart form associated with the techniques of FIGS. 4-7, respectively.

[0043] Beginning at block 800 of Figure 8, and with Figure 4 in mind, all of the controllers in the theater are connected to a single server or server farm via the Internet. A simulation (e.g., a computer game) is initiated by the server and streamed to a theater screen assembly which presents the simulation on-screen. Player inputs to the controllers are sent to the server, which uses the inputs in block 802 to control the movement of an avatar or character (game object) associated with each controller, and the theater screen assembly presents the simulation on the screen in block 804.

[0044] Associations between game objects and controllers may be established pre-game, for example, by allowing players to select a game object presented in a list of game objects on the screen and associate a controller ID with the selected object by selection. As each player selects an object, a selection signal from the controller, carrying the controller's ID, is used to tag or otherwise associate the selected object with the ID of the selecting controller. When the game begins, control signals from the controller, including the controller ID, are sent to the server, causing the server-associated object to execute, move or react as directed by the particular control signal from that controller.

[0045] Beginning at block 900 of FIG. 9 and with FIG. 5 in mind, a group of adjacent controllers wirelessly connect to the nearest Bluetooth® (BT) transceiver, a second group of adjacent controllers connects to a second BT transceiver at block 902, and so on until each group or subset of controllers is connected to a respective BT transceiver, as shown at block 904. When the game begins, block 906 illustrates each BT transceiver sending control signals received from each controller to the simulation computer 504, which uses those signals to run a simulation for presentation on the screen at block 908. Note that game objects may be correlated to each controller according to principles described elsewhere herein.

[0046] Beginning at block 1000 of FIG. 10 and keeping in mind FIG. 6, the controllers associated with each seat may be hard-wired to a central processor 604 which receives signals from the controllers in block 1002 and controls the simulation accordingly, which is presented on a screen in block 1004.

[0047] Beginning at block 1100 of Figure 11 and with Figure 7 in mind, the console at each seat receives game initialization data. The data may be received, for example, from game source 700. At block 1102, each console (or other individual rendering unit associated with an individual HMD) accesses the location of its respective seat within the theater. Since seats typically do not move, this location may be hard-coded into the rendering unit (console) associated with the seat.

[0048] Moving to block 1104, a game start signal is received by the individual consoles, for example from source 700, causing each console to present an instance of the simulation on its respective HMD, at block 1106. All instances on all HMS are the same, but for the viewpoints presented to each HMD, taking into account the location of each seat in the theater.

[0049] To maintain instance identity, in block 1108, upon receiving a control signal from its respective controller, each console transmits a signal to all other consoles, which in turn receive the input signals from those consoles by their respective controllers. In block 1110, the signals are all time-stamped using a common clock so that each console can keep track of all of the control signals. Each console presents a respective instance of the same simulation on its respective HMD (but from the perspective of the associated seat location), in block 1112.

[0050] FIG. 12 illustrates an exemplary UI 1200 that may be presented on the theater screen or on each HMD as needed to associate game objects with seats by associating the game objects with the ID of each seat's respective controller. In the embodiment of FIG. 12, the occupants of the first two seats in the theater have selected an object, and then it is the turn of the occupant of the third seat to select an object from a list of objects 1202, e.g., by moving the controller up or down and selecting the key for the respective seat. A selection indicator 1204 is presented to inform the occupant which object is currently pointed to. A report 1206 may be presented to inform the occupant of the theater which seat is associated with which object. Selection of an object by the controller pairs that object with the controller during game execution (e.g., using the controller ID that is added to all control signals).

[0051] Although particular embodiments are shown and described in detail herein, it should be understood that the subject matter encompassed by the present invention is limited only by the scope of the claims.

Claims

1. 1. An assembly comprising: a plurality of computer simulation controllers, each associated with a respective seat in the theater and each correlated with a respective game object in the simulation; at least one display in the theater configured to present the computer simulation in accordance with signals transmitted from the plurality of computer simulation controllers.

2. 2. The assembly of claim 1, wherein each computer simulation controller is associated with one, and no more than one, respective game object.

3. The assembly of claim 1 , wherein the at least one display comprises a theater screen visible to people seated in the seats.

