Gaming apparatus and / or a method of use thereof
Patent Information
- Authority / Receiving Office
- EP · EP
- Patent Type
- Applications
- Current Assignee / Owner
- ZEN CORP A UK CORP
- Filing Date
- 2024-06-28
- Publication Date
- 2026-05-06
AI Technical Summary
Current gaming systems provide limited interaction and realism between users and broadcast events, as they rely on virtual avatars and pre-determined representations, lacking the integration of real-world data and non-virtual events to enhance gameplay experience.
The gaming apparatus incorporates sensing means to capture real-world actions and parameters of users and non-virtual items, allowing data from non-virtual events to influence game outcomes, creating a more immersive experience by enabling users to become virtual participants in real-time, motor-skill-based activities, and utilizing adaptive terrain platforms to replicate environmental conditions.
This approach significantly increases the realism and engagement of games by integrating real-world data, allowing users to interact with real-time, non-animated events and environments, enhancing motor skill development and training through ecological dynamics, and providing a deeper, more immersive experience.
Smart Images

Figure GB2024051669_02012025_PF_FP_ABST
Abstract
Description
[0001] Gaming Apparatus and / or a Method of Use Thereof
[0002] This invention relates to gaming apparatus and / or to a method of use thereof.
[0003] Although the following description refers almost exclusively to gaming apparatus relating to playing a game of golf, it will be appreciated by persons skilled in the art that the gaming apparatus of the present invention could be used to play or participate in any activity or sporting activity, such as for example, a non-sporting activity (i.e. dance or yoga), or a sporting activity such as football, basketball, netball, hockey, cricket, cycling, running and / or the like.
[0004] The concept of providing electronic gaming apparatus that uses live broadcast video and / or audio data to provide a gaming scenario for a player of the electronic gaming apparatus is already known. For example, US2019 / 0070508 discloses a gaming system that allows for the contemporaneous viewing of a golf broadcast showing a non-virtual player and the virtual playing of the same golf course by a virtual player of the gaming system.
[0005] US9210473 discloses a system for integrating video games into live sporting events, or the converse, in an interactive manner. A viewer of the broadcast sporting event can elect to become a phantom participant in the event. The viewer controls the phantom participant using conventional gaming controls provided on the electronic gaming console.
[0006] Although the above examples of gaming apparatus including a broadcast sporting event provides an additional layer of interest to a user of the apparatus and allows a user to feel partly involved in the broadcast event, the interaction between the user and the broadcast event is still limited. Furthermore, in the conventional gaming apparatus the user is a virtual player that is controlled using conventional gaming controls, such as for example using a joystick or cursor keys.
[0007] It is also known to provide virtual training aids for use in sporting activities that can act as a type of an electronic game for a user. For example, the virtual sporting app ZWIFT® allows a non- virtual turbo trainer and bicycle to be linked to a computer. A user cycles their bike on their turbo trainer in their home environment and the data recorded from the turbo trainer is used with data recorded from other remotely located cyclists in a virtual environment to allow a group of non-virtual cyclists to undertake training rides and races together in real time within the virtual environment. Although the software App allows a plurality of remotely located nonvirtual sports users to interact together within a virtual environment, the non-virtual users are represented as virtual avatars within the gaming environment, thereby limiting the realism and / or interest of the game to a user. In addition, the appearance of the virtual avatars is fixed or is only capable of representation in a limited predetermined manner (i.e. a stationary avatar or a moving avatar).
[0008] It is therefore an aim of the present invention to provide gaming apparatus and / or a method of use thereof that overcomes the abovementioned problems.
[0009] It is a further aim of the present invention to provide gaming apparatus and / or a method of use thereof that provides a more interactive and / or realistic experience between a user and an event being shown, output and / or broadcast via the gaming apparatus.
[0010] It is a further aim of the present invention to provide gaming apparatus that uses real world data obtained from the one or more games played by the user, and use at least part or all of this real world data in an entirely virtual setting to allow one or more virtual electronic games to be played by the user and / or a third party.
[0011] It is a yet further aim of the present invention to provide gaming apparatus that allows data taken from an entirely virtual game setting to be used in, modify, and / or enhance one or more games being played by the user or a third party via the gaming apparatus.
[0012] It is a yet further aim of the present invention to provide gaming apparatus and / or a method of use thereof that provides the user with a training aid for an activity, event, or sporting activity. It is a yet further aim of the present invention to provide gaming apparatus and / or a method of use thereof that allows a user to play and / or simulate a non-virtual or real sport or activity, and for this play and / or simulation of the real sport or activity to be incorporated into a game played on the gaming apparatus.
[0013] It is a yet further aim of the present invention to provide gaming apparatus that includes a non-virtual item for use by a user in a non-virtual sport or activity and one or more parameters relating to the use of the non-virtual item by the user are measured for use by the gaming apparatus as part of a virtual game to be played by the user.
[0014] It is a further aim of the present invention to provide an avatar that can be used with gaming apparatus, in one or more electronic games and / or a method of use and / or formation thereof.
[0015] According to a first aspect of the present invention there is provided gaming apparatus for playing one or more games thereon, said gaming apparatus including: at least one electronic device including micro-processing means via which the one or more games are at least partly played in use; sensing means for sensing one or more actions and / or parameters of or associated with a user of the apparatus and / or at least one non-virtual item which a user of the apparatus interacts with when participating in or performing at least one activity or sporting activity in use; and wherein the gaming apparatus or the at least one electronic device is arranged to allow the user to become a virtual participant in at least one game relating to the at least one activity or sporting activity that can be played by the user in use; the gaming apparatus or the at least one electronic device arranged to use data relating to the one or more sensed actions and / or parameters of the user and / or the at least one non-virtual item as part of the at least one game in which the user is the virtual participant in use; characterised in that the gaming apparatus further includes means for allowing data relating to at least one non-virtual event to be communicated to, broadcast and / or utilised by the at least one game in use; and wherein the data relating to the at least one non-virtual event is used, at least in part, to affect an outcome of the at least one game being played by the user in use.
[0016] Thus, the present invention provides gaming apparatus that can be played, at least in part, via an electronic device but which uses real-life, non-virtual data relating to a user of a game, in combination with data from a non-virtual event, to provide at least some of the data for the game, and wherein at least the data from the nonvirtual event effect an outcome of the game played via the gaming apparatus. Furthermore, the present invention allows data obtained from a user performing a non-virtual activity or sporting activity to be used in combination with data from a non-virtual event to form part of a virtual game, and the data relating to at least the non-virtual event being used to effect the outcome of the game. This significantly increases the realism and / or interest of the game to a user. For example, the nonvirtual event can be in the form of a sporting event and the user can play and / or simulate the sport at a remote location from wherein the non-virtual event is taking place or has previously taken place. The gaming apparatus of the present invention allows the user to become a virtual participant in the non-virtual sporting event, with the data from the user, the at least one physical item and / or the non-virtual sporting event effecting the outcome of a user’s game being played via the gaming apparatus.
[0017] Preferably the sensing means senses real-life or non-virtual actions and / or parameters of the user and / or the at least one non-virtual (i.e. real) item which the user physically, actually and / or non- virtually interacts with when participating in or performing the at least one activity or sporting activity in use.
