Generating virtual elements and queues thereof in fitness-based game

By receiving and using fitness data to generate dynamic combat options and queues in the fitness game system, the problem of fitness data in the existing system being unable to be effectively utilized is solved, personalized gaming experience and exercise incentives are achieved, and operation costs are reduced.

CN119212765APending Publication Date: 2024-12-27M·奥达巴斯
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202380030251.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2022-03-31
Filing Date
2023-03-16
Publication Date
2024-12-27

AI Technical Summary

Technical Problem

The existing location-based fitness game system is difficult to effectively utilize fitness data to dynamically generate game elements, resulting in a lack of personalization and motivation for player exercise experience.

Method used

By receiving fitness data from users on the game server, using the heart rate, steps and other data collected by the sensor, multiple combat options and combat queues are generated, and they are transmitted to users, dynamically adjusting the game content to enhance the player's exercise experience.

Benefits of technology

It realizes personalized game elements generation during the fitness process, enhances the motivation and richness of players' exercises, reduces operating costs, and avoids interference from fitness data when exercise is not completed.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119212765A_ABST
    Figure CN119212765A_ABST
Patent Text Reader

Abstract

A computer-implemented method for generating virtual elements in a fitness-based game. The method includes hosting, by a game server (200), a fitness-based game module (224), and receiving, by the game server (200), fitness data from one or more devices of a user. The method also includes generating, by one or more processors (222), a plurality of combat options within the fitness-based gaming module (224) based at least in part on the fitness data. The method further includes generating, by the one or more processors (222), a combat queue of one or more combat options of the plurality of combat options, and transmitting, by the game server (200), the combat queue to the user.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present disclosure relates to gaming systems, and more particularly, to fitness-based gaming systems. Background Art

[0002] The gaming industry includes location-based games. Such location-based games combine the real-world geography with the player's actual location to enhance the player's overall gaming experience. Some location-based games link certain items and / or events in the virtual world to specific locations in the real world. Other location-based games are often referred to as parallel reality games, which include virtual worlds that are parallel to the real world. The virtual world can virtually recreate buildings, statues, objects, or other geographic features that exist in the real world.

[0003] As is well known, the fitness industry has adopted various types of technologies to monitor and record a performer's vital signs and fitness goals. For example, there are various wearable electronic devices to record a performer's heart rate and blood pressure. After completing a given activity, a performer can review and share his or her performance. Thus, through the positive reinforcement of personal and peer review, performers can be further encouraged to maintain and achieve their fitness goals. Summary of the invention

[0004] In an exemplary embodiment, a computer-implemented method for generating virtual elements in a fitness-based game is provided. The method comprises the steps of hosting a fitness-based game module by a game server, and receiving fitness data from one or more devices of a user by the game server. At least one of the one or more devices includes one or more sensors, and the one or more sensors are configured to sense the fitness data. The method also comprises generating, by one or more processors, a plurality of combat options within the fitness-based game module based at least in part on the fitness data. The method further comprises generating, by the one or more processors, a combat queue of one or more combat options of the plurality of combat options, and transmitting, by the game server, the combat queue to the user.

[0005] In another exemplary embodiment, a computer-based system for implementing a computer-implemented gaming method is provided. The system includes a game server, the game server including one or more computer-readable media, one or more processors and a network interface. The game server is configured to host a fitness-based game module, and to receive fitness data from one or more devices of a user by the network interface. At least one of the one or more devices includes one or more sensors, and the one or more sensors are configured to sense the fitness data. The game server is also configured to generate a plurality of combat options within the fitness-based game module by the one or more processors at least in part based on the fitness data. The game server is further configured to generate a combat queue of one or more combat options in the plurality of combat options by the one or more processors, and transmit the combat queue to the user by the network interface.

[0006] In yet another exemplary embodiment, a non-transitory computer-readable medium is provided that stores instructions that, when executed by one or more processors, cause the one or more processors to perform a method. The method includes receiving fitness data from one or more devices of a user. At least one of the one or more devices includes one or more sensors configured to sense the fitness data. The method also includes generating a plurality of combat options within the fitness-based game module based at least in part on the fitness data. The method further includes generating a combat queue of one or more combat options of the plurality of combat options, and transmitting the combat queue to the user.

[0007] One possible advantage of an exemplary embodiment is that in-game elements may be generated in an energy efficient manner to reduce operating costs.

[0008] Another possible advantage of an exemplary embodiment is that fitness data collection and / or generation of in-game elements may not occur until the player completes their fitness activity. BRIEF DESCRIPTION OF THE DRAWINGS

[0009] The embodiments presented herein are not limited to the exact arrangements, sequential steps and dimensions shown. Throughout the drawings, the same reference numerals indicate the same elements. In the drawings:

[0010] Figure 1 Depicted is a computer-based system for implementing a fitness-based game in accordance with an exemplary embodiment of the present disclosure;

[0011] Figure 2 Depicted Figure 1 Game servers in computer-based systems;

[0012] Figure 3 depicts a graph showing in-game element spawn rates related to heart rate data;

[0013] Figure 4 depicts another graph showing in-game element spawn rates related to heart rate data;

[0014] Figure 5 Describes an overview of the results generated by the game server including combat options;

[0015] Figure 6 A time-independent battle queue depicting battle options generated by the game server;

[0016] Figure 7 a time-dependent battle queue depicting battle options generated by the game server; and

[0017] Figure 8 A flow chart of a computer-implemented method for generating in-game elements is presented. DETAILED DESCRIPTION

[0018] Figure 1 An exemplary computer-based system 100 for implementing a fitness-based game is shown. The system 100 may include a network 102, devices 104A, 104B, 104C, 106 of players (i.e., users of the fitness-based game), and a game server 200 connected to the devices 104A-C, 106 via the network 102. The system 100 may include a fitness game application with an integrated video game that may be downloaded to one or more of the devices 104A-C, 106. The system 100 may encourage exercise by integrating the video game into the overall fitness process. It is contemplated that in other embodiments, the system 100 may include a fitness game application with an integrated video game. Figure 1 Different or additional elements to those shown.

