Interactive game system

By using dynamic user profiles in an interactive game system to track and integrate player performance, the problem of tracking performance across multiple game environments is solved, and accurate evaluation of the overall winner or winner's team is achieved, and the game is enhanced Experience.

CN111629797BActive Publication Date: 2025-02-25UNIVERSAL CITY STUDIOS LLC
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Patent Information

Application Number
CN201980008978.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2018-01-18
Filing Date
2019-01-09
Publication Date
2025-02-25
Estimated Expiration
2039-01-09

AI Technical Summary

Technical Problem

The prior art has difficulty tracking and integrating player’s personal and team performance across multiple interactive gaming environments, making it difficult to determine the overall winner or team of winners.

Method used

By using dynamic user profiles in an interactive gaming system to track the performance of each player and integrate scores from multiple game environments in real time or near real time, generating a third set of players to determine eligibility for the third Players in the game environment.

Benefits of technology

Performance tracking and integration across multiple game environments is achieved, ensuring accurate assessment of the overall winner or winner’s team, and enhancing the player’s gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The system and method are directed to an interactive gaming system (30) comprising a first gaming environment (26) and a second gaming environment (28), the first gaming environment (26) comprising a user input device that receives a first user input indicating a team / individual performance of a first set of players (22), and the second gaming environment (28) comprising a user input device that receives a second user input indicating a team / individual performance of a second set of players (22). The interactive gaming system (30) comprises a controller that receives first and second user inputs, accesses dynamic user profiles (24) corresponding to the first and second sets of players, updates the dynamic user profiles (24) based on the first and second user inputs, selects a third set of players (22) from the first and second sets of players to qualify for a third gaming environment, and directs the third gaming environment based on a subset of the dynamic user profiles (24) corresponding to the third set of players (22).
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Description

Technical Field

[0001] The present disclosure generally relates to the field of gaming systems. More specifically, embodiments of the present disclosure relate to methods and apparatus for managing and generating interactive multi-player gaming systems. Background Art

[0002] The gaming system may be included in an amusement park to enhance the experience for visitors. An amusement park typically includes various attractions (e.g., rides, interactive gaming environments, restaurants, shops, and performances) that provide entertainment for park visitors. Certain attractions (such as interactive gaming environments) may be attractive to park visitors because they are competitive in nature. The winner may be an individual or a group of people. However, determining which player is the winner may be based only on performance in one gaming environment, without considering their performance among other gaming environments or attractions in the amusement park. For example, a player may participate in both an individual-based interactive gaming environment and a team-based interactive gaming environment, but tracking performance in different types of games may be complicated. In particular, it may be difficult to combine individual scores with team scores across interactive gaming environments to determine an overall winner or a winning team. Therefore, there is a need to track performance across various interactive gaming environments, regardless of whether the interactive gaming environment is team-based or individual-based. Summary of the invention

[0003] Certain embodiments comparable to the scope of the originally claimed subject matter are summarized below. These embodiments are not intended to limit the scope of the present disclosure, but these embodiments are only intended to provide a brief summary of certain disclosed embodiments. In fact, the present disclosure can encompass various forms similar or different from the embodiments set forth below.

[0004] According to one embodiment, an interactive gaming system includes a first gaming environment, the first gaming environment including a user input device that receives a first user input, the first user input indicating the team performance and individual performance of each player in a first set of players in the first gaming environment. The interactive gaming system also includes a second gaming environment, the second gaming environment including a user input device that receives a second user input, the second user input indicating the team performance and individual performance of each player in a second set of players in the second gaming environment. The interactive gaming system also includes a controller, the controller including a memory device and a processor, the processor receiving the first user input and the second user input, and executing instructions stored on the memory device. The instructions cause the processor to access dynamic user profiles, such that each of the dynamic user profiles corresponds to each player in the first set of players and in the second set of players. The instructions also cause the processor to update a plurality of dynamic user profiles based on the first user input and the second user input, select a third set of players from the first set of players and the second set of players based on the dynamic user profiles to qualify for a third gaming environment, and provide instructions to the third gaming environment based on a subset of the dynamic user profiles, such that the subset of the dynamic user profiles corresponds to the third set of players.

[0005] According to another embodiment, an interactive gaming system includes user-associated devices that each interact with a gaming environment and transmit a user signal indicating the identity of a user providing the user interaction. The interactive gaming system also includes an interactive gaming element that communicates with the plurality of user-associated devices and transmits a sensor signal indicating the characteristics of the user interaction with the gaming environment and the identity of the user providing the user interaction. In addition, the interactive gaming system also includes a controller that includes a memory device and a processor that receives the sensor signal and executes instructions stored on the memory device. The instructions cause the processor to access a profile of the user, update the gaming environment based on the profile and the sensor signal, and compare the profile of the user with other profiles so that each of the other profiles corresponds to other users in the gaming environment. In addition, the instructions cause the processor to determine a score of the user in the gaming environment based on the comparison, provide an indication that the user is eligible to enter a special gaming environment based on the score, and associate the user profile with valid entry into the special gaming environment.

[0006] According to yet another embodiment, the interactive gaming system includes a user-associated device associated with the first team, such that the user-associated device interacts with the gaming environment and transmits a signal indicating characteristics of the user interaction with the gaming environment and an identity of the user providing the interaction. The interactive gaming system also includes a controller, the controller including a memory device and a processor, such that the processor receives the signal and executes instructions stored on the memory device, such that the instructions cause the processor to access a first team profile for the first team and a second team profile for the second team in the gaming environment, configure the gaming environment based on the first team profile and the second team profile, determine a first score for the first team and a second score for the second team based on the signal, update the first team profile and the second team profile based on the corresponding scores, and generate a ranking of the first team relative to the second team. BRIEF DESCRIPTION OF THE DRAWINGS

[0007] These and other features, aspects, and advantages of the present disclosure will become better understood when the following detailed description is read with reference to the accompanying drawings, in which like characters represent like parts throughout the drawings, wherein:

[0008] Figure 1 is a schematic representation of an amusement park including an interactive gaming system according to an embodiment of the present disclosure;

[0009] Figure 2 is a block diagram of an interactive gaming system including various gaming environments according to an embodiment of the present disclosure, the system including Figure 1 in the amusement park;

[0010] Figure 3 According to the embodiment of the present disclosure Figure 2 A block diagram of a first game environment of an interactive game system;

[0011] Figure 4 According to the embodiment of the present disclosure Figure 2 A block diagram of a second gaming environment of an interactive gaming system; and

[0012] Figure 5 is a flow chart of a process for operating an interactive gaming system according to an embodiment of the present disclosure. DETAILED DESCRIPTION

[0013] One or more specific embodiments of the present disclosure will be described below. In order to provide a concise description of these embodiments, all features of the actual implementation may not be described in the specification. It should be appreciated that in the development of any such actual implementation, as in any engineering or design project, many implementation-specific decisions must be made to achieve the developer's specific goals, such as compliance with system-related and business-related constraints, which may vary from one implementation to another. In addition, it should be appreciated that such development efforts may be complex and time-consuming, but for ordinary technicians who benefit from this disclosure, this will still be a routine task of design, production and manufacturing.