[0018] Preferably the sensing means senses the real or non-virtual actions and / or parameters of the user and / or the at least one non-virtual (i.e. real) item which the user physically, actually and / or non-virtually interacts with in real time. Further preferably, data generated as a result of this sensing via the sensing means can be processed by the micro-processing means of the apparatus and used to at least partly implement the one or more games played via the gaming apparatus.
[0019] In one embodiment the gaming apparatus is electronic gaming apparatus that uses, or automatically uses, at least in part, data generated as a result of real or non-virtual sensed actions and / or parameters of the user and / or the at least one non-virtual item which the user interacts with to perform a gaming function within the electronic gaming apparatus.
[0020] In one embodiment, the gaming apparatus is arranged to allow a user to undertake a real time motor skill based activity at a first location while, shortly after or following observing and / or perceiving a non- animated, non-virtual motor skill based activity being undertaken by a user at a second, remote location during the game. For example, in the human brain, there is a distinctive class of visuospatial neurons called mirror neurons, which are believed to be activated when an individual executes a motor action and when the individual observes another individual performing the same or similar motor action. This allows one human to develop and learn interactions and motor skill activities from another human simply by observing them and trying to copy their actions. The gaming apparatus of the present invention, in one embodiment, is based on utilising and activating a user’s mirror neurons to provide enhancement of the user’s own motor skills by watching another real organism (such as for example a person and / or animal) performing the same or similar motor action via the gaming apparatus at a remote location. This leads to improved reorganisation of the user’s motor skills and actions when undertaking the activity. It also helps the user to be more fully immersed in the game they are playing because they are interacting with a real non-animated person and not simply interacting with animations or avatars. Thus, the user becomes a suffused player within the game and they are not just an observer or partaking in a passive third party experience, as is the case with some prior art systems. In one embodiment the present invention provides a non-animated, real time, nonabstract gaming and / or training experience for the user. For example, the user and / or non-virtual item can be displayed or represented as a mirror animated or non-animated player and / or item of the game via the gaming apparatus; the user can be displayed or represented so as to mirror the real world players movement; and / or the non-virtual event can be displayed or represented as a non-animated event via the gaming apparatus.
[0021] In one embodiment one or more games played via the gaming apparatus can use a combination of reality, non-virtual or real data and virtual or non-real data.
[0022] In one embodiment one or more games played via the gaming apparatus can be entirely virtual. Thus, in one example, the gaming apparatus can be arranged to play virtual games, real life games and / or games using a combination or virtual and nonvirtual data.
[0023] In addition, or as alternative, the gaming apparatus of the present invention can be used to provide a valid ecological dynamic training method, as is explained in more detail below. It allows a user to self-organise their motor actions in respect of the game or activity they are participating in. The user can take motor action cues relating to the activity directly from a real person undertaking the same or similar activity, in one example, via non-animated video data displayed via the gaming apparatus.
[0024] For example, the gaming apparatus can utilise what is known as the ‘Tlawthorne Effect”, whereby a user modifies an aspect of their behaviour in response to being observed, (or in the scenario of the present invention - data being observed, recorded and / or sensed about them). Therefore, the provision of the sensing means as part of the gaming apparatus, which could include an image sensing means or camera in one example, can in itself act as a means of perturbation or constraint placed on the user in a game played via the gaming apparatus. Thus, in one embodiment, the sensing means are used to monitor the user of the game to create one or more constraints or perturbations to be placed or imposed on a user of the gaming apparatus. This allows for a deeper, more immersive experience for a user of the gaming apparatus.
[0025] Furthermore, the apparatus of the present invention can be used to help the player / user undertake kinaesthetic imagery or visualisation, simulation of a golf swing task without a golf ball and / or the rehabilitation of golf swing motor skills.
[0026] The present invention removes problems associated with prior art gaming systems where a user may have a disembodied perception of their experience within a game.
[0027] In one embodiment the present invention can take the form of a golf training apparatus that can be used to bring about an improvement in skill acquisition, movement education and / or the performance of a user or athlete. As such, the term gaming apparatus can be used interchangeably throughout this application with golf training apparatus. It can also be used to augment player / user undertaking kinaesthetic imagery of a golf swing task without a golfball and / or the rehabilitation of the golf swing motor skills. In particular, the apparatus is used to improve the adaptive movement patterns of a user or athlete using theory based, at least in part, on ecological dynamics.
[0028] Ecological dynamics is a scientific framework focussed on how living organisms form processes of action, behaviour and cognition in the environment that the organism is operating in, rather than independently of the organism’s environment. This framework has allowed an athlete training method to be developed called “Constraints-Led Approach” or CLA. The CLA method of training takes a holistic and individual approach to learning by considering the interactions between different “constraints”; the performer, the environment and the task being performed. The apparatus of the present invention provides a means of allowing a user to play a game in which the non-virtual event provides different environments, constraints and / or settings that can be reproduced and / or experienced, at least in part, in the user’s locality via the gaming apparatus. In one embodiment the user is playing the game using an adaptive terrain platform and / or in a 3-dimensional (3D) or 4-dimensional (4D) performance arena. Preferably the same or similar environment, constraints and / or settings to the nonvirtual event can be generated or provided via the platform and / or 3D or 4D performance arena. Thus, the present invention provides a method and / or apparatus to allow manipulation of the constraints placed on the user / athlete / performer when playing the game in one embodiment. In this embodiment, the adaptive terrain platform and / or 3D or 4D performance arena can be considered to be at least one of the non-virtual items the user is interacting with in use.
[0029] Preferably reference to a 3-dimensional (3D) or 4-dimensional (4D) performance arena is an interactive theatre or locality in which environment, constraints and / or settings can be manipulated and / or controlled in use in a live, real-time manner, in a virtual reality setting and / or in a mixed reality setting, and in which a user can undertake an activity or sporting activity in use.
[0030] Preferably the data sensed and / or being communicated / broadcast / utilised via the gaming apparatus can be used to control, at least in part, the adaptive terrain platform and / or 3D or 4D performance arena. For example, this data can be used to control the mechanical actuators of the adaptive terrain platform to control movement of the platform in use, to provide proportional or non-proportional control of one or more environment constraints and / or settings within the performance arena and / or the like.
[0031] Preferably the data that is being sensed by the sensing means can include physical data, mechanical data, audio data, visual data, kinaesthetic data and / or the like.
[0032] Preferably the gaming apparatus uses the data that is sensed and / or communicated to provide an audio output, visual output, kinaesthetic output and / or haptic output for the game. For example, the audio, visual, kinaesthetic and / or haptic output via the game can be in a physical or electronic form. The three underlying concepts of the CLA training method are: a) Interacting constraints — including performer constraints, such as for example height, strength, mood or motivation; environmental constraints, such as for example weather, terrain, gravity, obstacles and the like; and task constraints, such as for example, equipment, rules, objectives and the like. b) Perception- Action Coupling — the learning pathway of an athlete as they link what they see and what they do. c) Human body self-organization in order to produce functional movement.
