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Physical activity-promoting game utilizing networked modules

a networked module and physical activity technology, applied in the field of physical activity-promoting games utilizing networked modules, can solve the problems of not meeting the cdc recommendations for physical activity, affecting the health of children, and posing a serious problem not only for affected children, but also for the burden on public health and the healthcare system at large, so as to increase the degree of uncertainty or suspense in the game, and increase the tension or excitement in the game. , the effect of increasing

Inactive Publication Date: 2009-09-03
HOPELAB FOUND
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0019]In some embodiments of the method, incorporating feedback includes activating the notifier element of another game module that is next in the sequential series of game modules to touch. Activating the notifier element may include any of emitting a sound from an audio element, emitting light from a lighting element, or projecting an image from an image projector, or any combinations, such as notifying with light and with sound simultaneously. The audio element may include any form of buzzer or bell, or any conventional sound emitter, or it may also include an audio speaker included in the system, as summarized above. Sounds emitted by a speaker as a notifying indicator, in addition to being simple, such as a buzz or ring, can also be complex or musical, such as ring tones. The use of sound as a notifier can provide options to the game, such as the modules being placed out of plain sight but still able to attract the attention of a player seeking it as a next module to touch. The use of sound and light as notifiers can also provide greater flexibility in the game such that it can be appropriately modified for players that are either visually impaired or hearing impaired. In some embodiments, incorporating feedback includes recording elapsed time between touch sensor signals transmitted by sequential modules within the series.
[0021]In some embodiments of the game the notifying signal (for example, light or sound) may serve purposes other than strictly notification. For example, a notifier can provide a special effect, as in the “Bomb Squad” game example provided below. In the example, the notifier sound is like that of a ticking bomb, as in the countless cartoon renditions of a ticking bomb. The notifier may also incorporate feedback for special effect. Continuing with the “Bomb Squad” game example, the rate or loudness of ticking can vary; if a player is playing the game slowly, for example, the ticking can intensify. If the game is being played quickly, the shorter elapsed time between module touches can keep the ticking at a lower level of intensity.
[0027]Some embodiments of the method of playing the game include varying the distance by which modules are spaced apart. Increasing the distance by which the modules are separated may increase the difficulty of the game or increase the level of physical activity associated with playing the game. Varying difficulty may also be accomplished by varying the rate at which the controller drives the game rate, as summarized below. Varying the difficulty of a game is applicable to games according to the particular rules of the games, some of which are provided as examples in the description below. Varying difficulty is an option that players may exercise at their discretion, as they become individually or collectively better at a particular game, in order to maintain their interest, and to become still better players. Further, increasing game difficulty tends to separate out competing players by their skill level, while playing at low levels of difficulty players may be closely packed in terms of score or time.

Problems solved by technology

This condition poses a serious problem not only for the affected children, but for the burden on public health and the healthcare system at large.
While the positive effects of regular physical activity are well documented, motivation to maintain adequate levels of activity over the long term is often lacking.
Many young people engage in sedentary behaviors for recreation (e.g., watching television or videos, listening to music, surfing the Internet) to the exclusion of physically active recreation activities, and do not meet the CDC recommendations for physical activity.

Method used

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  • Physical activity-promoting game utilizing networked modules
  • Physical activity-promoting game utilizing networked modules
  • Physical activity-promoting game utilizing networked modules

Examples

Experimental program
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Embodiment Construction

[0041]The game described herein is a so-called “smart game” that is directed toward promoting physical activity in a socialized context as appropriate for adolescents in the range of approximately 11-14 years of age. The invention is described below; exemplary games are provided below, and aspects of the inventive system and game are depicted in FIGS. 1-5.

[0042]The inventive physical activity-promoting game system utilizes a plurality of networked game modules. Each module may include one or more lights, a touch sensor, telemetry for sending and / or receiving information to another module, and a rugged but compliant outer surface. The touch sensors may be activatable from specific marked locations on the surface of the module, or the touch sensor may be responsive to a touch anywhere on the surface of the module. The sensitivity of the sensors may be adjustable, as may be appropriate for different games or different age groups, or different game playing styles. Touch sensors of any c...

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Abstract

A system and method are provided for a physically active game whose underlying purpose is to increase the level of physical activity in adolescents, and to have the game and associated activity be enjoyable and engaging such that physical activity becomes engrained as a habit that counters obesity. The game system includes a set of networked game modules that players touch in a sequence as prescribed by a game logic The correct module to touch next in the sequence is indicated by a notifier, such as a light turning on or an audible signal emitting from the module. Sensors on the modules transmit a signal to a controller which activates transmission of the next module in the sequence to activate a notifier element. Game data may be used to compute a score and be applied to game statistics. Data from the game may be transmitted to a remote server for storage, transformation into comparative data, and displayed on a web page.

Description

CROSS-REFERENCE TO RELATED APPLICATION[0001]The application claims priority to U.S. Provisional Application No. 61 / 032,848 of Tranum et al., entitled “iBlob: A physical activity-promoting game”, as filed on Feb. 29, 2008.BACKGROUND OF THE INVENTION[0002]Childhood obesity is on the rise both within the United States and throughout the world. This condition poses a serious problem not only for the affected children, but for the burden on public health and the healthcare system at large. Obesity is associated with many co-morbidities, including vascular diseases such as hypertension and heart disease, chronic inflammation, depression, and metabolic diseases, such as glucose intolerance, insulin resistance, as well as full blown type 2 diabetes.[0003]In addition to extensive documentation of the association between childhood obesity and poor health outcomes, a number of studies document the positive effects that physical activity has in reducing the risk of poor health outcomes associat...

Claims

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Application Information

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IPC IPC(8): A63F9/24
CPCA63B69/0053A63H5/00H04L67/12A63H33/22A63H2200/00A63H33/00
Inventor TRANUM, SARAH N.CHRISTEN, PATRICIA L.BRUMBACK, CHRISTINE B.DILLON, IV, FREDERICK P.GUTHRIE, NICOLE LEESUZUKI, LALITA KIKUYOSONG, ELIZABETH JI-EUNTATE, II, RICHARD L.NEWMAN, SVEN D.PATEL, RAJIV KANTILALNGO, PHONG DAVID
Owner HOPELAB FOUND
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