[0019] The system 100 links exercise to an increase in the generation of in-game elements when playing a video game. The system 100 can increase the opportunity for a player to generate a battle option when exercising, which can in turn encourage the player to exercise more frequently. For example, the system 100 can generate a battle option that can include various monsters to fight. As used herein, a "battle option" can refer to an option to fight (i.e., a virtual battle) with one or more in-game characters (such as monsters) for the purpose of capturing and collecting monsters. As used herein, a "monster" can refer to any in-game character.

[0020] Without exercising and generating fitness data, monsters can be fought to capture other monsters. In this way, fitness activities or fitness sessions are not interrupted because the video game session occurs at a separate time from the fitness activities. Since the video game fitness system 100 is not location-based, but fitness-based, there is no reason to be in the same physical and / or virtual location as any other player, monster, or other in-game element. Thus, players are not at an advantage or disadvantage because of living in any particular location and / or traveling to any particular location.

[0021] The network 102 can be any type of communication network, such as a local area network (LAN), a wide area network (WAN), a public network, and / or some combination thereof. In general, communication between the game server 200 and the various devices 104A-C, 106 can be performed using any type of wireless connection, using various communication protocols (e.g., UDP, TCP / IP, HTTP, S1v1TP, FTP), encodings or formats (e.g., HTML, JSON, XML), or protection schemes (e.g., VPN, secure HTTP, SSL) through any desired network interface.

[0022] Devices 104A-C and / or device 106 may be connected to network 102. Devices 104A-C, 106 may be associated with one or more players and / or with each other. A single user may own two or more devices 104A, 106, which may be associated with each other, such as Figure 1 Each device 104A, 106 can communicate with the game server 200 separately through the network 102. In addition or alternatively, one device 104A can communicate with the network 102, while other other devices 106 can communicate with the device 104A instead of directly communicating with the network 102. Therefore, at least one of the devices 104A, 106 or both can communicate with the game server 200 (e.g., one or more components thereof) through the network 102.

[0023] The various client devices 104A-C, 106 may or may not be identical to one another. By way of example only, a player may have a smartphone 104A and a wearable device 106 (e.g., a smartwatch) that is connected to the smartphone 104A and / or the network 102. It should be understood that a player may have only a smartphone 104A-C, both a smartphone 104A-C and a wearable device 106, or only a wearable device 106.

[0024] like Figure 1As shown with respect to device 104A, each device 104A-C may include input / output devices 108, such as a display screen, a speaker, a local data storage device 110, one or more sensors 112, one or more fitness applications 114, a notification module 116, and a fitness game application 118.

[0025] In addition to or separate from the devices 104A-C, one or more devices 106 associated with the user may include input / output devices, such as display screens, lights, speakers, etc., local data storage devices, one or more sensors, fitness applications, which may or may not include fitness data collection modules, notification modules, and / or fitness game applications. As described herein, the various components of the device 106 may be in the form of various components of the devices 104A-C, or their functions are similar to the various components of the devices. The additional device 106 may or may not include a fitness game application 118. For example, in the case where the device 104A is in the form of a smartphone 104A and the device 106 is in the form of a wearable device 106, in addition to the smartphone 104A, the wearable device 106 may not include a fitness game application 118. The devices 104A-C, 106 may also include other components known to those skilled in the art. Among them, the devices 104A-C, 106 may include any desired hardware and / or software for generating fitness data.

[0026] It should be understood that each user may have one or more devices 104A-C, 106, which may be fixed, portable and / or wearable. As discussed above, devices 104A-C may be in the form of a smartphone, and device 106 may be in the form of a wearable device (e.g., a smart watch or smart shoes). However, devices 104A-C, 106 may also be in the form of a computer, a tablet, a navigation system, a handheld GPS system, a user equipment (UE), a portable gaming device, a digital music player, a media player head mounted display (HMD), a virtual and / or augmented reality headset, smart glasses, smart clothing, smart shoes, data collection implants and / or other suitable data collection electronic devices. It is conceivable that devices 104A-C may not include sensors 112 for sensing fitness data. Therefore, even if the device does not include sensors 112, such devices may still include fitness gaming applications 118. For example, one device (such as a smartphone, computer, or game console) may be used to play a fitness-based game, and one or more other devices (such as a wearable device) may include sensors 112 for sensing fitness data.

[0027] The local data storage device 110 can be one or more computer-readable media configured to store data. For example, the local data storage device 110 can store fitness data generated by any desired fitness application and / or fitness collection module. The local data storage device 110 can also store any other appropriate data. In addition, the data can be stored elsewhere (e.g., in a distributed database) and accessed remotely via the network 102.

[0028] The one or more sensors 112 integrated into the devices 104A-C and / or the device 106 may include a position sensor in the form of a positioning device, a speed sensor, an accelerometer, a gyroscope, an altimeter, a pedometer, and / or a heart rate sensor. For example, the positioning device may monitor the position of the smartphone and / or the wearable device 104A-C, 106. In the present embodiment, the one or more sensors 112 include a positioning device, a pedometer, and a heart rate monitor. However, as will be appreciated by those skilled in the art, the one or more sensors 112 may include other and / or additional sensors.

[0029] The positioning device can be any device or circuit; for example, the positioning device can include a GPS system, a Galileo positioning system, a GLONASS, a BeiDou satellite navigation or positioning system. When the player moves around the devices 104A-C, 106 together in the physical world, the positioning device can track the player's position and provide the player position data to the fitness game application 118.

[0030] The fitness application 114 monitors and collects fitness data associated with one or more fitness activities of the player. The fitness application 114 may be part of the operating system of the device 104A-C, 106, or may be additional software installed by the player (e.g., an application installed for use with a wearable device such as a smart watch or fitness tracker). The fitness application 114 may or may not include a fitness data collection module.