4. 4. The assembly of claim 3, further comprising at least one server configured to communicate with the computer simulation controller over a wide area computer network and to transmit audio-video content representative of the computer simulation to the at least one display.

5. a plurality of short-range wireless transceivers each configured to communicate with a respective subset of the computer simulation controllers, such that a first short-range wireless transceiver can communicate with a first subset of the computer simulation controllers and a second short-range wireless transceiver can communicate with a second subset of the computer simulation controllers; and at least one server local to the at least one display and receiving signals from the computer simulation controller via the plurality of short-range wireless transceivers, the server configured to transmit audio-video content representing the computer simulation to the at least one display.

6. 4. The assembly of claim 3, further comprising at least one server local to the at least one display and connected to the computer simulation controller via a wired path, the at least one server configured to transmit audio-video content representative of the computer simulation to the at least one display.

7. 2. The assembly of claim 1, wherein the at least one display includes a plurality of head mounted displays (HMDs), each HMD associated with a respective seat.

8. 8. The assembly of claim 7, comprising a plurality of computer simulation computers (CSCs) each associated with a respective HMD and a respective computer simulation controller, the CSCs configured to receive signals from the respective computer simulation controllers and present the computer simulation on the respective HMDs that match the signals from the computer simulation controllers, the CSCs configured to communicate simulation object control signals to each other, and each CSC configured to present an instance of the computer simulation on the respective HMD that is identical to other instances of the computer simulation presented on the other HMDs, but for each instance, presented from the perspective of the respective seat.

9. 2. The assembly of claim 1, comprising: at least one processor programmed with instructions for presenting at least one user interface (UI) on the at least one display, the UI including UI elements for correlating respective simulation controllers with respective simulation objects.

10. 1. A method comprising: presenting the computer game on at least one display within the theater; and controlling the computer game using signals from a plurality of game controllers, each associated with a respective seat in the theater.

11. The method of claim 10 , wherein the signal includes an identification of a game controller transmitting the signal.

12. 11. The method of claim 10, comprising using signals from each game controller to control a respective game object within the computer game.

13. The method of claim 10 , wherein the at least one display comprises a single theater screen within the theater.

14. The method of claim 10 , wherein the at least one display includes a plurality of head mounted displays (HMDs), each HMD associated with a respective seat.

15. 1. A system comprising: At least one processor; At least one display; a plurality of computer simulation controllers, each associated with a respective seat in the theater and configured to send signals to the at least one processor to control a computer simulation on the at least one display.

16. 16. The system of claim 15, wherein the at least one processor includes at least one server configured to communicate with the computer simulation controller over a wide area computer network and transmit audio-video content representative of the computer simulation to the at least one display.

17. a plurality of short-range wireless transceivers, each configured to communicate with a respective subset of the computer simulation controllers, such that a first short-range wireless transceiver can communicate with a first subset of the computer simulation controllers and a second short-range wireless transceiver can communicate with a second subset of the computer simulation controllers; 16. The system of claim 15, comprising: at least one server embodying the at least one processor and local to the at least one display and receiving signals from the computer simulation controller via the plurality of short-range wireless transceivers, the server configured to transmit audio-video content representing the computer simulation to the at least one display.

18. 16. The system of claim 15, wherein the at least one processor is embodied in at least one server local to the at least one display and connected to the computer simulation controller via a wired path, the at least one server configured to transmit audio-video content representing the computer simulation to the at least one display.

19. 16. The system of claim 15, wherein the at least one display includes a plurality of head mounted displays (HMDs), each HMD associated with a respective seat.

20. 20. The system of claim 19, comprising a plurality of computer simulation computers (CSCs) each associated with a respective HMD and a respective computer simulation controller, the CSCs configured to receive signals from the respective computer simulation controllers and present the computer simulation on the respective HMDs that match the signals from the computer simulation controllers, the CSCs configured to communicate simulation object control signals to each other, and each CSC configured to present an instance of the computer simulation on the respective HMD that is identical to other instances of the computer simulation presented on other HMDs, but for each instance, presented from the perspective of the respective seat.

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