[0014] The systems and techniques described herein include interactive gaming systems that include various gaming environments that enhance the gaming experience for players. The gaming environments may include immersive games that users (e.g., players) may participate in, such as to accumulate points, compete with other players, complete role-playing tasks, etc. The interactive gaming system may be incorporated into an amusement park. Typically, an amusement park includes a variety of amusement park attractions that provide entertainment for different audiences of park visitors. For example, an amusement park may include amusement park attractions, such as a ride system, live performances, interactive characters, musical performances, etc. Although the present systems and techniques are discussed as being applied to an amusement park, it should be noted that the present systems and techniques may be applied to gaming conferences, entertainment corridors, attractions on cruise ships, etc.

[0015] In addition, the overall game experience for the player can be enhanced by providing an interactive game system, which includes various game environments and various experience enhancement features that help the player interact with the game environment, while taking into account the preservation of data for later play and taking into account the integration of data (e.g., personal scores and team scores) across various different types of game environments at different times. It may be complicated to integrate the personal scores and team scores across interactive game environments that occur at different times and in different locations across amusement parks to determine the overall winner or the winning team. By using the scores from one game environment to determine the qualifiers in different game environments, the overall game experience may feel like an interconnected journey, whereby the game competition provides a narrative across various game environments. The interactive game system may include any suitable number of interactive smaller games (hereinafter referred to as game environments, for example, "first game environment" or "second game environment"). For example, a smaller game may include a mission or task that is smaller than a larger game, such as fighting a specialized monster or completing a task of a smaller game that needs to be completed in advance. Reaching a larger game (e.g., against a specific monster) can be determined by the player's performance in the smaller game.

[0016] Embodiments of the present disclosure relate to an interactive gaming system that updates and manages a dynamic user profile for each player in the interactive gaming system to track the player's experience throughout an amusement park. Specifically, each of the dynamic user profiles tracks the score of a corresponding player in the interactive gaming system and integrates the scores in various gaming environments across the interactive gaming system in real time or near real time. After or during interaction with each gaming environment by each player, the dynamic user profile of each player can provide individual scores and team scores along with other data. In addition, the dynamic user profile can provide an overall team score and individual scores associated with the player in the overall interactive gaming system along with other data.

[0017] In addition, the dynamic user profile can facilitate the retrieval and storage of data associated with the gaming system, such as overall team scores, individual scores, experience points, etc. Players participating in the gaming system can interact with the interactive gaming system with the aid of one or more user-associated devices. For example, a player can receive a user-associated device (e.g., a wearable sensor) that can be worn by the player (e.g., around their wrist) to facilitate the accumulation of experience points, team scores, and individual scores, thereby facilitating the updating of a dynamic user profile corresponding to the player wearing the corresponding user-associated device. In this way, an individual dynamic user profile can be linked to the corresponding user-associated device so that the sensor signal transmitted by the user-associated device includes identification information for the dynamic user profile.

[0018] Figure 1 is a schematic representation of an amusement park 10 according to the present embodiment. Specifically, the amusement park 10 includes an interactive gaming system 30. The amusement park 10 includes a control system 12, a wireless communication system 16 (e.g., a wireless receiver), user-associated devices 20 that can facilitate tracking of the location of players 22 (e.g., a wearable sensor bracelet that includes accessible data and communication features), and other components that coordinate with each other according to the techniques described herein, as will be described in detail below. Specifically, the communication system 16 can facilitate communication between the user-associated devices 20, the gaming environment, and the control system 12 by facilitating the transfer of data between these features of the amusement park. It should be noted that the present embodiment facilitates the integration of data by updating dynamic user profiles 24 across various gaming environments, such as by continuously updating the dynamic user profile 24 for each player 22 based on the player's performance in each gaming environment (e.g., in real time or near real time).

[0019] In an embodiment, the dynamic user profile 24 may include data associated with a first game environment 26 and a second game environment 28 for each player 22. The dynamic user profile 24 may be associated with player (i.e., user) identification information, such as the identity of a park visitor. In addition, the dynamic user profile 24 may also include data associated with an interactive game system 30, which includes a first game environment 26 and a second game environment 28. Specifically, the first game environment 26 may include an interactive game environment in which the players 22 are divided into teams and interact with the tactile sensors by tapping the tactile sensors. As an example, tapping the tactile sensors at a certain time (e.g., in response to them lighting up) causes the player 22 who tapped the sensors to accumulate points stored as personal scores 21, team scores 23, and experience points 25. In addition, as an example, the second game environment 28 may include a large screen and a small screen, which may receive user input (e.g., tactile input from the hands of the players 22) into a user interface to assemble puzzles. As an example, based on finding puzzle pieces and placing them appropriately on the puzzle, the player 22 is assigned a personal score 21, a team score 23, and experience points 25. The points and scores may be transmitted to the control system 12, which stores the dynamic user profile 24 so that the dynamic user profile 24 is updated. The first game environment 26 and the second game environment 28 are respectively for Figure 3 and Figure 4 Discuss in detail.

[0020] In an embodiment, the user-associated device 20 may receive individual scores 21 and team scores 23 for players who complete tasks (e.g., tapping tactile sensors, finding puzzle pieces, assembling puzzle pieces, etc.) in a game environment. For example, a player 22 may receive a higher score relative to another player 22 because the player 22 tapped more tactile sensors than the other player 22. In addition, based on the characteristics of the game environment, the user-associated device 20 may receive experience points 25 as data. For example, the player 22 may encounter animated graphics or game characters, such as farm animals, during a first game environment 26, so that the user-associated device 20 may detect that the player 22 is facing the farm animals. That is, the farm animals may be associated with the player 22 and stored as information in the dynamic user profile 24 as experience points 25, so that the farm animals may appear in a later game environment based on the experience points 25.

[0021] Typically, when a player 22 arrives at an amusement park 10, they interact with a ticketing location 32 (e.g., an amusement park front desk, a kiosk, a guest services counter, a park gate) where the player 22 (e.g., a park visitor) may be provided with entry credentials, such as ticketing information (e.g., a ticket) 34, a user-associated device 20, a park map, interactive gaming system instructions, and amenity instructions.

[0022] In an embodiment, the player 22 may enter the amusement park 10 after receiving their ticket information 34 and the user-associated device 20 and be provided with access to the amusement park 10. Specifically, as Figure 1 As shown in , the player 22 can enter through the first entryway 36 to begin interacting with the first game environment 26. Alternatively, the player 22 can enter through the second entryway 38 to begin interacting with the second game environment 28. Certain embodiments of the present disclosure include different locations of the first game environment 26 and the second game environment 28. However, the first game environment 26 and the second game environment 28 can be in the same location with the overlap of the game space. In addition, although certain embodiments of the present disclosure are shown in conjunction with a user-associated device 20 that can be worn by the player 22 (e.g., around their wrist), it should be understood that the disclosed technology can be implemented using a user-associated device 20 that is configured to wirelessly communicate visitor information (e.g., identification information for the player 22 linked to the dynamic user profile 24, a signal indicating interaction with the game environment) to various control systems around the amusement park, such as portable devices, handheld devices, user input devices, such as joysticks, trigger-based devices, wands, or mobile devices. In an embodiment, the user-associated device (e.g., wearable sensor) is waterproof.