[0031] Fitness data can be collected by any appropriate fitness application.Fitness data can include activity time (i.e., the time when fitness activity starts and ends), the position of the user, the number of steps, the distance traveled, the heart rate of the player and / or the amount of time spent exercising (based on the heart rate level that increases under both low intensity and high intensity when compared with the resting heart rate and / or optimal heart rate of the player).Fitness data can also include time-varying variable values, such as the periodicity (e.g., every few seconds or minutes) measurement of heart rate or the time spent for continuously performing a specified exercise.Fitness data can include any data associated with fitness activity.In addition, fitness data can include any data associated with the physical health of the player, whether the data is associated with fitness activity or with non-fitness activity or the normal resting state of the player.Fitness data can be raw data and / or pre-processed data from one or more fitness applications 114.

[0032] The notification module 116 notifies the player or otherwise presents information to the player through various visual and / or auditory signals known to those skilled in the art. The notification module 116 may include any desired software and / or hardware.

[0033] The fitness game application 118 executed by the devices 104A-C, 106 provides an interface between the player and the video game server 200. The fitness game application 118 may include a fitness collection module 120, a fitness data extraction module 122, a notification module 124, and / or a local plug-in 126. In some embodiments, the fitness game application 118 may not include a local plug-in 126; and wherein the fitness game application 118 may receive fitness data directly from the fitness application 114 of the devices 104A-C and / or the device 106.

[0034] The fitness collection module 120 collects fitness data. The fitness collection module 120 may be part of the fitness game application 118. The fitness collection module 120 may be separate and / or at least partially integrated with other fitness collection modules of the devices 104A-C, 106. Among them, the fitness collection module 120 may be part of the fitness game application 118, or part of both the fitness application 114 and the fitness game application 118. It should be noted that the fitness data may be collected by any suitable fitness monitoring application that communicates with one or more sensors 112 of the devices 104A-C, 106.

[0035] The fitness data extraction module 122 extracts the fitness data generated by the fitness collection module 120 and sends the fitness data to the local data storage device 110 and / or the game server 200. The fitness data extraction module 122 can be part of the fitness game application 118. In some embodiments, the fitness data extraction module 122 performs a process of periodically checking for updated fitness data. The fitness data extraction module 122 can filter the fitness data based on the source of the fitness data. The fitness data extraction module 122 sends the fitness data, subject to any filtering applied, to the game server 200 along with the identifier of the corresponding player.

[0036] In some embodiments, the fitness data extraction module 122 can extract fitness data based on one or more parameters. For example, the fitness data extraction module 122 can continuously extract fitness data at predetermined intervals so that the game server 200 can generate in-game elements in real time. In addition, for example, the fitness data extraction module 122 can extract fitness data only after the sensor 112 of the device 104A-C, 106 registers a specific heart rate of the player (such as the player's resting heart rate). The fitness data extraction module 122 can also extract fitness data when downloading the fitness game application 118 or shortly after downloading the fitness game application. The game server 200 can determine the player's resting heart rate, for example, 50-80bpm, through the fitness collection module 120 and the fitness extraction module 122. Alternatively, the game server 200 can store an average heart rate instead of the player's specific resting heart rate. Therefore, the fitness game application 118 and / or the game server 200 may not extract fitness data and / or generate in-game content based on fitness data without first ensuring that the player completes the exercise. Thus, by eliminating various distractions during their fitness activities, the player's mental health and / or safety may be enhanced.

[0037] The notification module 124 of the fitness game application 118 can be separate from the notification module 116 of the device 104A-C, 106. Alternatively, the notification module 124 of the fitness game application 118 can be in the form of the notification module 116 of the device 104A-C, 106, or at least partially integrated into the notification module of the device. As shown, the fitness game application 118 includes a notification module 124, which communicates with the notification module 116 of the device 104A-C, 106. The notification module 124 can receive communications from the game server 200. For example, when the fitness data provided by the fitness data extraction module 122 reaches a predetermined level, the game server 200 can communicate with the notification module 124. The notification module 124 can convey various messages in various ways known to those skilled in the art.

[0038] The fitness game application 118 also presents the player interface of the game on the display screen of the device 104A-C, 106. Thus, the fitness game application 118 allows the player to interact with the game to perform various game activities. The fitness game application 118 also controls various other outputs to allow the player to interact with the video game server 200 without the player viewing the display screen. For example, the fitness game application 118 can control various audio, vibration or other notifications. The fitness game application 118 accesses the game data so as to accurately present the current state of the game to the player. The fitness game application 118 receives and processes player input and provides updates to the game server 200 via the network 102.

[0039] In some embodiments, the player must download the fitness game application 118 of the video game fitness system 100 onto their device 104A-C and / or 106. Thus, the device 104A-C, 106 can execute software to allow the player to be monitored and fitness data to be collected. The player can play the game after generating monsters and / or combat options according to the video game fitness system 100.

[0040] The device 104A-C and / or the device 106, such as its fitness data extraction module 122, can retrieve fitness data in a foreground and / or background process. Simultaneously, in real time, and / or thereafter, in a batch communication after a preset condition, the fitness data extraction module 122 can send the fitness data to the game server 200. The foreground process is the process that the player is actively aware of when using the fitness game application 118, while the background process performs operations that the player is not directly aware of. In the foreground process, the player can open the fitness game application 118 on his device 104A-C, 106 to intuitively view updates related to his activities.

[0041] In the background program, the player can lock his display screen while the fitness game application 118 is still open, and / or close the fitness game application 118. The background program will continue to collect fitness data. For example, one or more fitness applications 114 can continue to collect fitness data, and the fitness data extraction module 122 can receive the fitness data accordingly.

