Methods and apparatus for wellness training
By integrating a video game program with a respiratory biofeedback device to enhance the in-game experience through rewards, the method encourages frequent and correct use, addressing the challenge of regular engagement and improving well-being.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- DENDRO TECHNOLOGIES INC
- Filing Date
- 2024-06-19
- Publication Date
- 2026-07-08
AI Technical Summary
Existing respiratory biofeedback devices face challenges in encouraging frequent and regular use, which is crucial for habitually learning controlled breathing techniques that improve physical and emotional well-being.
A method and apparatus that integrates a video game program with a wellness device, such as a respiratory biofeedback device, to enhance the in-game experience based on the device's usage, providing rewards for frequent and correct use, thereby motivating users to use the device more often and correctly.
This approach increases the frequency and accuracy of device use, leading to improved physical and emotional well-being by habitually teaching controlled breathing, with rewards enhancing the in-game experience and promoting long-term adherence.
Smart Images

Figure 2026522612000001_ABST
Abstract
Description
Technical Field
[0001] [Related Applications] This application claims priority from U.S. Provisional Patent Application 63 / 521,730, filed on June 19, 2023, the content of which is incorporated herein by reference in its entirety as if fully set forth herein.
[0002] In some embodiments, the present invention relates to the field of training, and more specifically, to methods and devices suitable for prompting a user to use devices such as respiratory biofeedback devices.
Background Art
[0003] Respiration is the process by which an animal takes in oxygen necessary for cell metabolism and releases carbon dioxide accumulated in the body as a result of energy consumption.
[0004] Respiration is affected by emotional states (such as stress, excitement, fear, etc.), physical exercise, temperature, substances ingested or inhaled, weather and environmental conditions, various diseases, conditions such as obesity, etc.
[0005] Respiration is one of the few bodily functions that can be controlled within a certain range, both consciously and unconsciously. Conscious control of respiration is carried out by the autonomic nervous system via the cerebral cortex. Conscious respiration control is common in many meditation practices such as yoga, and controlled deep breathing has been found to induce relaxation, lower blood pressure and heart rate, reduce stress hormones, reduce lactate accumulation in muscle tissue, achieve a balanced level of oxygen and carbon dioxide in the blood, improve the function of the immune system, increase physical energy, and bring about calmness and a sense of well-being. Slow deep breathing as a relaxation-promoting means is considered useful for stress management and is effective against a series of disorders related to or affected by stress, such as anxiety, asthma, chronic fatigue syndrome, chronic pain, hypertension, insomnia, panic attacks, labor pain, skin diseases such as eczema, and various psychosomatic and psychoneurotic disorders.
[0006] Various biofeedback technologies and devices are known to help achieve controlled breathing.
[0007] In particular, respiratory biofeedback devices suitable for assisting users in achieving controlled breathing are described by the inventors in U.S. Patent No. 11,179,101 and Patent Application Publication WO 2023 / 081489. Alternatively, the CalmiGo® device, commercially available from Dendro Technologies, Inc. (New York, New York, USA), is also relevant.
[0008] Respiratory biofeedback devices can be used in acute situations. For example, they can be used to alleviate symptoms of accidental shortness of breath, such as shortness of breath caused by stress.
[0009] It has been found that when users frequently, preferably regularly, use respiratory biofeedback devices (even when there is no acute reason), they can habitually learn controlled (and therefore improved) breathing techniques, such as deep breathing with relatively long exhalation durations. Furthermore, users may be able to easily recall how to achieve such controlled breathing in future acute situations.
[0010] It is useful to have a suitable method and / or device to encourage users to use health management devices, such as respiratory biofeedback devices, more frequently and even regularly. [Overview of the project]
[0011] Some embodiments of the present invention relate to methods and apparatus suitable for encouraging users to use wellness devices preferably frequently, and even regularly. In some embodiments, the wellness device is a wellness device that, through frequent and / or regular use, can improve at least one parameter of the user's well-being (preferably physical and / or emotional well-being). For example, in some embodiments, the wellness device is a respiratory biofeedback device that, through frequent and / or regular use, teaches the user to breathe habitually in a controlled manner. Habitual controlled breathing typically improves both the user's physical and emotional well-being.
[0012] A method is provided by the teachings of this specification that encourages a user to use a wellness device. This method includes providing the user with a video game program to play on a display device, providing information about the user's use of the wellness device as input to the video game program, and having the video game program enhance the user's in-game experience based on the provided information.