[0023] In an embodiment, a player may determine scores and experience points by viewing displays 40 provided at a plurality of locations throughout the amusement park 10. At the entrance to a gaming environment (e.g., a first gaming environment 26 and a second gaming environment 28) of the interactive gaming system 30, the display 40 may display information accessed from a dynamic user profile 24 for the player 22. The dynamic user profile 24 provided on the display 40 may be selectively displayed. For example, the display 40 may include a user interface that the player 22 may navigate through to display selective data (e.g., only team scores 23, only personal scores 21 associated with the first gaming environment 26). In addition, upon exiting or completing the first gaming environment 26 and the second gaming environment 28, the dynamic user profile 24 may be displayed based on a selection in the user interface viewing the display 40. For example, an exit area of ​​the first gaming environment 26 may include a display 40 that may provide a summary of the player's performance in the first gaming environment 26 and display an updated dynamic user profile 24 (e.g., incorporating personal scores 21, team scores 23, and experience points 25 accumulated by participating in the first gaming environment 26).

[0024] In an embodiment, the control system 12 may receive an indication that the player 22 has entered any of the gaming environments (e.g., the first gaming environment 26 and the second gaming environment 28). This may be accomplished by detecting the presence of the user-associated device 20 with the aid of a passive sensor (e.g., located at an entryway 36, 38). The passive sensor may communicate data to the control system 12 with the aid of the communication system 16. In addition, the control system 12 includes a processor 42, a memory device 44, and a storage device 46. In an embodiment, the control system 12 may be communicatively coupled to each of the various features (e.g., the user-associated device 20) and the gaming environments associated with the amusement park 10.

[0025] In an embodiment, each of the gaming environments may include a respective gaming control system 47 that may be communicatively coupled to the control system 12. The gaming control systems 47 each include a processor 42, a memory device 44, and a storage device 46.

[0026] In addition, the amusement park 10 may include a base station control system 48 that may facilitate control of the control system 12 and various game control systems 47. The base station control system 48 includes a processor 42, a memory device 44, and a storage device 46. The base station control system 48 may be used as a quality checkpoint, thereby monitoring the condition of the amusement park 10. For example, the base station control system 48 may receive data from the control system 12 or various game environments. An operator of the base station control system 48 may manually control the various game environments and other aspects of the amusement park 10.

[0027] Specifically, the processor 42 may be used to execute software, such as software for receiving data indicating the performance of various players 22 and updating the dynamic user profile 24 corresponding to each player 22. In addition, the processor 42 may update the dynamic user profile 24 in real time or near real time by integrating individual and team data (e.g., individual scores 21, team scores 23, and experience points 25) across various game environments. In addition, the processor 42 may include multiple microprocessors, one or more "general purpose" microprocessors, one or more special purpose microprocessors, and / or one or more application specific integrated circuits (ASICS), or some combination thereof. For example, the processor 42 may include one or more reduced instruction set (RISC) processors.

[0028] The memory device 44 may include volatile memory, such as random access memory (RAM), and / or non-volatile memory, such as ROM. The memory device 44 may store various information and may be used for various purposes. For example, the memory device 44 may store processor-executable instructions (e.g., firmware or software) for execution by the processor 44, such as instructions for updating the dynamic user profile 24 in response to receiving data indicating the performance of teams and individuals across various game environments. In an embodiment, the instructions stored in the memory device 44 may cause the processor 42 to update the dynamic user profile 24 based on the individual scores 21, team scores 23, and experience points 25 accumulated by participating in the first game environment 26 or the second game environment 28.

[0029] The storage device(s) 46 (e.g., non-volatile memory) may include a read-only memory (ROM), a flash memory, a hard drive, or any other suitable optical, magnetic, or solid-state storage medium or combination thereof. The storage device(s) 46 may store data (e.g., a dynamic user profile 24 corresponding to each of the individual players 22), instructions (e.g., software or firmware for ranking the players 22 based on their personal scores 21, experience points 25, and / or team scores 23), and any other suitable information. In an embodiment, the storage device 46 may store the dynamic user profile 24 for later use. For example, the dynamic user profile 24 of the player 22 may be stored on the storage device(s) 46 for later use.

[0030] In addition, the player may exit the interactive gaming system 30, e.g., to eat at the restaurant 49, and their dynamic user profile 24 may be stored on the storage device(s) 46 for later use. In addition, the player 22 may interact with other aspects of the amusement park 10 that are not associated with the interactive gaming system 30, such as the water slide 50, while wearing their user-associated device 20, and their dynamic user profile 24 will be maintained (e.g., will not be erased and reset). As described above, the player 22 may wear their user-associated device 20 for the duration of their stay at the amusement park 10 and while they interact with the water slide 50 (e.g., because the user-associated device 20 may be waterproof) or other attractions in the amusement park 10. In addition, the player 22 may exit the amusement park 10 altogether, and when the player 22 returns during their next visit, their dynamic user profile 24 may be available because it may be stored on the storage device(s) 46.

[0031] In addition, the player 22 may accumulate experience points 25, personal scores 21, and team scores 23 in various game environments (e.g., the first game environment 26 and the second game environment 28). In an embodiment, accumulating a personal score 21, a team score 21, or experience points 25 above a corresponding threshold may allow the player 22 to qualify for a game ending 52 (e.g., a third game environment) of the interactive game system 30. In an embodiment, instead of accessing a game ending, a user may access any special game after accumulating a suitable personal score 21, a suitable team score 23, or a suitable experience point 25. For example, access to a special game (e.g., game ending 52) may require the player 22 to have a team score 23 and / or personal score 21 greater than other players 22 or above a threshold. In an embodiment, the player may acquire a key during their participation in the first game environment 26 and the second game environment 28, which may authorize the player 22 to access the game ending 52. The key may be a virtual key stored in the dynamic user profile 24 or a real-world object. In an embodiment, the control system 12 or the user-associated device 20 may receive an indication that the player 22 has acquired the key. For example, the user-associated device 20 may include a light device (eg, a dedicated LED light) that emits light in response to the player 22 obtaining the key.

[0032] In an embodiment, the game ending 52 is personalized based on the experience points 25 accumulated by the player 22 throughout their participation in the interactive gaming system 30. That is, the control system 12 may receive data (e.g., experience points) associated with the player 22. The data may be stored and associated with the player 22 for later use (e.g., in the game ending 52). For example, the player 22 may interact with a particular character (e.g., a villain character) in one or more previous game environments, whereupon the control system 12 associates the particular character with the player 22, stores the association on the storage device 46, and displays the character again during the game ending 52. In this way, when the player 22 reaches the game ending 52, the game ending 52 may be different (e.g., personalized) because the player 22 may reach the game ending 52 with a different dynamic user profile 24 associated therewith (e.g., a different personal score 21, different experience points 25, and a different team score 23). The game ending 52 may be a team-based game environment, an individual-based game environment, or some combination thereof.