[0042] For example, the fitness game application 118 can employ the local plug-in 126 to handle fitness data collection. In this way, the local plug-in 126 can continue to run in the background to collect the required fitness data. When the fitness game application 118 is open, the local plug-in 126 can communicate with the game server 200. When the devices 104A-C, 106 and the fitness game application 118 are open, the fitness game application 118 can be considered to be operating in a foreground mode.

[0043] For example, the fitness game application 118 itself can collect fitness data when the player walks around with the fitness game application 118 open. However, the local plug-in 126 can be used to collect fitness data in the foreground and background, and then subsequently send the fitness data to the game server 200 for processing.

[0044] In some embodiments, the local plug-in 126 accumulates data in the background and sends the data to the game server 200 for processing in the background. When the player opens the fitness game application 118 again, he or she can see the updated information. According to other embodiments, the local plug-in 126 accumulates data in the background, and then when the fitness game application 118 is opened, the local plug-in 126 transfers the data to the fitness game application 118, and the fitness game application 118 itself sends the data to the game server 200 in the foreground for processing.

[0045] Reference now Figure 2-7 , the game server 200 includes a network interface 202, a computer-readable storage medium 210 (such as a memory), and a processing unit 220. The game server 200 hosts a fitness-based game, receives and analyzes input (e.g., fitness data), and provides various game status updates to at least one of the player's devices 104A-C, 106. In some embodiments, the game server 200 may contain different or additional elements, and its various functions may be distributed among its various elements in a manner different from that described herein.

[0046] Network interface 202 establishes communications between game server 200 and network 102. Network interface 202 may include any suitable components for interfacing with one or more networks including, for example, transmitters, receivers, ports, controllers, antennas, and / or other suitable components.

[0047] Memory 210 stores game data and fitness data collected from players. Memory 210 may generally include any suitable computer-readable medium (whether temporary or non-temporary) for storing instructions. Memory 210 includes a game database 212 and a fitness database 214. Game database 212 and / or fitness database 214 may be part of game server 200, or may be separated from game server 200 and thus may be remotely accessed via network 102. Game database 212 may store information associated with fitness-based games. Fitness database 214 may store information associated with fitness and non-fitness activities of players. In some embodiments, memory 210 may include a single database (such as a game and fitness database) that stores both fitness and game data.

[0048] The processing unit 220 generally includes one or more processors 222 to execute computer-readable instructions. The processing unit 220 may further include a general game module 224, a fitness data processing module 226, an element generation module 228, and a notification generation module 230.

[0049] The one or more processors 222 may include any desired software and hardware. The one or more processors 222 may perform the various functions of the processing unit 220 described herein.

[0050] The universal game module 224 hosts and generates game content for players. The universal game module 224 can be referred to as a fitness-based game module, in which the generated virtual content that affects the game is generated at least in part based on the player's fitness activities in the real world. The universal game module 224 can access and store data in the game database 212 and the fitness database 214. The universal game module 224 can further manage device connectivity and its security. It should be noted that the fitness data processing module 226, the element generation module 228, and / or the notification generation module 230 can be part of the universal game module 224 or can be separated from the universal game module.

[0051] The fitness data processing module 226 may receive fitness data associated with a player's fitness activity through various sensors 112 of the player's device 104A-C, 106. For example, the fitness data processing module 226 may retrieve the fitness data through a background program of one or more of the player's devices 104A-C, 106. The fitness data processing module 226 may also process the fitness data. Among other things, the fitness data processing module 226 may determine the type of fitness activity, the duration of the fitness activity, the player's resting heart rate, the player's resting heart rate range, the average heart rate of one or more players, an optimal heart rate or optimal heart rate range, the number of steps taken by the player during the fitness activity, the average number of steps taken by the player during a specific time period, the distance traveled by the player, and / or any other desired fitness metric associated with the player's fitness activity.

[0052] For example, taking into account the heart rate of the player, the fitness data processing module 226 can determine one or more parameters related to the duration of the heart rate increase, the heart rate intensity and / or the optimal heart rate, so as to subsequently generate combat options. The optimal heart rate can be a pre-calculated parameter, or can be calculated separately for each player by evaluating the player's resting heart rate and active heart rate. The fitness data processing module 226 can determine primary parameters, such as whether the player's heart rate is in an active state (e.g., 80-220bpm), and secondary parameters, such as the player's specific heart rate at a given time during a fitness activity, and the primary parameters and the secondary parameters can be used together to generate in-game content. The secondary parameters can be related to a multiplication factor, which in turn increases the combat option generation rate. The fitness data processing module 226 can also determine a first coefficient based on the user's heart rate and a second coefficient based on the optimal heart rate. The optimal heart rate coefficient can be greater than the actual heart rate coefficient. For example, the game module 224 can provide a 1% chance to generate combat options for every minute of exercise (i.e., heart rate increase) for the player. Fitness data processing module 226 can generate a first multiplication factor based on the user's heart rate, such as 1.2 times, and generate a second multiplication factor based on the user's optimal heart rate or its scope, such as 4 times. As discussed in more detail below, when the player spends more time in the optimal heart rate or close to the optimal heart rate (rather than just heart rate acceleration), element generation module 228 will generate more number of combat options for the player. Wherein, compared with the player who exercises with higher intensity and / or a larger amount of time, the player who exercises with the optimal heart rate can obtain more combat options accordingly. In addition, in some heart rate ranges (such as 180bpm to 220bpm), the number of combat options may be less and less. Further, in some heart rate ranges, there may be more and more combat options, but the speed will be slower and slower. Therefore, those players with poorer health may obtain more or more combat options comparable to players with better health.

[0053] In addition, for example, taking into account the heart rate of the player, the fitness data processing module 226 can determine a first coefficient for generating the number of monsters and a second coefficient for generating the rarity of the monsters. For example, the number of monsters generated may increase based on the intensity of the player's heart rate. The lower the intensity, the fewer the number of monsters, and the higher the intensity, the more the number of monsters. The rarity coefficient may remain unchanged or unrelated to the heart rate data. Therefore, the probability of receiving a greater number of rare monsters also depends on the number of monsters generated.