[0013] This method can be seen as utilizing an improved in-game experience as a highly effective reward to motivate users to a. use wellness devices more frequently, and / or b. use them more regularly, and / or c. use them more accurately. As a result of one or more of a, b, or c, users experience increased positive effects from device use. Furthermore, in some embodiments, as a result of one or more of a, b, or c, users either internalize the behaviors imposed by device use (e.g., correct breathing) or learn to recall the behaviors imposed by device use more easily.
[0014] In some embodiments, as a result of improved in-game experiences, users use wellness devices more frequently (i.e., more often) than they would in the absence of such improved in-game experiences. By using wellness devices more frequently, users experience increased positive effects from using the devices.
[0015] Furthermore, or alternatively, in some embodiments, users will use the wellness device regularly as a result of an improved in-game experience. By using the wellness device more regularly, users are "trained" to incorporate the device into their lives (e.g., their daily routines), and as a result, they experience increased positive effects from using the device.
[0016] Furthermore, or alternatively, in some embodiments, users use wellness devices more correctly as a result of an improved in-game experience. All other things being equal, correct device use enhances the positive effects of device use.
[0017] In some embodiments, the implementation of this method results in an improvement in at least one parameter of the user's well-being. In some embodiments, the implementation of this method results in an improvement in the user's physical well-being and / or the user's emotional well-being.
[0018] The display device is any suitable device capable of running a video game program. In some embodiments, the display device is a device selected from the group consisting of laptop computers, desktop computers, tablets, and smartphones.
[0019] The wellness device is any suitable wellness device. In a preferred embodiment, the wellness device is a respiratory biofeedback device. In some such embodiments, the use of the method teaches the user to breathe habitually in a controlled manner. In some such embodiments, the use of the method teaches the user to remember how to breathe in a controlled manner.
[0020] A video game program is any suitable video game. In a preferred embodiment, a video game program is a game that includes an in-game base. In some such embodiments, a video game program is a game that includes an in-game base selected from the group consisting of world-building games, sandbox games, real-time strategy games, role-playing games, simulation games, and action-adventure games.
[0021] In some embodiments, enhancing the in-game experience includes providing rewards to users who frequently and / or correctly use wellness devices.
[0022] Furthermore, or alternatively, in some embodiments, enhancing the in-game experience includes providing rewards for the correct use of wellness devices.
[0023] In some embodiments, the value of the rewards offered is associated with the frequency of use of the wellness equipment. For example, in some embodiments, the value of the rewards offered increases with each day the wellness equipment is used. In some embodiments, the value of the rewards offered is associated with the number of consecutive days the wellness equipment is used. In some embodiments, the value of the rewards offered is associated with the degree of fit and / or adherence to a predetermined schedule in which the wellness equipment is used.
[0024] In some embodiments, at least a portion of the rewards are in-game rewards. In some such embodiments, at least one in-game reward is selected from the following group of in-game rewards: An in-game reward that enables the user to play the video game program more frequently and / or for a longer period of time; An in-game reward that includes in-game encounters; An in-game reward that includes information useful for gameplay; An in-game reward that includes the provision of in-game items; An in-game reward that provides an increase in in-game storage capacity; An in-game reward that constitutes an increase in the level of the player character; An in-game reward that constitutes an increase in the hit points of the player character; and An in-game reward that constitutes an improvement of the player's in-game base.
[0025] In some embodiments, at least a portion of the rewards are tangible rewards. In some such embodiments, at least one tangible reward is selected from the group of tangible rewards consisting of coupons, gift cards, and subscriptions. In some embodiments, the provided information regarding the use of the wellness device is related to the use of the wellness device when the video game program is not being executed.
[0026] Further, alternatively, in some embodiments, the provided information regarding the use of the wellness device is related to the use of the wellness device when the video game program is being executed.
[0027] Further, alternatively, in some embodiments, the provided information regarding the use of the wellness device is related to the use of the wellness device while the video game program is being played.
[0028] In accordance with an aspect of an embodiment of the teachings herein, an apparatus suitable for encouraging a user to use a wellness device is also provided. This apparatus includes the following: A display device having a computer processor functionally associated with a display. The computer processor is configured as follows: a. Running at least part of a video game program, and b. Use a display to show the game screen to a user playing a video game program. Furthermore, the display device is configured to do the following: Receiving information from wellness devices regarding the use of wellness devices; and To provide received information to a video game program.
[0029] In some embodiments, the apparatus is configured to carry out one or more embodiments of the methods taught herein.
[0030] The video game program is configured to enhance the in-game experience using received information about the use of wellness devices. For example, as detailed below, in some embodiments, the video game is configured to reward users who use wellness devices frequently and / or more accurately.
[0031] [Display devices and displays] The display is any suitable display. In a preferred embodiment, the display is a component of the display device. In some embodiments, the display is selected from the group consisting of liquid crystal screens, plasma screens, LED screens, and organic EL screens.