[0033] Steering Figure 2 , depicting Figure 1 30. That is, in the illustrated embodiment, the various game environments of the interactive game system 30 of the embodiment of the present invention are shown. That is, in the illustrated embodiment, the various players 22 associated with the first game environment 26, the second game environment 28, and the nth game environment 54 can compete with opponents (e.g., other players 22) individually or as a team to accumulate personal scores 21, team scores 23, and / or experience points 25. The nth game environment 54 refers to the nth game environment included in the interactive game system 30. For example, when the interactive game system 30 has seven game environments, the nth game can refer to the third, fourth, fifth, sixth, or seventh game environment. The user-associated device 20 can facilitate the updating of the dynamic user profile 24 based on the player's performance in the game environment by allowing the player 22 wearing the user-associated device 20 to interact with the game environment. The user-associated device 20 can then transmit the data to the control system 12 for processing, whereby the control system 12 accesses and updates the dynamic user profile 24. In an embodiment, the first game environment 26, the second game environment 28, and the nth game environment 54 can be a qualifying game for the game ending 52, in which the final winner can be determined.

[0034] In an embodiment, the interaction of the user-associated device 20 with the interactive game element 63 of the game environment can generate a signal indicating the interaction. For example, the interactive game element 63 can sense the proximity of each user-associated device 20, or can wirelessly (e.g., via a transceiver) capture identification information from the user-associated device 20 from within the range of the interactive game element 63. The sensed interaction with the interactive game element 63, which is time-stamped with the captured identification code or information, is associated together to link the interaction to the player 22 and the user-associated device 20 of the player. For example, the characteristic of the interaction can be that the player 22 has moved to the correct position in the game environment. Other types of interactive game elements 63 can include optical sensors, pressure sensors, cameras, etc. The interactive game element 63 can pass the interaction information and associated identification information of the player 22 performing the interaction to the control system 12 to update the dynamic user profile 24. Therefore, in some embodiments, one or both of the interactive game element 63 or the user-associated device 20 can provide a signal indicating the interaction with the game environment.

[0035] In embodiments, players 22 may interact with the interactive gaming system 30 without a user-associated device 20. As such, players 22 without a user-associated device 20 may not be associated with a dynamic user profile 24 because the dynamic user profile is associated with the user-associated device 20 of the player 22. Thus, players 22 without a user-associated device 20 (e.g., which may be worn by the player 22) may not accumulate scores and points for updating the corresponding dynamic user profile 24. However, players 22 may interact with various gaming environments to compete individually or as a team without a user-associated device 20. Indeed, in embodiments, a gaming environment may include players with user-associated devices 20 and other players 22 without user-associated devices 20.

[0036] In an embodiment, in response to the player 22 completing a game task in their respective game environment based on the player 22 and the corresponding user-associated device 20 interacting with the game environment, the personal score 21, team score 23, and experience points 25 may be updated in real time or near real time. Specifically, the dynamic user profile 24 for each player may be continuously updated based on the updates to the personal score 21, team score 23, and experience points 25. The updates to the dynamic user profile 24 may be based on data received by the user-associated device 20 and transmitted to the control system 12 and / or the game control system 47. In an embodiment, the dynamic user profile 24 may be updated from when the player 22 begins wearing their user-associated device 20 at time t0 until the player is at time t1. nStop wearing the user-associated device 20. For example, a player 22 in the first gaming environment 26 may increase their personal score 21 by tapping a tactile sensor of the first gaming environment 26 at an appropriate time (e.g., when the tactile sensor is lit). In this way, the personal score 21 may be based on the interaction of the user-associated device 20 with the first gaming environment 26 (e.g., interaction with the tactile sensor).

[0037] One or more winners of the gaming environment may qualify for the game ending 52. In an embodiment, a player 22 who finds a key 56 throughout participation in each gaming environment (e.g., the first gaming environment 26, the second gaming environment 28, and the nth gaming environment 54) may qualify for the game ending 52. The key 56 may be an electronic image displayed around the gaming environment, and when a player 22 taps their user-associated device 20 against the key 56, the key 56 may be stored and associated with the player who tapped the key 56.

[0038] Alternatively or additionally, in addition to the experience points 25, the personal score 21, and the team score 23, the winners of each gaming environment may be given a key 56 as a reward for winning their gaming environment (e.g., by completing a gaming mission, accumulating the highest personal score 21, accumulating the highest team score 23). The winners given the key 56 may be individual winners, a team of winners (e.g., multiple players 22), or some combination thereof. For example, the first gaming environment 26 may include one winner 58, which may receive one key 56, the second gaming environment 28 may include two winners 60, which may each receive one key 56, and the nth gaming environment 54 may include three winners 62, which may each receive one key 56. In the exemplary depicted embodiment, the winners 58, 60, 62 corresponding to each of the gaming environments are each marked with an asterisk. Thus, in the exemplary depicted embodiment, the game outcome 52 may include six overall winners (eg, a first winner 58 , a second winner 60 , and a third winner 62 ) who are eligible to participate in the game outcome 52 .

[0039] In an embodiment, the player 22 may be required to receive a target number of keys 56 (e.g., one key or three keys) before being allowed access to the game ending 52. In this way, the keys 56 may authorize the winners 58, 60, and 62 to access the game ending 52. The user-associated device 20 of each winner may receive an indication that the key(s) 56 were received, so that the user-associated device 20 may update the dynamic user profile 24 to include information regarding the receipt of the key 56. In fact, the key 56 may be associated with the dynamic user profile 24 of the user-associated device 20.

[0040] In embodiments, the user-associated device 20 may be used as a device that may authorize the player 22 to access various gaming environments (and the game ending 52). For example, the winners 58, 60, and 62 may scan their user-associated devices 20 at the entrance to the game ending 52 to gain access to the game ending 52. Thus, in embodiments, a player's access to the ending 52 may be authorized by the winner scanning their user-associated device 20 at the entrance to the game ending 52, whereby the game control system 47 or control system 12 may determine that the user-associated device 20 (e.g., and the winner wearing the user-associated device 20) is associated with the key 56 and may gain access to the game ending 52.

[0041] As described above, players 22 may accumulate experience points 25 and scores (e.g., team scores 23 and individual scores 21) through their participation in various game environments of the interactive game system 30. Specifically, winners 58, 60, and 62 may be associated with respective experiences and scores (e.g., respective experience points 25, respective individual scores 21, and respective team scores 23) that are identifiable by the control system 12 (or the control system 47) and used to customize the game ending 52 according to the respective experiences and scores of the dynamic user profile. In the depicted embodiment, the winners 58, 60, and 62 and their respective experience points 25, individual scores 21, and team scores 23 are used to personalize the game ending 52. For example, after the winners 58, 60, and 62 present their keys 56 to the entrance of the game ending 52 (e.g., by tapping their user-associated devices 20 to the entrance), the control system 12 may process the experience points and scores associated with the winners 58, 60, and 62 to generate the game ending 52 based on the experience points and scores. That is, the difficulty of the gaming environment, the goal of the gaming environment, the type of gaming environment (e.g., team-based, or individual-based), and other gaming parameters may be based on the experience points and scores of the winners 58, 60, and 62 participating in the game outcome 52.