[0054] In addition, for example, taking into account the player's heart rate, the fitness data processing module 226 can determine one or more rarity coefficients based on the duration of the elevated heart rate, the intensity of the heart rate, and / or the optimal heart rate. For example, the game module 224 can provide a 15% chance to generate a common monster and a 1% chance to generate a rare monster. The fitness data processing module 226 can generate a rarity multiplier factor based on the optimal heart rate, such as 5 times. Thereafter, the fitness data processing module 226 can send the rarity multiplier factor based on the optimal heart rate to the element generation module 228. When the player spends more time at or near the optimal heart rate (not just a longer duration of accelerated heart rate or elevated heart rate), the element generation module 228 may generate a greater number of rare monsters for the player within the player's combat options.

[0055] Still further, the fitness data processing module 226 can determine two or more rarity coefficients to ultimately generate the rarity of the monster. The fitness data processing module 226 can generate a first multiplication coefficient based on the duration of the player's heart rate increase, and generate a second multiplication coefficient based on the duration of the player's best heart rate or its range. The weights of the first multiplication coefficient and the second multiplication coefficient may be different. In addition, the fitness data processing module 226 can add or multiply the first multiplication coefficient and the second multiplication coefficient. Thereafter, the fitness data processing module 226 can send the first multiplication coefficient and the second multiplication coefficient or a combination thereof to the element generation module 228 to subsequently generate a rarity value for each monster.

[0056] In addition, for example, considering the walking distance and / or number of steps of the player in the fitness activity, the fitness data processing module 226 can determine the optimal walking distance and / or the optimal number of steps. For example, the fitness data processing module 226 can determine the average walking distance during the fitness activity, and generate the optimal walking distance accordingly, and the optimal walking distance fluctuates as the average number of meters walked by the player increases or decreases. In addition, the fitness data processing module 226 can determine two or more coefficients that affect the generation of combat options. For example, the fitness data processing module 226 can determine the first coefficient based on the walking distance, speed and / or number of steps of the player during the fitness activity, and determine the second coefficient based on the optimal speed of the player during the fitness activity. The optimal speed coefficient can be greater than the walking distance coefficient, the speed coefficient and / or the number of steps coefficient. Therefore, compared with the player who jogs the fastest and / or runs the farthest, the player who reaches the optimal speed in a larger amount of time may obtain more combat options.

[0057] Alternatively, the fitness data processing module 226 can generate a speed factor and a distance factor. The fitness data processing module 226 can make the speed factor greater than the distance factor so that a player with a faster moving speed (such as a player running 1 km) can obtain more combat options than a player with a slower moving speed (such as a player walking 1 km). The fitness data processing module 226 can also assign a larger value to the distance factor than the speed factor, so that a player walking a longer distance at a slower pace can obtain more combat options than a player walking a shorter distance at a faster pace.

[0058] The element generation module 228 may receive the fitness data from the fitness data processing module 226. The element generation module 228 may generate in-game content, which may include various in-game elements and features. More specifically, the element generation module 228 may generate battle options and battle queues of one or more of the battle options within the game module 224 based at least in part on the fitness data. When generating the battle options, the element generation module 228 may create multiple possible battles and / or characters (and their features) within the possible battles.

[0059] The battle queue may include a battle option based on quantity and / or a battle option based on monsters. In the case of a battle option based on quantity, the battle queue may include multiple monsters and / or multiple rare monsters associated with a specific monster (which monsters may not yet be revealed to the player). Therefore, after selecting the rarity of the monster, when starting the battle in the game, the element generation module 228 may select the monster corresponding to the selected rarity. In the case of a battle option based on monsters, the battle queue may include a list of the monsters themselves. The battle queue of the monsters can be generated when processing fitness data and stored accordingly. After selecting the battle option, the game server 200 can fight with the monsters generated accordingly in the battle queue.

[0060] For example, each battle option may include an option to fight a monster of a specific rarity. Therefore, the battle queue may include the quantity of each rarity category. Among them, the element generation module 228 may generate a list of the number of rare monsters. When the player starts to fight with a specific rarity, the game server 200 may randomly select a monster corresponding to the specific rarity selected by the player, such as a monster of a specific species. Therefore, only storing and transmitting the rarity quantity in the quantity-based battle option of the battle queue can reduce processing time and data storage. Among them, the quantity-based battle queue can reduce the operating cost of the system 100.

[0061] In addition, for example, each combat option may include one or more virtual monsters configured to fight other monsters in the game module 224. The element generation module 228 may generate the monsters themselves and assign various characteristics to the monsters, including design (e.g., shape, size, color, and overall appearance), various abilities, various health and defense attributes, and / or rarity designations based at least in part on fitness data. Additionally and / or alternatively, the element generation module 228 may change the characteristics of existing or pre-generated monsters based at least in part on fitness data.

[0062] As used herein, the rarity and / or commonality associated with a monster may refer to the value of the monster and / or various characteristics of the monster. For example, the rarity of a monster may refer to the total number of monsters in a particular class of monsters and / or the unique characteristics of a particular class of monsters, such as strength, health, design, etc. In addition, the element generation module 228 may use the rarity coefficient and / or commonality coefficient generated by the fitness data processing module 226 to generate both rare virtual monsters and common virtual monsters.