[0032] The display device is any suitable computer display device. In some embodiments, the display device is selected from a group consisting of laptop computers, desktop computers, tablets, and smartphones. In some embodiments, the configuration of the display device for receiving usage information from wellness devices is done via wireless communication (e.g., Bluetooth®, Wi-Fi, NFC). Such configurations include both hardware (e.g., wireless transceivers) and the software / firmware required to use that hardware.
[0033] In some embodiments, the settings for a display device to receive usage information from a wellness device are configured via wired communication (e.g., USB-C).
[0034] In some embodiments, the display device is configured to provide the video game program with wellness device usage information received when the video game program is running on the display device.
[0035] In some embodiments, the display device is configured to provide the video game program with received information regarding the use of the wellness device only when the video game program is being played on the display device.
[0036] In some embodiments, the display device is configured to provide the video game program with received information regarding the use of the wellness device when the video game program is running on the display device (including when it is running in the background and not being played on the display device).
[0037] In a preferred embodiment, the display device is configured to receive information regarding the use of the wellness device, and if a video game program is not being played and / or running on the display device, the display device is configured to store the received information and provide the stored information to the video game program at a later time. Typically, “later” refers to when the video game program is launched on the display device or played on the display device. Such embodiments are preferred because the benefits of the teachings herein can still be obtained while using the wellness device independently of gameplay. In some embodiments, the received information to be stored is stored in computer memory. In some embodiments, the computer memory is the computer memory of a device selected from the group consisting of a wellness device, a display device, a cloud, and a server.
[0038] An embodiment of the device is shown in Figure 1. The device 2 includes a display device 4 (general-purpose smartphone) having a display unit 6 (touchscreen of the display device 4). Similar to known smartphones, the display device 4 includes software and hardware such as a computer processor and computer memory, and is configured to support both wired (via USB port) and wireless (Bluetooth®, Wi-Fi, NFC) communication.
[0039] The display device 4 has a video game program installed on it, and this program is configured to run on the display device 4 in the usual manner. This includes using the display unit 6 to display the game screen to a user playing the video game program. As is well known in the field of video game technology, the “game screen” refers to the information (including drawings, images, figures, text, and / or video) that the video game program displays on the display screen for the user (the person playing the game) to view. The installed video game program is configured to receive user input, such as game commands, from the input component of the display device 4 (since the display device 4 is a smartphone, the input component is the display 6, which is a touchscreen) and any other display device component (for example, the smartphone’s accelerometer).
[0040] In some embodiments, the entire video game program runs on the display device 4. That is, the video game program is configured to run entirely on the display device 4. In other embodiments, only a portion of the video game program runs on the display device 4. That is, the video game program is configured so that part of it runs on the display device and another part runs on a remote computer. This is similar to or analogous to known video game programs such as Pokémon GO® and MMORPG games.
[0041] [Wellness device] The wellness device is any suitable wellness device. In some embodiments, the wellness device is a respiratory biofeedback device. Examples of suitable respiratory biofeedback devices include a respiratory biofeedback device appropriately configured as described by the inventors in U.S. Patent No. 11,179,101 and Patent Application U.S. 18 / 703,345 (International Publication No. WO 2023 / 081489), or the CalmiGo® device, which is commercially available from Dendro Technologies, Inc. (New York, New York, USA).
[0042] In Figure 1, the display device 4 is configured to receive information regarding the use of the wellness device 8 from the wellness device 8 and to provide the received information to the video game program. In Figure 1, the wellness device 8 is a respiratory biofeedback device as described in U.S. Patent Application No. 18 / 703,345.
[0043] In some embodiments, the wellness device is not a component of the device. In such embodiments, the wellness device 8 in Figure 1 is not a component of device 2.
[0044] Alternatively, in some embodiments, the apparatus further includes a wellness device. In such embodiments, the wellness device 8 in Figure 1 is a component of apparatus 2.
[0045] In some embodiments, the display device is configured to receive information regarding the use of the wellness device via wireless communication, and the wellness device is configured to transmit information to the display device via wireless communication. In Figure 1, the wellness device 8 includes a Bluetooth® wireless communication module, which enables the computer controller of the wellness device 8 to wirelessly transmit information regarding the use of the wellness device 8 to the display device 4.
[0046] In some embodiments, the display device is configured to receive information regarding the use of the wellness device via wired communication, and the wellness device is configured to transmit information to the display device via wired communication. In an embodiment shown in Figure 1, a communication cable such as a USB cable connects the wellness device 8 and the display device 4.
[0047] As mentioned above, the video game program is configured to improve the in-game experience using received information about the use of wellness devices.