[0033] The apparatus of the present invention can be used in either or both an indoor or outdoor environment and provides augmented feedback to a user (also referred to as an athlete, player or performer) of the apparatus. The feedback can include physically recorded data feedback, digital, sensory, visual and / or cognitive feedback. The apparatus can be used to control, challenge and / or adjust one or more of the three underlying concepts in one example.
[0034] The apparatus of the present invention and the feedback produced by the apparatus can be used in a way to improve the adaptive movement of the user or athlete.
[0035] In one embodiment the present invention can be used for motor learning, skill acquisition and / or rehabilitation by a user.
[0036] Preferably data relating to, generated and / or derived from the sensed one or more actions and / or parameters is used in combination with the data from the non-virtual event to affect an outcome of the at least one game in use.
[0037] For example, the sensed data can provide the data necessary for actuating a first player in the electronic game and the data from the non-virtual event can provide the data necessary for actuating a second player in the electronic game.
[0038] Preferably the non-virtual event includes or consists of at least one non-virtual participant or person and the data from the non-virtual event that is communicated to, broadcast and / or utilised by the at least one game includes, consists or comprises of data relating to the at least one non-virtual participant, person, an activity or sporting activity the non-virtual participant is participating and / or performing in, and / or at least one non-virtual item that the non-virtual participant interacts with when participating in and / or performing in the non-virtual event in use.
[0039] In one embodiment the non-virtual participant or person forms a part of the game and / or is at least a second player of the game (the first player preferably being the user of the gaming apparatus).
[0040] Preferably a non-virtual event and / or participant refers to a non-animated, real person being shown in an image and / or video format via the game.
[0041] Preferably the non-virtual event relates to, is associated with and / or the non-virtual participant is undertaking the same or substantially the same at least one activity, motor skill activity or sporting activity that the user is participating and / or performing as part of the game in use.
[0042] Preferably the at least one non-virtual participant interacts with the same, similar or substantially the same type of at least one non-virtual item as the user interacts with when participating and / or performing the at least one activity or sporting activity in use.
[0043] In one embodiment the at least one non-virtual participant of the non-virtual event is not aware of and / or is not actually participating in the game being played via the user of the gaming apparatus.
[0044] Further preferably the non-virtual participant of the non-virtual event is playing in a real game at the time the video and / or image footage was filmed or recorded and it is this filmed and / or recorded video and / or imagery that is used, partly used or adapted for use in the game in which the user is a virtual participant.
[0045] Thus, in one embodiment, although the user and the non-virtual participant can be virtual players within the game, both are performing real motor skill activities and the data from these motor skill activities is used to play the game and / or effect an outcome of the game.
[0046] In one embodiment the at least one non-virtual participant of the non-virtual event is aware of and / or is actually participating (i.e. is a player) of the game being played via the user of the gaming apparatus.
[0047] Preferably the gaming apparatus is provided at the location of the user.
[0048] In one embodiment the data relating to the at least one non-virtual event is, consists of or includes live or real-time data. For example, the user can join in with a live sporting event. Thus, the game is being played live using live and / or real time action.
[0049] In one embodiment the data relating to the at least one non-virtual event is, consists of or includes recorded or pre-recorded data. For example, the data from the nonvirtual event could include recorded or pre-recorded video and / or image data.
[0050] Preferably the data relating to the at least one non-virtual event and / or the sensed data is, consists of or includes digital data, image data, video data, audio data, sensory data, kinaesthetic data, haptic data and / or auxiliary data.
[0051] In one embodiment the digital data is linear digital data.
[0052] In one embodiment the digital data is non-linear data.
[0053] In one embodiment the at least one game can utilise part or all of the digital data, video data, audio data, image data, sensory data, kinaesthetic data, haptic data and / or auxiliary data.
[0054] In one embodiment the data relating to the at least one non-virtual event is broadcast data, such as for example, broadcast television data or live broadcast television data. This provides a unique feature of the game as the outcome of the non-virtual event at the time of the broadcast may not be known to the user and so the user of the game has the anticipation of competing in a real time and / or live event that they do not know the outcome of. For example, the user can be a virtual golf player taking part in a PGA tournament against non-virtual PGA golf players in the tournament. The user can take actual golf shots in their home environment and the sensed data relating to these actual golf shots can be used to influence the outcome of a game relating to the PGA tournament that the user is playing via the gaming apparatus.
[0055] In one embodiment the data being broadcast is broadcast from an official television broadcaster. However, it will be appreciated that broadcast data can originate from a domestic recorded video taken on a domestic recording device, such as for example a mobile phone, which is broadcast via suitable broadcast means.
[0056] In one embodiment the auxiliary data relating to the non-virtual event that is communicated as part of the game is in the form of or includes any or any combination of 3D kinematic displacement, ground reaction forces, vision, neural imagery, psycho-physiological and / or the like.
[0057] In one embodiment the data relating to the non-virtual event is any form of data relating to the event that is capable of being communicated via communication means to the gaming apparatus.
[0058] In one embodiment the gaming apparatus includes communication means to allow data to be transmitted and / or received to / from the same in use. Preferably the communication means can be arranged to allow one way, two way or multi-way communication. For example, the communication means can allow broadcast data to be received in use. In one example, the communication means allows data to be communicated to one or more other users and / or to a central server in use. This could be used to allow a plurality of remotely located users to be part of a game in use.
[0059] In one embodiment the communication means and / or the sensing means sensing one or more parameters and / or conditions at the non-virtual event include any or any combination of one or more data capture devices capable of capturing and / or communicating data in use, objecting tracking means or devices, pose estimation means or devices. Preferably the communication means can include one or more transmitters, receivers, transceivers, aerials, Internet, Bluetooth, radio frequency signals, WIFI, electrical cables and / or the like.
[0060] Preferably the gaming apparatus is arranged such that a game being played via the apparatus allows or requires the user to perform and / or simulate the activity or sporting activity in use, as if they are a participant of the at least one non-virtual event.
[0061] Preferably the activity could be any activity, such as for example, a knitting activity, a craft activity, a sewing activity, a drawing activity, a cooking or baking activity, pilates or yoga activity, a dance activity and / or the like.
[0062] Preferably the sporting activity is any sport or any sport that involves an interaction with a physical or non-virtual sporting item in use, such as for example, golf, football, tennis, snooker, cycling, netball, basketball, cricket, lacrosse, rugby, athletics, running, weight lifting, shot put, javelin, high jump, hurdling and / or the like.
[0063] Preferably the at least one physical or non-virtual item is a golf club, a golf ball, a football, a bicycle, a netball, a basketball, a cricket bat, a snooker cue, a snooker ball, a cricket ball, a rugby ball, a tennis racket, a tennis ball, a treadmill, weight equipment, a shot put, a javelin, high jump equipment, a hurdle and / or the like.
[0064] In one embodiment the at least one physical or non-virtual item is or includes an adaptive terrain platform, such as for example the GREEN STAGE® or SWING STAGE® (Zen Green Stage Ltd, UK), and / or 3D or 4D performance arena. Thus, for example, the non-virtual event could be a real or non-virtual game of golf being played on a golf course and the user could be performing and / or simulating a golf swing or game of golf on the adaptive terrain platform and / or in a 3D or 4D performance arena.
