Candy Crush - Netflix

In the game Candy Crush Saga, players match colorful candies in combinations of three or more to win points, defeat obstacles and progress through more than 2,000 levels. On the series, teams of two people use their wits and physical agility to compete on enormous, interactive game boards featuring next generation technology to conquer Candy Crush, and be crowned the champions.

Candy Crush - Netflix

Type: Game Show

Languages: English

Status: Running

Runtime: 60 minutes

Premier: 2017-07-09

Candy Crush - Activision Blizzard - Netflix

Activision Blizzard, Inc. is an American interactive entertainment company. Headquartered in Santa Monica, California and founded in 2008 through the merger of Vivendi Games and Activision, the company is traded on the NASDAQ stock exchange under the ticker symbol NASDAQ: ATVI, and since 2015 has been one of the stocks that make up the S&P 500. Activision Blizzard currently includes five business units: Activision, Blizzard Entertainment, Major League Gaming, Activision Blizzard Studios, and King Digital Entertainment. The company owns and operates additional studios under an independent studios model, including Treyarch, Infinity Ward, High Moon Studios and Toys for Bob, and its titles have broken a number of release records. Call of Duty: Black Ops III grossed $550 million in worldwide sales during its opening weekend in 2015, making it the biggest entertainment launch of the year. The company's franchises also include Activision's Call of Duty, Destiny, and Skylanders; Blizzard Entertainment's World of Warcraft, StarCraft, Diablo, Hearthstone, Heroes of the Storm, and Overwatch; and King's Candy Crush Saga, Pet Rescue Saga, and Farm Heroes Saga. As of September 2017, it is the largest game company in the Americas and Europe in terms of revenue and market capitalization.

Candy Crush - Legal - Netflix

In 2009, Business Insider reported that was claiming it owned the patent to “the idea of a scalable virtual world with thousands of users,” with the company's CEO asserting that "he intends to sue anyone who refuses to enter into licensing negotiations - including giants such as Second Life and World of Warcraft. On March 30, 2012, Worlds Inc. filed a patent infringement lawsuit in Massachusetts Federal Court alleging Activision Blizzard had infringed on two patents involving 3-D virtual environments. The lawsuit focused on the Call of Duty and World of Warcraft franchises, and during pre-trial oral arguments, Activision Blizzard lead counsel was quoted stating “billions were at stake.” Activision Publishing filed a separate patent infringement lawsuit in California on October 4, 2013, asserting that Worlds, Inc. was using two Activision-owned patents in its Worlds Player software. In March 2014, a Boston court ruled that Activision was not required to pay “for using talking avatars in popular online titles like World of Warcraft,” with the judge clarifying that “the patents belonging to Worlds Inc. appear invalid because the inventions they describe already appeared in public before the patents were filed.” Worlds Inc. was limited to only suing Activision Blizzard for “future acts of infringement.” Indeed, the Patents themselves at that time were not deemed invalid, rather the Certificate of Correction issued by the USPTO (United States Patent and Trade Office) to cure a defect in the prosecution (filed after the Lawsuit started) required that the Federal Lawsuit be refiled in order to take advantage of the earlier patent priority date. Worlds opted to allow the case to move forward, preserving the timeline and eliminating Activision Blizzards opportunity to directly file a USPTO Patent and Appeal Board challenge. Activision had not exercised its right to file a USPTO appeal to challenge the patents in question during the 1 year statutory time period. In response, announced they would instead be pursuing the recent release Call of Duty: Ghosts for damages. The Worlds, Inc. case against Activision Blizzard was heard on October 3, 2014, with results still unannounced by the end of the year. On June 26, 2015, the Massachusetts courts released a ruling that clarified technical terms for the lawsuit. On November 28, 2016, the United States Patent and Appeal Board ruled claims 5 and 7 valid on US Patent 7493558. The challenge of the US Patent 7493558 was instituted by Bungie.

Candy Crush - References - Netflix

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