[0042] In an embodiment, the game ending 52 may include a game goal of defeating the final monster character 70 (e.g., the displayed avatar). The winners 58, 60, and 62 may work together as a team to fight the final monster 70 while increasing their personal scores 21, which may be used to determine the final winner 72. Alternatively or additionally, the game ending 52 may include any other suitable game goal. The final winner 72 may be the player 22 who accumulates the most experience points 25, personal scores 21, and / or team scores 23 during the game ending 52. Alternatively, the final winner 72 may be the player 22 who accumulates the most experience points 25, the highest personal score 21, and the highest team score 23 among the winners 58, 60, and 62. The final winner 72 may be displayed on the display 40 around the amusement park 10. In an embodiment, the dynamic user profile 24 of the final winner 72 is updated to reflect the status of obtaining the final winner 72. In some embodiments, each team is associated with a game character or theme (e.g., assigned a character). The winning team of the day may also be displayed, e.g., "Red Team" or the name of the character. Players 22 may be assigned to a particular character or team by means of player selection or random assignment, and may experience and interact with the environment as a representative of their team during their visit.

[0043] Because the gaming environment associated with a game ending 52 may be personalized based on the dynamic user profile 24 of a previous winner (e.g., winner 58, 60, 62), in embodiments, a game ending 52 at a later time may be different from a previous game ending 52. Specifically, two game endings 52 may be different if they include different players 22 with different experience points 25, personal scores 21, and / or team scores 23. Thus, a winner 58, 60, or 62 may qualify for a game ending 52 and not have a similar gaming experience.

[0044] Similarly, various gaming environments (e.g., first gaming environment 26 and second gaming environment 28) may be personalized based on dynamic user profiles 24 of players 22 interacting with the gaming environments. For example, user-associated device 20 may transmit data associated with dynamic user profiles 24 to control system 12, whereby control system 12 processes the data to determine an appropriate (e.g., personalized) gaming environment for player 22 based on dynamic user profiles 24.

[0045] Figure 3 yes Figure 28 is a block diagram of a first game environment 26 of an interactive game system 30 of FIG. Specifically, the first game environment 26 can be an interactive game environment in which various players 22 are divided into teams and interact with interactive game elements 63, such as tactile sensors 80 distributed within the game environment. Specifically, the players 22 can interact with the tactile sensors 80 by tapping the tactile sensors 80. One or more transceivers 81 in the game environment capture identification information of the players 22 who perform the interaction to associate the interaction (tap) with the individual players 22. However, it should be understood that in an embodiment, one player 22 can compete with another player 22 by tapping the tactile sensors 80 worn by the players. Tapping the tactile sensors 80 at a certain time (e.g., in response to them lighting up, which indicates that the tactile sensors 80 should be tapped) causes the player 22 who tapped the tactile sensors 80 to accumulate points that are stored as personal scores 21, team scores 23, and experience points 25. Alternatively or additionally, the tactile sensors 80 may be associated with a certain team, so that when any player 22 accumulates scores and experience points based on the actions of their teammates, the team score 23 may change (e.g., increase). The control system 12 may update the dynamic user profile 24 of the player 22 associated with the tactile sensor 80 that was tapped. Depending on the game configuration, taps may be positive score associated or negative score associated. For example, certain tactile sensors 80 may be red or disabled, and inadvertently tapping them may result in penalty points.

[0046] The transceiver 81 can facilitate communication from the tactile sensor 80 to the control system 12. In an embodiment, the transceiver 81 can be coupled to the control system 12, the game control system 47, or the "smart tap point" embedded computer 86, as described below. Specifically, the transceiver 81 can communicate via a general purpose input / output (GPIO) interface including an inter-integrated circuit (I2C) protocol. In addition, communication to and from the transceiver 81 can be enhanced by transistor-transistor logic (TTL). In an embodiment, the control system 12, the game control system 47, or the "smart tap point" embedded computer 86 can each communicate synchronously with various subsystems by means of a corresponding serial peripheral interface (SPI) bus.

[0047] In an embodiment, the control system 12 is communicatively coupled to a game control system 47 of the first gaming environment 26. The game control system 47 may be communicatively coupled to an audio / video (AV) source 82, an animation controller 84, a tactile sensor 80, and a "smart tap point" embedded computer 86. Specifically, in an embodiment, the game control system 47 is communicatively coupled to the AV source 82, the animation controller 84, and the "smart tap point" embedded computer 86 via a wireless (e.g., Ethernet connection) or a wired connection. Additionally, the game control system 47 may be communicatively coupled to the tactile sensor 80 via a wired connection or a wireless connection. While the illustrated embodiment includes a game control system 47, it should be noted that in an embodiment, in addition to or in lieu of being communicatively coupled to the game control system 47, the tactile sensor 80, the AV source 82, the animation controller 84, and the "smart tap point" embedded computer 86 may all be communicatively coupled to the control system 12.

[0048] In addition, the control system 12, the game control system 47, the animation controller 84, and the "smart tap point" embedded computer 86 can each include a processor 42 that can execute computer readable code stored in the memory device 44. The control system 12, the game control system 47, the animation controller 84, and the "smart tap point" embedded computer 86 can each include a corresponding storage device 46 that can store various data, such as the dynamic user profile 24.

[0049] In addition, the AV source 82 may include a multi-channel synchronized video player that may include any suitable number of full HD (e.g., 1080p, 4K) channels. In an embodiment, the AV source 82 may be an AV playback source (e.g., an animation controller 84) of a synchronized audio and video player. The game control system 47 may send instructions to the AV source 82 to cause the AV source 82 to send a signal to an audio power amplifier (amp) 90 to cause (one or more) AV speakers 92 to produce a sound indicative of the signal. For example, the game control system 47 may send instructions to cause the AV source 82 to produce any suitable confirmation sound, such as "confirmation", in response to the player 22 touching the tactile sensor 80.

[0050] The animation controller 84 may receive instructions from the game control system 47 to control the playback of synchronized audio, video, animation, lighting, and mechanical actions. In an embodiment, the animation controller 84 may interface with a programmable logic controller (PLC) 94 to control various animated graphics 96. For example, the control system 12 may send instructions to cause the PLC 94 to send signals to control certain animated graphics 96 of the first game environment 26 to enhance the experience. That is, various animated graphics 96 may be displayed on the wall where the tactile sensor 80 touched by the player 22 is located with the help of the PLC 94. In this way, it may appear as if the player 22 is touching the animated graphics 96 appearing on the wall at the same location where the tactile sensor 80 is activated to receive user input (e.g., a tap). In an embodiment, the animated graphics 96 may be 3-dimensional (3D) animated graphics that may appear from the floor or wall of the first game environment 26, for example, in response to a signal from the game control system 47. As discussed, by capturing identification information from the user-associated device 20, the interaction may be associated with the individual player 22.

[0051] The tactile sensor 80 may be located on a wall or various 3-dimensional (3D) animated graphics in the first game environment 26. The tactile sensor 80 may receive tactile user inputs, such as taps, palm touches, contacts from a user-associated device 20, and various tactile inputs to provide the player 22 with updated personal scores 21, team scores 23, and experience points 25 associated with the dynamic user profile 24 of the player 22. For example, the tactile sensor 80 may be mounted on the animated graphics 96 and exposed in response to the actuator 98 causing movement (e.g., opening a door and exposing the tactile sensor 80) based on a control scheme or a time tracker 99 (e.g., a periodic clock). After being exposed, the tactile sensor 80 may be touched by the player 22 so that the tactile sensor 80 receives the user input.