[0065] In one embodiment, one or more conditions, settings, movements and / or parameters of the adaptive terrain platform and / or 3D or 4D performance arena is automatically controlled by the gaming apparatus to manipulate or adapt the same in use to provide suitable gaming settings for the game. For example, the adaptive terrain platform, 3D or 4D performance arena can be controlled to replicate or simulate conditions corresponding to the non-virtual event and / or the like.
[0066] In one embodiment, one or more conditions, settings, movements and / or parameters of the adaptive terrain platform and / or 3D or 4D performance arena is at least partially controlled by the user making one or more selections via the gaming apparatus to manipulate or adapt the same in use to provide suitable gaming settings for the game. For example, the adaptive terrain platform, 3D or 4D performance arena can be controlled, at least partly via one or more user selections or user actuated settings, to replicate or simulate conditions corresponding to the nonvirtual event and / or the like.
[0067] For example, the gaming apparatus may receive data relating to the non-virtual event but the apparatus can only act on or use this data if the user accepts the changes via the gaming apparatus that will be made to the adaptive terrain platform and / or 3D or 4D performance arena to reflect the received non-virtual event data. This can be for safety reasons so that the adaptive terrain platform does not suddenly move on receipt of data relating to the non-virtual event but allows a user to be informed of an imminent movement action and requires a user to accept this so they can prepare themselves for the imminent movement action.
[0068] In one embodiment the auxiliary data relating to the non-virtual event that is communicated to, broadcast and / or utilised by the at least one game includes terrain data, weather data, illumination data (artificial and / or natural), wind speed data, temperature data, humidity data, player data and / or the like.
[0069] Preferably the gaming apparatus is arranged to use the data that is communicated to, broadcast and / or utilised by the at least one game to wholly, or at least partially, define and / or control the conditions, such as for example, the lighting, the temperature, the terrain and / or the like, of a playing environment in which the user is playing the game in use.
[0070] Thus, for example, the data that is communicated to, broadcast and / or utilised by the at least one game can be used to at least partly or wholly control the lighting, temperature and / or other environmental factors in the locality of the user. This could be done via the gaming apparatus being communicatively coupled to an air conditioning unit or to devices of the 3D and / or 4D performance arena for example.
[0071] Preferably the gaming apparatus is electronic gaming apparatus.
[0072] Preferably the at least one game is an electronic game that is played via the at least one electronic device.
[0073] Preferably the user is performing and / or participating in real activities or sporting activities separate to and / or independent of the electronic game or gaming apparatus but the data from the sensing means is automatically input into the electronic device or gaming apparatus to effect the actions of the user as a virtual participant in the electronic game.
[0074] In one embodiment one or more settings, parameters and / or conditions can be manually input into the gaming apparatus by a user of the apparatus. Thus, for example, the user can at least pardy determine the level of difficulty or rules of the game they are playing via the apparatus by manually manipulating certain conditions or making certain selections in the game.
[0075] Preferably the game can be played at the time the activities or sporting activities are undertaken by the user or the data sensed from these activities can be saved for playing the game at some point in the future, or the data from historical events are used to alter, impose, modulate or regulate the conditions, control parameters, perceptual information array or flow of information of the current event. Preferably the perceptual information array can include any data that can be perceived by a user in use and measured or detected by the apparatus, such as for example, anything a user can sense, including conscious or non-conscious data.
[0076] Preferably the one or more actions and / or parameters being sensed by the sensing means include any or any combination of speed, distance, position and / or direction of movement of at least part of the user and / or the at least one non- virtual item being used by the user; the environment in which the user and / or the at least one non- virtual item is being used, such as for example, humidity, temperature, terrain, wind speed, weather conditions, illumination (artificial and / or natural) and / or the like.
[0077] Preferably the sensing means is any means, device or mechanism for sensing, detecting and / or measuring the one or more actions and / or parameters of or associated with the user and / or non-virtual item in use. For example, the sensing means could include any or any combination of one or more temperature sensors, cameras, image capturing devices, cameras, light detection sensors, Global Positioning System (GPS), wind speed measuring devices, humidity sensors, Inertial Measurement Units (IMUs), accelerometers, gyroscopes, microphones, force plates, eye tracking devices, grip pressure sensors, ball tracking technology and / or the like.
[0078] In one embodiment the gaming apparatus is arranged to allow an image or representation of the user (as the virtual participant in the game) and / or the at least one non-virtual participant and / or non-virtual event to be displayed on display means included or associated with the gaming apparatus and / or electronic device in use.
[0079] Thus, in one embodiment the gaming apparatus include display means or a display device for displaying one or more images, visual representations thereon and / or the like. Preferably the game, the user, the non- virtual event and / or non-virtual participant can be displayed on the display means directly and / or can be projected onto the same via projection means.
[0080] In one embodiment the data relating to the non-virtual event is transmitted directly to the brain, body and / or performance environment (i.e. to the adaptive terrain platform and / or the 3D or 4D performance arena) of a user to facilitate motor learning, skill acquisition and / or rehabilitation of the user.
[0081] Preferably the display means or display device includes or consists of any or any combination of a television screen, a mobile phone screen, a touch screen display, liquid crystal diode (LCD) display, projector screen, glasses, a light emitting optical array, a light reflecting optical array, an augmented optical array and / or the like.
[0082] In one embodiment the image or representation of the user (as the virtual participant in the game) and the non-virtual participant are shown on the display means as nonvirtual players of the game (i.e. as real people). For example, real video and / or image data of the user and video and / or image data of the non-virtual participant can be shown and / or combined together for display on the display means as part of the game.
[0083] In one embodiment the user (as the virtual participant in the game) and the nonvirtual participant are shown on the display means as virtual players or avatars of the game. For example, sensed data (conscious or non-conscious) of the user and data of the non-virtual participant can be shown and / or combined together for display as avatars, virtual characters or similar on the display means.
[0084] In one embodiment one of the users (as the virtual participant in the game) or the non-virtual participant is shown on the display means as an avatar or virtual player and the other of the user or the non-virtual participant is shown on the display means as a non-virtual player of the game. For example, an avatar can be shown as competing against a real person in the game. In one embodiment the background landscape in the game can be video data, rendered data, create a virtual environment, reproduce the landscape and / or environment at the non-virtual event and / or the like.
[0085] In an embodiment where the user and / or non-virtual participant is represented as an avatar in the game, preferably the avatar is arranged to perform the same or substantially the same motor patterns as the user and / or non-virtual participant is performing or is sensed / detected as performing in use. For example, the avatar of the user can be any or any combination of digital twin, homunculus, sensory homunculus, actualised or motor representation of the user. By providing an avatar that more closely resembles the actual detected movements of the user during the game, this allows the user to learn by watching their avatar at the time and / or on playback of the avatar’s movements at some point in the future. This is in contrast to conventional avatars used in electronic games, where the prior art avatar is merely a graphical representation of a generalised view of a user and does not represent or provide actual or specified motor movements of the user (i.e. the representations are pre-determined).
[0086] Preferably the visual appearance of avatar is constantly or substantially constantly emerging or adaptable based on incoming data received via the gaming apparatus in use.