[0063] The element generation module 228 can generate combat options based on various parameters. The element generation module 228 can generate combat options based on speed, optimal speed, distance, heart rate, optimal heart rate and / or rarity coefficient from the fitness data processing module 226. The element generation module 228 can generate combat options based only on heart rate data. The element generation module 228 can generate multiple combat options based on fitness data, wherein the combat options have a predetermined rarity. The rarity value of each monster or the rarity coefficient for determining the rarity value may depend on the fitness data or may not depend on the fitness data. The element generation module 228 can also generate multiple combat options and their rarity, wherein the multiple combat options and rarity are all based on the fitness data. The element generation module 228 can generate multiple monsters based at least in part on the fitness data, and thereby increase or decrease the number of generated monsters.

[0064] In addition, the element generation module 228 can determine which coefficient in the fitness data processing module 226 to use based on fitness data (such as previously recorded fitness data). Thus, for the same fitness activity, the element generation module 228 can provide a greater or lesser number of combat options to the player based on the player's current physical fitness. In this regard, the element generation module 228 can reward players for more intense exercise and / or level the playing field by giving equal rewards for players' walking distance (regardless of their speed).

[0065] In addition, the element generation module 228 can generate a rarity value and assign the rarity value to the monster based at least in part on the fitness data. For example, the element generation module 228 can receive a rarity coefficient, which is generated by the fitness data processing module 226. Thereafter, the element generation module 228 can generate a plurality of monsters and a rarity value for each monster accordingly based on the rarity coefficient. Thus, the number of monsters and their rarity can be based at least in part on the fitness data.

[0066] For example, both the player's active time and the best heart rate bpm can be parameters for determining the probability coefficient of multiple generated combat options and / or the probability coefficient of the monster rarity within the combat options. Therefore, the element generation module 228 can allocate a monster generation probability coefficient (e.g., a 2% probability coefficient) for a determined heart rate (or alternatively a standard best heart rate) from the fitness data processing module 226, instead of allocating multiple monsters generated at a specific heart rate, such as zero combat options at a resting heart rate (e.g., 50 bpm), and 50 combat options at an active heart rate (e.g., 100 bpm). This probability coefficient can be multiplied by the player's walking distance and / or the exact time and / or average time that the player is at his specific best heart rate. In addition, when the player reaches the best heart rate and / or spends a certain period of time at or above the best heart rate, the element generation module 228 can generate the maximum number of combat options.

[0067] Now see especially Figure 3-4 , the element generation module 228 can adjust the combat option generation rate according to the desired algorithm. The element generation module 228 can be associated with a specific parameter, a set of parameters, or a linear increase relative to the player's heart rate. The element generation module 228 can determine the specific algorithm to use based on the player's fitness data, such as a parabolic curve optimized for optimal heart ( Figure 3 ) or an asymptotic logistic curve optimized for heart rate intensity ( Figure 4 ). Thus, the game server 200 can better motivate individual players based on their fitness levels in a given week, month, year, etc. In addition, the game server 200 can create artificial obstacles for certain players based on their fitness levels.

[0068] like Figure 3As shown, by way of example only, the probability coefficient generated by the combat option can be a parabola, the vertex (and maximum probability coefficient) of the parabola being related to the player's optimal heart rate bpm (e.g., 100bpm). As shown in the X axis, the heart rate is in the range of a minimum of 80bpm to a maximum of 220bpm. As shown in the Y axis, the combat option generation rate is in the range of a minimum of zero to a set maximum value. The set maximum value can be any desired probability coefficient. For example, the set maximum value can be a probability coefficient of 5%, 20%, 50%, 100% or more. In the example of this parabolic function, a player with a better body may not receive a larger number of monsters relative to a player with a poorer body. In essence, a player with a poorer body is more motivated than a player with a better body.

[0069] like Figure 4 As shown, by way of example only, the probability coefficient of battle option generation can be modeled using an asymptotic logistic curve, wherein the generation of battle options decreases slightly as the heart rate intensity increases. Heart rate and battle option generation rate are shown on the X axis and Y axis, respectively. In this example, the difference between 180bpm and 220bpm has almost no difference in the impact on the battle option generation rate. Thus, players with better health will obtain more battle options after entering the high heart rate bpm range, and beyond the range, the generation rate will gradually decrease, and the incremental increase in rate becomes negligible.

[0070] It should be understood that the element generation module 228 generates in-game elements on the game server 200. Among other things, a possible advantage of the element generation module 228 is that it can mitigate the negative effects of cheating by players. Players may not be allowed to enter certain parameters (like age, weight, goals, etc.), and therefore, the generation of in-game elements may not rely on falsified information entered by players. Therefore, the system 100 improves the gaming industry because the system provides a fair gaming application.

[0071] like Figure 5 As shown, the element generation module 228 can generate a summary of one or more fitness activities and the generated results 500, which can then be shown to the player through the player's device 104A-C, 106. Among them, the element generation module 228 can show the total number of rarities and / or the number of monsters generated during the player's fitness activities. The player may see the number and rarity of monsters that he or she "obtained", "discovered" or "encountered", which refers to the various monsters generated for the player in the battle options due to the player's fitness activities. As shown in the figure, the element generation module 228 can generate a total of one hundred and four battle options based on the player's fitness activities, such as monsters, which include fifty-seven rarity 1 monsters, three rarity 5 monsters, and only one rarity 8 monster for battle ( Figure 5). As discussed below, the same or a smaller number of generated battle options may be queued for battle.

[0072] The battle queue may be generated based at least in part on the fitness data. For example, the battle queue may be generated based only on the heart rate data. Therefore, the element generation module 228 may determine the number of battle options contained in the battle queue based at least in part on the fitness data. In other words, the game module 224 and / or the element generation module 228 may use all of the battle options of the total number of battle options generated or create a portion of the battle options, wherein the determination (e.g., the deduction in the battle options) depends on the fitness data. For example, due to the player's heart rate being below average during a given fitness activity, the battle queue may contain fewer battle options than the total number of battle options generated.

[0073] Now see especially Figure 6-7 , the element generation module 228 can make the battle queue and / or one or more battle options therein time-independent or time-dependent. The battle queue can include battle options based on quantity (such as the rarity of the monster) and / or monster-based options (such as the category or type of the monster).