[0052] In an embodiment, the first game environment 26 may have a specific time duration (e.g., a 5 minute duration) tracked by the time tracker 99. In addition, the time tracker 99 may cause the tactile sensor 80 to light up or be exposed on a periodic or random basis. The players 22 may be allowed to tap the tactile sensor 80 as many times as they can within the time duration (e.g., when the tactile sensor 80 is lit) in order to accumulate the most points for their respective personal score 21, team score 23, and experience points. Thus, the player 22 or team that taps the most tactile sensors 80 may be declared the winner.

[0053] Data associated with the user input (e.g., a tap on the tactile sensor 80) may be sent to the "smart tap point" embedded computer 86 via the transceiver 81. In addition, the "smart tap point" embedded computer 86 may receive data associated with the user-associated device 20 to associate the user input to the tactile sensor 80 with the user-associated device 20 to facilitate updating the dynamic user profile 24. That is, the "smart tap point" embedded computer 86 may receive data indicative of the user input to the tactile sensor 80 and data associated with the user-associated device 20 to associate the user input with the appropriate user-associated device 20 to update the dynamic user profile 24 (e.g., by updating the experience points 25, personal score 21, and team score 23).

[0054] In an embodiment, certain tactile sensors 80 may be associated with keys 56 such that by tapping the tactile sensors 80 at the appropriate time, the player 22 that tapped the tactile sensors 80 may obtain the keys 56. Alternatively or additionally, the player 22 or team that scores the most points (e.g., by tapping the tactile sensors 80 the most) receives the keys 56. The game control system 47 may associate the keys 56 with the corresponding players 22.

[0055] Steering Figure 4 , depicting Figure 2 1 is a block diagram of a second game environment 28 of an interactive game system 30 of the present invention. The second game environment 28 can be an interactive game environment in which various players 22 are divided into teams and interact with a large touch surface 100 on a large screen 102 and a small touch surface 110 on a small screen 112 to, for example, assemble a puzzle 104. However, it should be understood that the second game environment can include one player 22 competing with another player 22 to assemble a puzzle 104. The atmosphere of the second game environment 28 can be enhanced by means of a lighting controller 120 that controls lighting effects 122 inside the second game environment 28.

[0056] Specifically, when the player 22 enters the second gaming environment 28, the passive sensor 124 may detect the presence of the player 22 via their user-associated device 20. The passive sensor 124 may then send an indication to the gaming control system 47 and / or the control system 12 that the user-associated device 20 has been detected. In an embodiment, the gaming control system 47 or the control system 12 may associate the dynamic user profile 24 associated with the detected user-associated device 20 to the second gaming environment such that the dynamic user profile 24 is updated based on user input to the second gaming environment 28.

[0057] In addition, the game control system 47 or the control system 12 can personalize the second game environment 28 based on the dynamic user profile 24 of the detected player 22. For example, the control system 47 and / or the control system 12 can personalize the second game environment 28 by determining the difficulty, puzzle type, and lighting effects 122 based on the detected personal score 21, team score 23, and / or experience points 25 of the player 22. In fact, the second game environment 28 may be more difficult for the player 22 with a higher personal score 21 than for other players with lower personal scores. Alternatively or additionally, the second game environment may be more difficult for a team with a higher team score 23 than for other teams with lower team scores 23.

[0058] In addition, the game control system 47 can send a signal (e.g., with an instruction) to the audio power amplifier (amp) 90 to cause the (one or more) AV speakers 92 to produce a sound indicative of the signal. For example, the game control system 47 can send an instruction to cause the (one or more) AV speakers 92 to produce any suitable confirmation sound, such as "confirm" in response to the player 22 finding the puzzle piece 126 on the small touch surface 110. In addition, the (one or more) AV speakers 92 can produce a sound, such as "start", indicating the start of a game environment task associated with the second game environment 28 (e.g., assembling the puzzle 104).

[0059] After the second game environment 28 begins, various puzzle pieces 126 may be spread out along the perimeter of the walls of the second game environment 28. Specifically, the walls of the second game environment 28 may include various small screens 112 having corresponding small touch surfaces 110, which may each be an infrared (IR) touch surface including one of the scattered puzzle pieces 126. The various small screens 112 may be coupled to the game control system 47 or the control system 12 by means of corresponding display port (DP) connectors. In this way, the small screens 112 may receive instructions from the game control system 47 and / or the control system 12, such as regarding the placement of the puzzle pieces 126 spread out on the small screens 112. In addition, the small touch surfaces 110 may be coupled to the game control system 47 and / or the control system 12 via a wired connection (e.g., USB). In an embodiment, touch detection and position tracking may be enabled on the second game environment 28, for example, via the use of LiDAR and radio frequency tracking. Furthermore, additionally or alternatively, the room tracking system may be interconnected via an Ethernet method and used to facilitate position tracking and / or touch detection.

[0060] After the puzzle pieces 126 are spread out along the perimeter of the wall of the second gaming environment (e.g., on the small screen 112), the players 22 of each team may tap the small touch surface 110 corresponding to the puzzle pieces 126. In an embodiment, the puzzle pieces 126 corresponding to the respective teams may be color coded (e.g., the puzzle pieces 126 corresponding to the first team may be green, while the puzzle pieces 126 corresponding to the second team may be red).

[0061] In addition, the number of puzzle pieces 126 corresponding to each team can vary based on the dynamic user profiles 24 of the players 22 associated with the team. For example, an easier second game environment 28 may include fifty puzzle pieces 126, while a more difficult game environment may include one hundred puzzle pieces 126.

[0062] After the player 22 identifies and touches the puzzle piece 126 (e.g., by tapping the corresponding small touch surface 110), the puzzle piece 126 can be spread (e.g., appear) on the large screen 102 ready to be assembled into the puzzle 104. In an embodiment, in the second game environment 28, there can be a large screen 102 for each team. The large screen 102 can be in the center of the perimeter (e.g., around a wall or) that defines the second game environment 28. Each large screen 102 may include a large touch surface 100. In an embodiment, the large touch surface 100 is an IR touch surface located in the center of the second game environment 28, so that the large touch surface 100 can receive tactile user input from the player 22. The user input may include a tap to select the puzzle piece 126, a slide to drag the puzzle piece 126 on the large screen 102, etc. In an embodiment, there is a large screen 102 and / or a large touch surface 100 corresponding to each team. The large touch surface 100 can receive any suitable number of user inputs to facilitate assembling the puzzle 104. For example, the user input from the player 22 may be a tap, drag, or flick of the puzzle piece 126 on the large touch surface 100 to place the puzzle piece 126 in the appropriate position to assemble the puzzle 104 .

[0063] In an embodiment, the team that assembles the puzzle 104 the fastest may be declared the winner. Each of the players 22 on the winning team may receive the key 56. Alternatively or additionally, individual winners may be determined based on which player 22 finds the most puzzle pieces 126 or assembles the most pieces into the puzzle 104, whereby the individual winner of each team receives the key 56. In addition, the players 22 may increase their individual scores 21, their team scores 23, and their experience points 25 by tapping puzzle pieces 126 (e.g., on the small touch surface 110) or by assembling puzzle pieces 126 (e.g., on the large touch surface 100). In an embodiment, the user-associated device 20 of each player 22 may receive an indication that the player 22 tapped a puzzle piece 126 (e.g., on the small touch surface 110) or assembled a puzzle piece 126 (e.g., on the large touch surface 100), thereby sending data to the game control system 47 or the control system 12 to update the dynamic user profile 24 of the player 22.