[0087] Preferably the visual adaptable nature of the avatar is arbitrary or non-pre- determined in that it adapts based on data it receives rather than based on predetermined imagery pre-saved within the gaming apparatus.
[0088] Preferably the visual appearance of the avatar mimics exactly or substantially exactly or is visually synergistic with the behaviour of the user and / or virtual participant that is being sensed by the sensing means in use. For example, the avatar can be a digital twin of the actual user and / or participant.
[0089] In one embodiment the gaming apparatus is arranged to allow the one or more games played via the gaming apparatus to be recorded to allow playback of the games, such as for example for perceiving, watching and / or analysis by a user and / or third party.
[0090] Preferably a user and / or third party can watch and / or perceive the avatar or visual representations of the users / players playing the game and learn, enhance and / or develop one or more skills via this perceptual process. This allows, for example, the users to become an active learner rather than a passive learner as a result of the gaming apparatus.
[0091] Preferably the avatar of the user can be arranged to have the same or similar physical appearance to the user, or it can be arranged to have a different physical appearance to the user.
[0092] Thus, in one example, the avatar is an ecologically valid avatar that allows ecological learning of one or more skilled relating to the event, such as a sport and / or the like.
[0093] Preferably one or more characteristics of the avatar, such as for example one or more motor movement characteristics, can be adapted, modified and / or changed via the gaming apparatus as a result of a user playing the same in use. Thus, the avatar of the user can be trained to do different things.
[0094] Preferably one or more constraints can be placed and / or changed on the user and / or avatar as part of the game, such as for example topography and / or environmental constraints, to allow a change and / or adaptation in the performance of the user playing the game.
[0095] In one embodiment the gaming apparatus can be arranged such that the user is competing against the at least one non-virtual participant of the non- virtual event in the game according to a set of rules pre-determined by the gaming apparatus and / or pre-selected by the user.
[0096] In one embodiment the gaming apparatus can be arranged such that the user is mimicking a non-virtual participant of the non-virtual event in the game, so as for example, to act as a training aid or a single player game. Preferably the user of the game is remotely located to the non- virtual event and / or the at least one non-virtual participant of the event in use.
[0097] In one embodiment the at least one game can include a plurality of users and / or a plurality of non-virtual participants of the non-virtual event in use.
[0098] In one embodiment the gaming apparatus includes a user interface to allow a user to play the one or more games in use.
[0099] Preferably the user interface is accessed and / or displayed via the electronic device and / or displayed on the display means associated with the electronic device.
[0100] Preferably the user interface is provided between the non-virtual event data, the live digital and / or the broadcast data and a user to allow the user to interact with the non-virtual event data, the live data and / or broadcast data in use. Preferably the user interface is arranged to inform a user of progression and / or outcome of the one or more games being played.
[0101] In one embodiment the user interface can be a brain computer interface (BCI), a visual interface, an audio interface and / or the like.
[0102] In one embodiment the micro-processing means processes data relating to the at least one game, the sensed data, the data being communicated, broadcast and / or utilised by the at least one game in use, and / or the like. For example, the gaming apparatus or micro-processing means can include or be part of a mobile phone, a computer, a server, a gaming server, a lap top computer, a hand held electronic device, an electronic gaming device, such as for example a Nintendo®, a Wii®, a Play Station® Device, Xbox® device, a virtual reality device, a virtual reality headset, cinema, headset, mixed reality headset or device, augmented reality headset or device, Virtual reality glasses, a heads up display, and / or the like.
[0103] Preferably software and / or a mobile phone Application is provided and utilised by the micro-processing means and / or gaming apparatus to allow the generation and implementation of the data, selection of data, one or more games and / or rules of the game(s) in use.
[0104] It will be appreciated that the gaming apparatus can be arranged to provide different levels or orders of experience for the user. For example, a relatively low level or low order of experience may involve a user taking golf swings at a driving range, sensing devices provided at the driving range monitor the golf swings and the data from the monitored golf swings is communicated to the gaming apparatus, which in one example could be the user’s mobile phone. The user’s golf swing data is incorporated into a game being played on the gaming apparatus by the user that is using golf swing data and / or outcome data being broadcast live from a PGA tournament.
[0105] For example, a relatively middle level or middle order of experience may involve a user taking golf swings on an adaptive terrain device in their home and the data from the monitored golf swings and / or adaptive terrain device is communicated to the gaming apparatus. Broadcast live data from a PGA tournament is also being communicated to the gaming apparatus and can be used to interact with the adaptive terrain device to allow replication or near replication of the conditions at the PGA tournament. The user’s golf swing data can be incorporated into a game being played on the gaming apparatus by the user that is also using golf swing data being broadcast live from the PGA tournament.
[0106] For example, a relatively high level or high order of experience may involve a user playing golf in a theatre with wrap around screens or using a virtual headset with the live broadcast data being shown on the wrap around screens or virtual headset, thereby making the user feel they are actually present at the non-virtual event.
[0107] In one embodiment the level, mode, one or more rules or order of the game is selectable by the user via the gaming apparatus. Alternatively, the level, mode, one or more rules or order of the game is determined or pre-determined by the gaming apparatus. For example, it could be determined by previous gaming levels or orders the user has achieved or experienced in use. In one example, the user may pay a subscription within the game to allow access to one or more non-virtual events that the user can select to be a virtual participant in.
[0108] Preferably the user is remotely located with respect to the non-virtual event.
[0109] In one embodiment the user, as the virtual participant in the game, can perform their action and / or sport at the same time, substantially the same time or at a different time to the one or more non-virtual participants of the non-virtual event.
[0110] In one embodiment Artificial Intelligence (Al) algorithms could be used to provide aspects of the game.
[0111] Thus, in one embodiment the present invention allows at least two non-virtual players to be portrayed and / or interact within a gaming environment based on digital content that is about to happen or is live.
[0112] In one aspect of the present invention there is provided gaming apparatus wherein the data used to play the game relating to an activity includes non-virtual, live data relating to at least two different non-virtual players performing the activity in reality, and wherein the data for at least one of the non-virtual players is live broadcast data.
[0113] Preferably the data that is being used to affect the outcome of the game is used to influence the game and / or is used to provide an opponent for the user to play within the game.
[0114] Preferably the outcome of the game produces a winner, results and / or provides rankings taken from the at least one user, as a virtual participant in the game, and the at least one non-virtual participants. Thus, in one example, the outcome of the game can be a list of positions of players within a sporting tournament and the user is one of the players listed in the game outcome.
[0115] In one embodiment the gaming apparatus is part of golf training apparatus or sports training apparatus. Preferably the game is played via a graphical user interface within the golf or sports training apparatus in use. In one embodiment the gaming apparatus includes means to factor participants performance capacity and capability.
[0116] In one embodiment the gaming apparatus is arranged such that a game can be played via the apparatus according to a set of gaming rules. The set of rules can be implemented by software, Al, one or more algorithms provided in and / or associated with the micro-processing means of the gaming apparatus and / or the like.