[0074] In some embodiments, the element generation module 228 can generate a time-independent battle queue 600 that is not time-sensitive so that the battle options therein do not expire after a set period of time ( Figure 6 ). It should be noted that the element generation module 228 may or may not generate a battle queue based at least in part on the fitness data. As shown, the battle queue 600 displays a queue containing battle options based on quantity, and more specifically, the number of rare monsters.

[0075] In some embodiments, the element generation module 228 can generate a battle queue 700 ( Figure 7). Among them, the generated monster must fight within a predetermined time period, otherwise the generated monster will disappear. The expiration time (i.e., how much time is left before expiration) may depend on fitness data. For example, the element generation module 228 can generate an initial expiration time, and the initial expiration time may be based at least in part on fitness data, or may not be based at least in part on fitness data. Thereafter, the element generation module 228 can extend or shorten the expiration time based at least in part on fitness data. For example, if the player performs additional fitness activities within a certain time period, the element generation module 228 can extend the expiration time so that the battle options in the battle queue 700 last for a greater amount of time. The element generation module 228 can also generate a brand new subsequent expiration time based at least in part on fitness data to replace the initial expiration time. The time-related battle queue 700 can encourage game play, which in turn can encourage players to exercise more based on the desire to win and obtain more powerful and rarer monsters.

[0076] The notification generation module 230 can notify the player of various in-game events generated due to the player's fitness activities. The notification generation module 230 can include any desired hardware and software. The notification generation module 230 can display a summary of fitness activities, a summary of combat options, their rarities and / or monsters, and a combat queue generated due to one or more fitness activities of the player. The notification module 230 can convey various messages in various ways known to those skilled in the art.

[0077] For example, the notification module 230 can display a battle icon. The battle icon can be displayed on the homepage of the game. The battle icon can also open a pop-up window of the generated battle queue. The notification generation module 230 can further generate an option to select one or more battle options in the battle queue as determined by the element generation module 228 through the display of the device 104A-C, 106. Select this option, and thus fight with the monster, which may be independent of the fitness activity associated with the fitness data collected before. For example, the notification module 230 can display the battle queue to show the rarity of the monster to be fought. Then, the player can select the rare monster that he wants to fight. The player can choose the rarest monster to fight, instead of selecting a less rare battle option, and then be motivated to do more fitness to receive a larger number of rare monsters, without having to fight a large number of games.

[0078] The notification generation module 230 can block notifications of generated in-game content from the game server 200 based on one or more parameters. For example, the notification generation module 230 can notify the player only after the sensor 112 of the device 104A-C, 106 registers a specific heart rate of the player (such as the player's resting heart rate). Thus, the notification generation module 230 can ensure that the player is not distracted during his or her fitness activity.

[0079] Now specific reference Figure 8 , a flow chart of a computer-implemented method 800 according to an exemplary embodiment of the present disclosure is shown. At least one of the one or more devices 104A-C, 106 of the player can sense and retrieve fitness data accordingly (at step 802). In a background or foreground program, the device 104A-C, 106 can send the fitness data to the network 102 (at step 804). The game server 200 can then receive the fitness data (at step 806). Then, through one or more processors 222, one or more virtual elements can be generated (at step 808). For example, the element generation module 228 can generate a combat option based at least in part on the fitness data. The one or more processors 222 can additionally generate a rarity value for each virtual element (at step 810). For example, the element generation module 228 can use a predetermined monster rarity, which can be based on the fitness data, or can not be based on the fitness data. In addition, for example, the element generation module 228 can generate a rarity value for each virtual element based at least in part on the fitness data. However, it is conceivable that method 800 may not include the step of generating rarity values. One or more processors 222 may additionally generate a battle queue of one or more virtual elements in the previously generated virtual elements (at step 812). For example, element generation module 228 may generate a battle queue of some or all battle options in the battle options so that the player can fight monsters from the battle options. Memory 210 (e.g., in game database 212) may store battle queues (at step 814). Battle queues and / or individual battle options therein may store limited or unlimited time periods. Thus, players can complete their fitness activities without interference and choose to fight monsters at will. Game server 200 may transmit battle queues to player's devices 104A-C, 106 (at step 816). In addition, game server 200 may also transmit a summary or list of battle options generated due to fitness activities. Player's devices 104A-C, 106 may display battle queues in fitness game application 118 accordingly (at step 818).

[0080] In some alternative embodiments, the game server 200 can affect the gameplay and / or the battle results itself based at least in part on the fitness data. For example, the fitness data processing module 226 can determine the secondary coefficients that may increase or decrease the health, defense and / or attack power of the monster previously generated in the previous battle option. In addition, for example, additional rewards (such as in-game items and / or currency) can be given to the player based at least in part on the fitness data. The element generation module 228 can multiply the health, defense and / or attack power of the monster by the secondary coefficient. The element generation module 228 can also or alternatively multiply the player's selected monster by the secondary coefficient, and the selected monster is not generated in the previously generated battle option. The secondary impact can be stored in the memory 210 and sent to the player's device 104A-C, 106. Such secondary impacts can be applied automatically. Alternatively, the player can apply the secondary impact as an adventure attempt. For example, the player can make a swipe gesture to apply a mysterious secondary impact (i.e., an impact unknown to the player), which in turn affects the gameplay of the battle and may increase the chance of success. The fitness game application can quickly apply secondary effects, thereby reducing the calculation or processing time involved in playing the game. The game application will then display the generated secondary effects and start the battle. In this way, the player can perform additional fitness activities within a certain period of time, thereby gaining additional advantages when fighting monsters in the combat option. This may increase the player's confidence in playing the game, and also increase the confidence to exercise regularly, because the player will receive positive reinforcement during multiple in-game stages. This may also create a snowball effect to help encourage players to participate in fitness activities regularly.