[0064] In addition, the experience (e.g., environment) of the second gaming system 28 can be enhanced by a lighting controller 120 that controls lighting effects 122 emitted by various light sources 127 surrounding the second gaming environment. For example, the light sources 127 can include projector lamps (e.g., metal halide projector lamps and ultra-high performance (UHP) projector lamps), 2K projectors, 4K projectors, fiber optic tracks, electroluminescent sources, light emitting diodes (LEDs), RGB (red, green, blue) lasers, and hybrid light sources (e.g., mercury lamps, fluorescent lamps). The light sources 127 can be communicatively coupled to the lighting controller 120 via a digital multiplexing (DMX) communication network. In an embodiment, the lighting controller 120 can control the light sources 127 by, for example, generating lighting effects 122 in response to user input (e.g., tapping a small screen) or a periodic timer.

[0065] Steering Figure 5 , depicts a flowchart 200 of a process according to an embodiment of the present disclosure whereby a gaming environment is personalized and a dynamic user profile 24 ( Figure 1 ) is updated. Specifically, the control system 12 ( Figure 1-4 ) can be used to identify player 22 ( Figure 1-2 ) accesses the dynamic user profile 24 after participating in a gaming environment (process block 202). The user-associated device 20 ( Figure 1-4) may send a signal to one or more sensors or transceivers of the control system 12 or the gaming environment, which in turn transmits the signal to the control system 12 to facilitate determining that a player is participating in a particular gaming environment, thereby triggering access to a dynamic user profile for a particular player 22. The control system 12 then personalizes the gaming environment based on the dynamic user profile 24 associated with the player 22 in each gaming environment (process block 204). In addition, when the player 22 is participating in their respective gaming environment, the control system 12 receives an indication of user input into the respective gaming environment (process block 206). The control system 12 may then update the user profile based on the user input (process block 208). In an embodiment, the user-associated device 20 may be communicatively coupled to the gaming control system 47 ( Figure 1-4 ) and / or control system 12, so that the game control system 47 and / or control system 12 can perform the process of flowchart 200.

[0066] As described above, the control system 12 may access a dynamic user profile 24 associated with a player 22 wearing a user-associated device 20 (process block 202). In an embodiment, after the player 22 enters an entryway, the passive sensors 124 ( Figure 4 ) can detect the presence of the user-associated device 20, thereby accessing the dynamic user profile 24 associated with the detected user-associated device 20. In fact, the control system 12 can access the personal score 21 ( Figure 1-2 ), Team Score ( Figure 1-2 ) and experience point 25 ( Figure 1-2 ).

[0067] In addition, the control system 12 can personalize the gaming environment based on the individual scores 21, team scores 23, and experience points 25 (e.g., dynamic user profiles 24) (process block 204). In an embodiment, after the control system 12 accesses the dynamic user profiles 24, the control system 12 can modify (e.g., personalize) various aspects of the gaming environment based on the dynamic user profiles 24 of the players 22 in the corresponding gaming environment. With respect to the first gaming environment 26, the control system 12 can determine and modify the difficulty level, time duration, tactile sensor 80 ( Figure 3 ) can be used for tapped time, lighting, key 56 ( Figure 2 ) position, animation graphics 96 ( Figure 3 ) performed by the AV speaker 92 ( Figure 3-4), sounds produced by the player 22, etc. For example, if the experience points 25 of the player 22 indicate that the player 22 has previously encountered farm animals, the control system 12 can modify the first game environment 26 to include the farm animals (e.g., as animated graphics 96). Thus, the first game environment 26 can be personalized based on the dynamic user profile 24 of the player 22 in the first game environment 26.

[0068] With respect to the second gaming environment 28, after the control system 12 accesses the dynamic user profile 24, the control system 12 may modify (eg, personalize) various aspects of the second gaming environment 28. The control system 12 may determine to assemble the puzzle 104 ( Figure 4 ), the difficulty level of the second game environment 28, the time duration of the puzzle piece 126 ( Figure 4 ) number, puzzle pieces 126 on the small screen 112 ( Figure 4 ) on the placement, lighting, key 56 ( Figure 2-4 ) position, by the AV speakers ( Figure 3-4 ) sounds generated, etc. For example, a team of a player 22 having a high personal score 21, a high team score 23, and a high experience point 25 (e.g., above a threshold) may be assigned a difficult game environment (e.g., a puzzle 104 having one hundred puzzle pieces 126), while a team of a new player 22 having a lower personal score 21, a lower team score 23, and a lower experience point 25 may be assigned an easier game environment (e.g., a puzzle 104 having fifty puzzle pieces 126).

[0069] When the player 22 participates in the gaming environment, the control system 12 may receive an indication of the user input (process block 206). In an embodiment, the control system 12 may receive the indication from the user input identified by the user-associated device 20. In addition, the control system 12 may receive the indication of the user input without interfacing with the user-associated device 20. For example, the user-associated device 20 may receive a signal indicating a tap on the tactile sensor 80 of the first gaming environment 26, as well as a tap on the puzzle piece 126 on the small screen 112 and an indication of the assembly of the puzzle piece 104 on the large screen 102, and the signal may be transmitted to the control system 12. In addition, the control system 12 may receive an indication that the player 22 retrieved the key 56.

[0070] After receiving the user input, the control system 12 may update the dynamic user profile 24 based on the performance of the player 22 in the gaming environment (process block 208). In an embodiment, the control system 12 assigns updates to the individual score 21, team score 23, and experience points 25 to the dynamic user profile 24 associated with the player 22 who participated in the gaming environment and wore the corresponding user-associated device 20 associated with the dynamic user profile 24. The control system 12 may update the dynamic user profile 24 in real time or near real time.

[0071] In an embodiment, the control system 12 may determine the winners 58, 60, and 62 of the gaming environment based on updates to the dynamic user profile 24 ( Figure 1 ). For example, the control system 12 may determine that the player 22 with the highest individual score 21 is the winner. Alternatively or additionally, the control system 12 may determine that the team of the player 22 with the highest team score 23 is the winner 58, 60, and 62. In an embodiment, the control system may determine the game ending 52 based on the team or player 22 with the highest individual score 21 or team score 23 based on user input of the game ending 52 ( Figure 1-2 The final winner of Figure 2 ).

[0072] Although only certain features of the present embodiment have been shown and described herein, many modifications and changes will occur to those skilled in the art. It is therefore to be understood that the appended claims are intended to cover all such modifications and changes as fall within the true spirit of the present disclosure.

[0073] The technology presented and claimed herein is cited and applied to material objects and specific examples of a practical nature that significantly improve the art and, therefore, is not abstract, intangible, or purely theoretical. In addition, if any claim appended at the end of this specification contains one or more elements designated as "means for [performing] [the function] ..." or "steps for [performing] [the function] ...", it is intended that these elements should be interpreted under 35 USC § 112(f). However, for any claim containing elements designated in any other manner, these elements are not intended to be interpreted under 35 USC § 112(f).