[0117] Preferably the data being sensed by the sensing means for the user and / or the data being communicated relating to the non- virtual event can be weighted and / or given a score, value and / or performance rating to affect the outcome of a game being played by the gaming apparatus in use. In one embodiment the gaming apparatus includes at least one electronic device provided with and / or associated with the user. For example, preferably this electronic device is the device on which the user plays the game in use.
[0118] In one embodiment the gaming apparatus includes at least one electronic device that acts as a game server(s) that typically receives, processes and / or communicates the non-virtual event data and / or sensed data. The game server(s) can then preferably communicate with the user associated at least one electronic device.
[0119] Preferably one or more pre-determined sets of rules are pre-stored in the gaming apparatus and are used to determine, at least in part, the game play of the one or more games in use.
[0120] In one embodiment the one or more user actuated control means are provided on and / or associated with the at least one user electronic device. This allows the user to interact with the at least one user electronic device in a conventional manner. For example, the user actuated control means could include one or more joysticks, actuation members, keyboard, gaming controls, touchscreen display, switches, buttons, dials and / or the like. In one embodiment the gaming apparatus is arranged such that the user of the gaming apparatus competes against one or more professional players or one or more other players, the data for which is incoming from the non-virtual event. Preferably the idea of this game is that the user attempts to achieve the best score they can within the game. For example, a series of golf shots undertaken by a golfing professional shown via the streaming media of the non-virtual event can be used and selected via the user and the user has to make the same or similar shots to the professional golfer. The professional golfer and the user can be allocated or given a score which can be used to determine the outcome of the virtual game being played.
[0121] In one embodiment the gaming apparatus is arranged such that a user selects one of a number of possible golf players from the non-virtual event that they wish to play against via their gaming apparatus. The gaming apparatus is set up to mimic the same or similar golf shots being undertaken by the selected non-virtual event golf player to allow the user to try and replicate the same shots via the gaming apparatus.
[0122] Preferably the micro-processing means applies the selected set of rules to the sensed data and / or data relating to the non-virtual events to allow the game to be played or progress and to affect the outcome of the game.
[0123] According to a second aspect of the present invention there is provided a method of using gaming apparatus for playing one or more games, said method including the steps of: sensing one or more actions and / or parameters of or associated with a user of the apparatus and / or at least one non-virtual item which a user of the apparatus is interacting with when participating in or performing at least one activity or sporting activity to create sensed data; using the sensed data to allow the user to become a virtual participant in at least one game relating to the at least one activity or sporting activity for playing by the user via the gaming apparatus; characterised in that the method further includes the steps of communicating, broadcasting and / or utilizing data relating to at least one non- virtual event in the at least one game; and using the data relating to the at least one non- virtual event, at least in part, to affect an outcome of the at least one game being played by the user.
[0124] According to further independent aspects of the present invention there is provided an adaptive terrain platform including gaming apparatus and / or a method of use thereof.
[0125] According to yet further independent aspects of the present invention there is provided a 3-dimensional (3-D) or 4-dimensional (4-D) performance arena or system including gaming apparatus and / or a method of use thereof.
[0126] According to yet further independent aspects of the present invention there is provided an avatar for use in gaming apparatus and / or a method of use or formation thereof.
[0127] In one embodiment of the present invention, the non-virtual event data and / or the data sensed by the sensing means is used to form or generate at least a first set of data. Preferably the gaming apparatus or micro-processing means is arranged to generate, create and / or adapt at least one avatar, at least in part, using the at least first set of data, for inclusion in one or more games (also referred to as one or more original games) played via the gaming apparatus.
[0128] In one embodiment the at least one avatar that is created and adaptable using the at least first set of data, can be used to play or used as a player in one or more further games via the gaming apparatus or further gaming apparatus that are at least partly virtual or entirely virtual in nature. Thus, for example, the avatar created as a real life representation of a user in one game can then be used as a player representative in a virtual gaming environment in at least one further and different game. In this way, the gaming apparatus can be used to play virtual games, non-virtual games, and / or a mixture of virtual and non-virtual games.
[0129] Preferably the at least one further game is independent to and / or separate from the initial one or more games in which the at least one avatar was created and / or adapted.
[0130] Preferably the one or more further games that are at least partly virtual or entirely virtual in nature form or generate at least a second set of data and the at least one avatar that is used in the one or more further games is further adaptable, at least in part, using the at least second set of data. Thus, for example, the avatar used in the virtual or entirely virtual one or more further games can be further modified or adapted to create at least a second form of the avatar. (The at least first form of the avatar is the one used / generated in the one or more original games).
[0131] In one embodiment the at least second form of the avatar created and / or modified via the second set of data can be further adapted and / or modified entirely independently and separately to the original avatar created / modified using the first set of data. For example, one or more constraints or perturbations can be placed on the at least second form of the avatar via the one or more further games to be included in or form the second set of data, such as for example, optimisation of strength, weight, range of movement, skill level of the avatar and / or the like.
[0132] In one embodiment the one or more further games can be played using the same or similar rules as the one or more original games and / or can be played using one or more different rules to the one or more original games.
[0133] In one embodiment the one or more further games can be played using the same or different gaming apparatus. For example, the at least second form of the avatar can be used in a game played by one or more third parties.
[0134] In one embodiment the at least second form of the avatar can be introduced or reintroduced back in to the one or more original games, one or more yet further games and / or the like. For example, this can allow further adaptation and / or modification of the at least second form of the avatar to form at least a third form of the avatar.
[0135] Preferably each of the first, second and / or third form of the avatar are trainable or adaptable in that one or more capabilities and / or capacities of the avatar can be modified in use.
[0136] Preferably the non-virtual event data and / or the data sensed by the sensing means of the gaming apparatus forming the first set of data can be used to further modify or adapt the at least third form of the avatar.
[0137] Thus, in one example, an avatar can be moved between or used in different game settings using the gaming apparatus or further gaming apparatus of the present invention. In this way, the avatar is trainable in both or either the original game using the non-virtual event data and the user’s sensed data, and the one or more further games using a virtual gaming environment. A user can place different constraints and / or perturbations on the avatar to help improve their own skill in performing the activity.
[0138] According to a yet further independent aspect of the present invention there is provided an avatar for use in an electronic game, said avatar created and adaptable using data which is at least partially based on sensed data of a real person undertaking one or more actions and / or interacting with one or more non-virtual items; and wherein the avatar is any or any combination of a digital twin, homunculus, sensory homunculus, actualised or motor representation of the real person.
[0139] According to a yet further independent aspect of the present invention there is provided a method of forming, creating and / or adapting an avatar for use in an electronic game, said method including the steps of using data which is at least partially based on sensed data of a real person undertaking one or more actions and / or interacting with one or more non-virtual items; and creating an avatar that is any or any combination of a digital twin, homunculus, sensory homunculus, actualised or motor representation of the real person.
[0140] It will be appreciated that the present invention can be used solely as gaming apparatus to provide a gaming experience. However, the gaming apparatus of the present invention could be used as a training aid, as a rehabilitation intervention, as a sporting or activity experience, as an activity or sporting coaching application and / or the like. The apparatus can motivate users in their selected activity or sport, it can be used to activate different learning pathways for the user in their selected activity or sport and can stimulate the interest of the user participating in the activity or sport. In one embodiment, as the broadcast data being input into the game can be live data, the user has no prior knowledge of an end outcome of the game and so this element of uncertainty heightens the interest and excitement of a user playing the game.