[0081] In some alternative embodiments, the game server 200 can generate time-sensitivity incentives based at least in part on fitness data associated with one or more fitness activities of the player. The game server 200 can generate time-sensitivity incentives based only on heart rate data. For example, the fitness data processing module 226 can calculate a bonus coefficient, which can provide additional combat options, increase rarity generation, in-game items and / or currency, and / or favorable secondary effects. The bonus coefficient and the corresponding bonus effect can be generated and applied during and / or after the generation of combat options, rarity and / or secondary effects. In addition, the bonus coefficient can depend on completing a certain fitness activity within a given time period. The bonus coefficient can be applied automatically. Alternatively, the bonus coefficient can be applied in a manner similar to the manual application of secondary effects. Therefore, this can increase the confidence of the player because the player can be positively reinforced at multiple game stages.

[0082] In some embodiments, the above-described method steps of method 800 may be performed or performed in any order, and are thus not limited to the order as shown and described. In addition, the method steps of method 800 may be performed substantially simultaneously to reduce waiting time and processing time. In addition, some of the method steps of method 800 may be omitted entirely.

[0083] The method steps of method 800 can be performed by executing software code or instructions, which are tangibly stored on a computer-readable medium, such as a magnetic medium (e.g., a computer hard drive), an optical medium (e.g., an optical disk), a solid-state memory (e.g., a flash memory), or other storage media known in the art. Method 800 can be performed by one or more processors, controllers, and / or any other desired processing device. The term "software code" used herein refers to any instruction or set of instructions that affect the operation of a computer or controller. Such software code can exist in a computer executable form (e.g., machine code), which is a set of instructions and data directly executed by the central processing unit of a computer or by a controller, or in a human-understandable form (e.g., source code, scripts, etc.), which can be compiled for execution by a processing unit, a controller, or in an intermediate form (e.g., an object code generated by a compiler). In addition, in a non-limiting example, software can include routines, programs, objects, components, and data structures that perform specific tasks or implement specific data types. Server processes can be implemented using a single server or multiple servers working in combination with each other. Servers, databases, and software applications can be implemented on a single system or distributed across multiple systems.

[0084] Other embodiments than the ones described above may be appreciated by those skilled in the art without departing from the scope of the appended claims.

Claims

1. A computer-implemented method for generating virtual elements in a fitness-based game, the computer-implemented method comprising: A fitness-based game module (224) is hosted by a game server (200); Receiving, by the game server (200), fitness data from one or more devices of a user, at least one of the one or more devices comprising one or more sensors, the one or more sensors being configured to sense the fitness data; Characterized in that the method further comprises: generating, by one or more processors (222), a plurality of combat options within the fitness-based game module (224) based at least in part on the fitness data; generating, by the one or more processors (222), a battle queue for one or more battle options of the plurality of battle options; and The game server (200) transmits the battle queue to the user.

2. The computer-implemented method of claim 1, wherein each of the plurality of combat options comprises one or more virtual monsters configured to fight in the fitness-based game module (224). 3 . The computer-implemented method of claim 2 , wherein generating the plurality of combat options comprises generating a rarity value for each virtual monster. 4 . The computer-implemented method of claim 3 , wherein the rarity value for generating each virtual monster is determined by a rarity coefficient, the rarity coefficient being based at least in part on the fitness data.

5. The computer-implemented method of any of the preceding claims, further comprising displaying options within the battle queue for selecting the one or more of the plurality of battle options, wherein the options for selection are independent of a fitness activity associated with the fitness data.

6. The computer-implemented method of any one of the preceding claims, wherein the battle queue is not time-sensitive such that the one or more of the plurality of battle options within the battle queue do not expire after a set time period.

7. A computer-implemented method according to any of the preceding claims, further comprising retrieving the fitness data through a background program of at least one of the one or more devices of the user, wherein retrieving the fitness data and generating the plurality of combat options occur after a fitness activity associated with the fitness data is completed.

8. A computer-implemented method according to any of the preceding claims, wherein the fitness data includes a heart rate of the user, and wherein generating the plurality of combat options includes determining a first coefficient based on the heart rate of the user and determining a second coefficient based on an optimal heart rate, wherein the second coefficient is greater than the first coefficient.

9. The computer-implemented method of claim 1 , wherein the fitness data comprises walking distance and a number of steps of the user, and wherein generating the plurality of combat options comprises determining a first coefficient based on the walking distance and determining a second coefficient based on an optimal speed of the user during a fitness activity associated with the fitness data.

10. The computer-implemented method of any one of the preceding claims, wherein generating the battle queue is based at least in part on the fitness data.

11. A computer-based system for implementing a computer-implemented gaming method, the system comprising: A game server (200), comprising one or more computer-readable media (21), one or more processors (222) and a network interface (202), wherein the game server (200) is configured to: hosting a fitness-based gaming module (224); Receiving, by the network interface (202), fitness data from one or more devices of a user, at least one of the one or more devices comprising one or more sensors configured to sense the fitness data; Characterized in that the game server (200) is further configured to: generating, by the one or more processors (222), a plurality of combat options within the fitness-based game module (224) based at least in part on the fitness data; generating, by the one or more processors (222), a battle queue for one or more battle options of the plurality of battle options; and The battle queue is transmitted to the user by the network interface (202).

12. The computer-based system of claim 11, wherein each of the plurality of combat options includes one or more virtual monsters configured to fight in the fitness-based game module (224).

13. The computer-based system of claim 12, wherein generating the plurality of combat options comprises generating a rarity value for each virtual monster.

14. The computer-based system of claim 13, wherein the rarity value for generating each virtual monster is determined by a rarity coefficient based at least in part on the fitness data.

15. The computer-based system of any of the preceding claims, further comprising displaying options within the battle queue for selecting the one or more of the plurality of battle options, wherein the options for selection are independent of a fitness activity associated with the fitness data.