Claims

1. An interactive game system, comprising: a first gaming environment, the first gaming environment comprising a first plurality of user input devices configured to receive first user input, wherein the first user input indicates a team performance and an individual performance of each player in a first set of players in the first gaming environment; a second gaming environment, the second gaming environment comprising a second plurality of user input devices configured to receive second user input, wherein the second user input indicates a team performance and an individual performance of each player in a second set of players in the second gaming environment; as well as A controller, the controller comprising: Memory devices; a processor configured to receive the first user input and the second user input and execute instructions stored on the memory device, wherein the instructions are configured to cause the processor to: accessing a plurality of dynamic user profiles, wherein each dynamic user profile of the plurality of dynamic user profiles corresponds to a respective player in the first set of players or the second set of players and includes data associated with a plurality of gaming environments; updating the plurality of dynamic user profiles across each gaming environment of the plurality of gaming environments based on the received first user input and the received second user input; selecting a third set of players from the first set of players and the second set of players based on the updated plurality of dynamic user profiles to qualify the third set of players for a third gaming environment; and providing instructions to the third gaming environment based on an updated subset of the plurality of dynamic user profiles, the updated subset of the plurality of dynamic user profiles corresponding to the selected third set of players, The first game environment and the second game environment are game environments of different games.

2. The interactive gaming system of claim 1, wherein the first plurality of user input devices and the second plurality of user input devices comprise tactile sensors configured to detect tactile data.

3. An interactive gaming system according to claim 2, wherein the instructions stored on the memory device are further configured to cause the processor to update the multiple dynamic user profiles, and the instructions stored on the memory device include instructions configured to cause the processor to assign points to each player in the first set of players and each player in the second set of players based on the detected tactile data.

4. An interactive gaming system according to claim 1, wherein the second set of players includes a first team and a second team, and wherein the first team is assigned a first team score and the second team is assigned a second team score, wherein the assigned first team score and the assigned second team score are based on a second user input received, and wherein the assigned first team score and the assigned second team score are used to determine whether the first team or the second team is selected to qualify for the third gaming environment.

5. An interactive gaming system according to claim 4, wherein the second gaming environment is a puzzle, and wherein the received second user input is based on the assembly of the puzzle by the second set of players.

6. An interactive gaming system according to claim 1, wherein the instructions stored on the memory device are further configured to cause the processor to determine multiple winners from the first gaming environment and the second gaming environment based on the updated multiple dynamic user profiles, wherein the third set of players includes the determined multiple winners.

7. An interactive gaming system according to claim 1, wherein the instructions stored on the memory device are further configured to cause the processor to update characteristics of the third gaming environment based on the subset of the updated multiple dynamic user profiles corresponding to the selected third set of players.

8. An interactive gaming system according to claim 1, wherein the instructions stored on the memory device are further configured to cause the processor to determine a final winner, final multiple winners, or any combination thereof based on the subset of the updated multiple dynamic user profiles corresponding to the selected third set of players and the results of the third gaming environment.

9. An interactive gaming system as described in claim 1, wherein the first set of players and the second set of players do not overlap.

10. An interactive game system comprising: a plurality of user-associated devices, each user-associated device of the plurality of user-associated devices being configured to interact with the gaming environment and transmit a user signal indicative of an identity of a user providing the user interaction; a plurality of interactive gaming sensors communicatively coupled to the plurality of user-associated devices and configured to transmit sensor signals indicative of characteristics of the user interactions with the gaming environment and the identities of the users providing the user interactions; as well as A controller, the controller comprising: a memory device having instructions stored thereon; and a processor communicatively coupled to the memory device, the plurality of interactive gaming sensors, and the plurality of user-associated devices to receive the transmitted sensor signals, wherein the processor is configured to execute instructions stored on the memory device, wherein the instructions, when executed by the processor, are configured to cause the processor to: accessing a profile of the user; updating the gaming environment based on the profile and the received sensor signals; comparing the profile of the user to other profiles, each of the other profiles corresponding to another user; determining a score for the user in the gaming environment based on the comparison of the profile of the user with the other profiles of other users; providing an indication that the user has qualified for entry into a special gaming environment based on the score, the score determined based on the comparison of the profile of the user with the other profiles of the other users; and associating the profile of the user with valid entry into the particular gaming environment, The game environment of the user and the game environment of other users are game environments of different games.

11. The interactive gaming system of claim 10, wherein each of the plurality of interactive gaming sensors is associated with at least one image associated with one or more characters.

12. An interactive gaming system according to claim 10, wherein the instructions stored on the memory device are further configured to cause the processor to update the gaming environment, and the instructions stored on the memory device include instructions for selecting or modifying the plurality of interactive gaming sensors.

13. The interactive gaming system of claim 12, wherein the instructions causing the processor to select or modify the plurality of interactive gaming sensors are based on the user's determined score.

14. An interactive gaming system according to claim 10, wherein the instructions configured to cause the processor to compare the profile of the user with the other profiles include instructions to rank the user relative to the other users, wherein the highest ranked user has the highest score and is determined to be the winner.

15. The interactive gaming system of claim 10, wherein the user signal is indicative of a second characteristic of the user interaction, wherein the second characteristic is a tactile sensor response.

16. An interactive game system comprising: a controller communicatively coupled to a plurality of user-associated devices associated with a first team, wherein each of the plurality of user-associated devices is configured to interact with a gaming environment and transmit a signal indicative of a characteristic of a user interaction with the gaming environment and an identity of a user providing the user interaction, wherein the controller comprises: a memory device; and a processor configured to receive the transmitted signal and execute instructions stored on the memory device, wherein the instructions are configured to cause the processor to: accessing a first team profile of the first team and a second team profile of the second team; configuring a game environment of the first team and a game environment of the second team respectively based on the first team profile and the second team profile; determining a first score for the first team and a second score for the second team based on the received signal; updating the first team profile based on the determined first score; updating the second team profile based on the determined second score; and generating a ranking of the first team relative to the second team, wherein the instructions stored on the memory device are further configured to cause the processor to update the game environment of the first team and the game environment of the second team, and the instructions configured to cause the processor to update the game environment of the first team and the game environment of the second team include instructions for selecting or modifying a plurality of interactive game sensors, and wherein the instructions stored on the memory device are further configured to cause the processor to select or modify the plurality of interactive game sensors, the instructions causing the processor to select or modify the plurality of interactive game sensors being based on the determined score of the user, And wherein, the game environment of the first team and the game environment of the second team are game environments of different games.

17. The interactive gaming system of claim 16, wherein the instructions stored on the memory device are further configured to cause the processor to determine a personal score for the user in the gaming environment and to rank the user relative to other users.

18. An interactive gaming system according to claim 16, wherein the first team profile comprises a personal score and a team score for each of a plurality of users of the first team, wherein the team score comprises a sum of the personal scores of each of the plurality of users.

19. The interactive gaming system of claim 16, wherein the first team is associated with a particular theme.

20. The interactive gaming system of claim 16, wherein the instructions stored on the memory device are further configured to cause the processor to determine whether the first team is a winning team based on the determined first score.

Citation Information

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