[0141] Embodiments of the present invention will now be described with reference to the following figures, wherein:
[0142] Figure 1 is a simplified view of the gaming apparatus according to the present invention.
[0143] According to an embodiment of the present invention, there is provided electronic gaming apparatus 2 for allowing a non-virtual or real user 4 to play at least one game of golf via the same. More particularly, the electronic gaming apparatus 2 of the present invention allows the real or non-virtual user 4 to undertake real or nonvirtual golfing activities and actions at a first location, and for data sensed from these golfing activities and actions to be automatically communicated to micro-processing means of the gaming apparatus to form the actions / activities of a first player of a golfing game to be played via the electronic gaming apparatus. The gaming apparatus also receives data from one or more non-virtual golfing events or from other non-virtual golf players located at a second location, the second location typically being remote to the first location (although this does not necessarily have to be the case). The gaming apparatus is able to use the data communication from the non-virtual golfing event or other non-virtual golf players to an effect an outcome of the game being played by the first player via the gaming apparatus. For example, the gaming apparatus can use the data from the first player and the data from the non-virtual golfing event or players to create a second player, with the first player and second player playing against each other within the electronic game. Alternatively, for example, the gaming apparatus can set up the game so that the aim of the game is for the first player to try and mimic or reproduce actions undertaken by the second player as closely as possible, such that the first player is in effect playing a single player game and using the gaming apparatus as a training tool.
[0144] The gaming apparatus 2 includes micro-processing means 6. In the simplified illustration, the micro-processing means 6 is shown as a single micro-processing unit but in reality (or as an alternative embodiment), micro-processing means 6 is likely to consist of one or more gaming servers that are arranged to receive data communicated from a live golfing event and process the data for feeding appropriate / relevant portions of the non-virtual event gaming data into separate micro-processing means provided with a gaming unit associated with the user 4 . The micro-processing means of the user’s gaming unit in one example can be in the form of a mobile phone, having gaming software or a gaming App provided thereon.
[0145] As part of the game, the non-virtual user 4 is able to take one or more non-virtual golf shots using a non-virtual golf club 8 and a non-virtual golf ball 10 on a nonvirtual adaptive terrain platform 12, which in one example can be in the form of a GREEN STAGE® adaptive terrain platform (supplied by Zen Green Stage Ltd).
[0146] Conventionally, the GREEN STAGE® adaptive terrain platform 12 allows a user to select one or more pre-determined or user selectable variables of the platform, such as putt hole position, gradient, terrain and / or the like, via suitable software provided on and / or associated with the same so that the user can change the platform conditions they practise golf on. However, in accordance with the present invention, the micro-processing means 6 of the present invention uses and / or controls the platform as part of the gaming apparatus and game. Thus, platform 12 is preferably in two-way communication with micro-processing means 6 via wired or wireless communication means as required. A user can set the conditions of the movable platform in a conventional manner but in one example the data associated with the selected platform conditions can then be used as part of the game to be played via the electronic gaming apparatus. In addition, or as an alternative, data received from the non- virtual golfing event can be communicated to the platform 12 and used to control and / or move the movable platform, such as for example in order to mimic or simulate the same or similar conditions of the non-virtual golfing event, which allows the user 4 to participate in a golf game under the same or similar conditions as the non-virtual golfing event.
[0147] One or more sensing means are provided and can form part of the gaming apparatus to allow one or more actions and / or parameters relating to the user, the user’s golf club or golfball and / or the platform 12 to be sensed and / or measured. For example, inertial measurement units 16 can be provided on the user 4 and / or on the user’s golf club 8 to allow one or more movement parameters to be measured relating to the user’s golf swing, such as for example, the position, direction and / or speed of movement of the golf club. This sensed data is communicated to the microprocessing means 6, as shown by arrow 20, via suitable communication means. Other sensing means in the form of image capturing devices or cameras 18 can also be used to capture and send real image data to the micro-processing means, as shown by arrow 22.
[0148] Thus, in accordance with the present invention, the gaming software on the microprocessing means 6 allows the user 4 to become a virtual participant in an electronic game played by the user via the gaming apparatus 2. In addition, the gaming software allows the digital data collected from the sensing means relating to the user 4 and / or their golf shot to be automatically processed and input into the electronic game to form part of the game. For example, the data collected on a user’s actual golf swing can be used to move the user as a virtual participant in an electronic game being played via the gaming apparatus.
[0149] Live broadcast data can be broadcast from the non-virtual event 24, such as for example a live televised golf tournament, and is received by the micro-processing means 6. For example, digital data, including video, audio and / or auxiliary data can be transmitted from the event 24 via a transceiver tower 26 or via other communication means, as shown by arrow 28. The transceiver tower than transmits the live broadcast data to the micro-processing means 6, as shown by arrow 30. Although, figure 1 shows broadcast data being communicated, it will be appreciated that any type of data communication can be used to allow non-virtual event data to be transmitted to the micro-processing means 6 of the gaming apparatus. The live event footage received by the micro-processing means 6 can be captured and processed into physical replications of golf shots made by professional golfers at the live golfing event.
[0150] At least part of the digital data of the non-virtual event is then used by the microprocessing means 6 to affect an outcome of the electronic game being played via the gaming apparatus 2 by the user 4. For example, digital video data of the non-virtual players can be shown to the user of the game. The ability of a user to observe real, non-animated players playing real non-animated golf is believed to simulate a learning process using the user’s mirror neurones, as mentioned previously. Thus, the gaming apparatus of the present invention can be used as a training tool by the user. The golf swing data of the professional golf players can also be fed into the gaming software and can act as the opponent player data in the electronic game being played by the user. Thus, the gaming software allows a game to be played whereby the user is, in effect, playing a live non-virtual game of golf against live non-virtual golf players that are remote to the user, but the representation of the game is provided in a virtual game setting. Real video images of the golf tournament and / or the user can be shown via the gaming apparatus, such as on the mobile phone display screen, to form part of the game, thereby making the game more realistic for the user. This is in contrast to prior art gaming apparatus, whereby the data being used to control a user’s character in a prior art game is generated from conventional computer controls. In the present invention, non- virtual golf actions, swings and / or putts being made by the user using non- virtual golf equipment are being used as the data input for a user’s character in the electronic game of the present invention. At least one opponent of the user in the game is based on data from live broadcast digital data, from a non-virtual event, such that the user is, in effect, playing live against a non-virtual golf player located remotely to the user.
[0151] The video, audio and / or auxiliary data from the non-virtual event can come from a plurality of different sensing devices provided at the location of the non-virtual event, such as for example image capturing devices, wind speed detectors, temperature gauges, humidity gauges, inertial measurement devices and / or the like. Data relating to the terrain of the golf course that non-virtual participants are playing on can be included in the auxiliary digital data feed and this data, once received by the micro-processing means 6 can be used to adjust the adaptive terrain platform 12 to allow similar or the same terrain conditions to be reproduced for the user when they play their golf shot as part of the game. Other auxiliary digital data that can be sent can include any or any combination of player data, equipment data, golf green data, weather conditions and / or the like. This auxiliary digital data, in addition to the video and / or audio data, can be used to provide features of the game being played by the user 4 in use.
Claims
Claims1. Gaming apparatus for playing one or more games, said gaming apparatus including: at least one electronic device including micro-processing means via which the one or more games are at least pardy played in use; sensing means for sensing one or more actions and / or parameters of or associated with a user of the apparatus and / or at least one non-virtual item which a user of the apparatus interacts with when participating in or performing at least one activity or sporting activity in use; and wherein the gaming apparatus or the at least one electronic device is arranged to allow the user to become a virtual participant in at least one game relating to the at least one activity or sporting activity that can be played by the user in use; the gaming apparatus or the at least one electronic device is arranged to use data relating to the one or more sensed actions and / or parameters of the user and / or the at least one non-virtual item as part of the at least one game in which the user is the virtual participant in use; characterised in that the gaming apparatus further includes means for allowing data relating to at least one non-virtual event to be communicated to, broadcast and / or utilised by the at least one game in use; and wherein the data relating to the at least one non-virtual event is used, at least in part, to affect an outcome of the at least one game being played by the user in use.
2. The gaming apparatus according to claim 1, wherein data relating to, generated and / or derived from the sensed one or more actions and / or parameters is used in combination with the data from the non-virtual event to affect an outcome of the at least one game in use.
3. The gaming apparatus according to claim 1, wherein the non-virtual event includes or consists of at least one non-virtual participant and wherein: the non-virtual participant forms part of the game and / or is a player of the game; the non-virtual participant interacts the with same, similar or substantially the same at least one non-virtual item as the user interacts with; and / or the nonvirtual participant undertakes the same or substantially the same as the at least one activity, motor skill activity or sporting activity being undertaken by the user.
4. The gaming apparatus according to any preceding claim, wherein the data relating to the at least one non-virtual event is, consists of or includes any or any combination of: live or real-time data; recorded or pre-recorded data, digital data, image data, video data, audio data, sensory data, kinaesthetic data, haptic data and / or auxiliary data; broadcast data; or data communicated via communication means.
5. The gaming apparatus according to any preceding claim, wherein the apparatus is arranged such that a game being played via the apparatus allows or requires the user to perform and / or simulate the activity or sporting activity in use as if they are a participant of the at least one non-virtual event.
6. The gaming apparatus according to any preceding claim, wherein the gaming apparatus and / or the at least one non-virtual item is or includes an adaptive terrain platform and / or a 3-dimensional or 4-dimensional performance arena, and wherein one or more conditions, settings, movements and / or parameters of the adaptive terrain platform and / or 3-dimensional or 4-dimensional performance arena is controlled or automatically controlled via the gaming apparatus to provide one or more gaming settings for the game.
7. The gaming apparatus according to any preceding claim, wherein the one or more actions and / or parameters being sensed by the sensing means in use include any or any combination of interoception, proprioception, haptic, speed, distance, position and / or direction of movement of at least part of the user and / or the at least one non-virtual item being used by the user; the environment in which the user and / or the at least one non-virtual item is being used; the humidity, temperature, terrain, wind speed, weather conditions, and / or illumination (artificial and / or natural).
8. The gaming apparatus according to any preceding claim, wherein the sensing means includes any means, device or mechanism for sensing the one or more actions and / or parameters of and / or associated with the user or non-virtual item; or any or any combination of one or more temperature sensors, cameras, image capturing devices, light detection sensors, Global Positioning System (GPS), wind speed measuring devices, humidity sensors, Inertial Measurement Units (IMUs), accelerometers, gyroscopes, microphones, force plates, eye tracking devices, grip pressure sensors, galvanometers, brain computer interfaces (BCI) or ball tracking technology.
9. The gaming apparatus according to any preceding claim, wherein the apparatus includes and / or is associated with display means and the gaming apparatus is arranged to allow a virtual or non-virtual image or representation of the user and / or the at least one non-virtual event or non-virtual participant to be displayed thereon in use.
10. The gaming apparatus according to any preceding claim, wherein the virtual image or representation of the user and / or the non-virtual participant is in the form of an avatar and the avatar is arranged to perform the same or substantially the same motor patterns as the user and / or the non-virtual participant is performing or is sensed to be performing in use.
11. The gaming apparatus according to claim 10, wherein the avatar is any or any combination of a digital twin, a homunculus, a sensory homunculus, or an actualised or motor representation of the user.
12. The gaming apparatus according to any preceding claim, wherein the gaming apparatus is arranged to record and store one or more games played via the gaming apparatus to allow playback of the game in use.
13. The gaming apparatus according to any preceding claim including a plurality of users and / or a plurality of non-virtual participants of the non-virtual event in use.
14. The gaming apparatus according to any preceding claim including a user interface between the non-virtual event data, the live digital data and / or broadcast data to allow a user to interact with the non-virtual event data, the live digital data and / or broadcast data in use.
15. The gaming apparatus according to any preceding claim, including microprocessing means, a mobile phone application, artificial intelligence (Al) and / or software for processing data relating to the at least one game, the sensed data, the data being communicated, broadcast and / or utilised by the at least one game in use.
16. The gaming apparatus according to any preceding claim, wherein the at least one game is provided to have one or more different levels of complexity, modes or orders of experience for a user, and wherein the one or more different levels, modes or orders of experience are selectable by the user or are determined by the gaming apparatus.
17. The gaming apparatus according to any preceding claim, wherein the nonvirtual event data and / or the data sensed by the sensing means is used to form or generate at least a first set of data and the gaming apparatus or microprocessing means is arranged to generate, create and / or adapt at least one avatar, at least in part, using the at least first set of data, for inclusion in one or more games played via the gaming apparatus.
18. The gaming apparatus according to claim 17, wherein the at least one avatar is used to play or used as a player in one or more further games via the gaming apparatus or further gaming apparatus that are at least partly or entirely virtual in nature.
19. The gaming apparatus according to claim 18, wherein the one or more further games form or generate at least a second set of data, and the at least one avatar that is used in the one or more further games is further adaptable, at least in part, using the at least second set of data, to form at least a second form of the avatar.
20. The gaming apparatus according to claim 19, wherein the at least second form of the avatar can be introduced or reintroduced back into the one or more games or one or more yet further games.
21. An avatar for use in the gaming apparatus according to any or any combination of claims 1-20.
22. A method of using gaming apparatus for playing one or more games, said method including the steps of: sensing one or more actions and / or parameters of or associated with a user of the apparatus and / or at least one non-virtual item which a user of the apparatus is interacting with when participating in or performing at least one activity or sporting activity to create sensed data;using the sensed data to allow the user to become a virtual participant in at least one game relating to the at least one activity or sporting activity for playing by the user via the gaming apparatus; characterised in that the method further includes the steps of communicating, broadcasting and / or utilizing data relating to at least one non- virtual event in the at least one game; and using the data relating to the at least one non- virtual event, at least in part, to affect an outcome of the at least one game being played by the user.