[0048] In some embodiments, the video game program is configured to provide a reward for using wellness equipment as at least part of an improved in-game experience.
[0049] In some embodiments, the video game program is configured to reward correct use of the wellness device rather than improper or incorrect use.
[0050] In some embodiments, the video game program is configured such that the value of the rewards offered is related to the frequency of use of the wellness equipment. In some such embodiments, the video game program is configured to offer rewards for each day the wellness equipment is used. In some such embodiments, the video game program is configured to offer rewards for consecutive days and / or consecutive days in which the wellness equipment is used. For example, in some such embodiments, the video game program is configured to offer substantially higher value rewards for consecutive daily use over a week.
[0051] In some embodiments, the video game program is configured such that the value of the rewards offered is related to the degree of compliance and / or adherence to the use of the wellness equipment according to a predetermined schedule. In some embodiments, the video game program is configured to provide rewards for the use of the wellness equipment even when the video game program is not running on the display device.
[0052] In some embodiments, the video game program is configured to provide a reward only if the wellness device is used while the game program is running on the display device.
[0053] In some embodiments, the video game program is configured to provide rewards only when the wellness device is used while the video game program is running and being played on the display device.
[0054] In a preferred embodiment, the video game program is a game that includes an in-game base. In some such embodiments, the video game program is a game that includes an in-game base selected from the group consisting of world-building games, sandbox games, real-time strategy games, role-playing games, simulation games, and action-adventure games.
[0055] In some embodiments, at least a portion of the rewards are in-game rewards. In some such embodiments, at least one in-game reward is selected from the following group of in-game rewards: In-game rewards that encourage users to play video game programs more frequently and / or for longer periods of time; In-game rewards, including in-game encounters; In-game rewards containing information useful for gameplay; In-game rewards, including the provision of in-game items; In-game rewards that increase in-game storage capacity; In-game rewards characterized by increasing the player character's level; In-game rewards featuring increased hit points for the player character; and In-game rewards that feature improvements to the player's in-game base.
[0056] In some of these embodiments, at least one tangible reward is selected from a group of tangible rewards consisting of coupons, gift cards, and subscriptions.
[0057] Additional aspects and embodiments of the present invention are described below in the accompanying description, claims, and drawings. [Brief explanation of the drawing]
[0058] Some embodiments of the present invention are described below with reference to the accompanying drawings. This specification and drawings will illustrate how those skilled in the art can carry out embodiments of the present invention. The drawings are for illustrative purposes only and do not show structural details of embodiments beyond what is necessary for a basic understanding of the invention. For clarity, some objects shown in the drawings are not to scale. [Figure 1] Figure 1 schematically shows an embodiment of the apparatus based on the teachings of this specification. [Figure 2A] Figure 2A schematically shows an exemplary screenshot of the display components of the apparatus based on the teachings of this specification. [Figure 2B] Figure 2B schematically shows an exemplary screenshot of the display components of the apparatus based on the teachings of this specification. [Figure 2C] Figure 2C schematically shows an illustrative screenshot of the display components of the apparatus based on the teachings of this specification. [Figure 2D] Figure 2D schematically shows an illustrative screenshot of the display components of the apparatus based on the teachings of this specification. [Modes for carrying out the invention]
[0059] The present invention relates, in some embodiments, to methods and apparatus suitable for encouraging users to use a wellness device, preferably frequently, and even regularly. In some embodiments, the wellness device is a device that, through frequent and / or regular use, can improve at least one parameter of the user's well-being (preferably physical and / or emotional well-being). For example, in some embodiments, the wellness device is a respiratory biofeedback device that, through frequent and / or regular use, can enable the user to learn to breathe in a habitually controlled manner.
[0060] The teaching principles, applications, and embodiments described herein can be better understood by referring to the accompanying description and drawings. By carefully examining the description and drawings described herein, those skilled in the art can carry out the invention without undue effort or experimentation. In the drawings, the same reference numerals indicate the same components throughout.
[0061] Before describing at least one embodiment in detail, it should be understood that the present invention is not necessarily limited to the configuration details, arrangement of components, and / or methods described herein. The present invention may have other embodiments or may be carried out in various ways. Expressions and terms used herein are for illustrative purposes only and should not be construed as restrictive.
[0062] [Apparatus related to the teaching of this specification] In some embodiments, the apparatus described herein includes a display device having a computer processor functionally associated with a display (e.g., an LCD or LED screen), the computer processor being configured to run at least a portion of a video game program (also referred herein as a game or video game), and displaying the game screen to a user playing the game using the display. Furthermore, the display device is configured to receive usage information (wired (e.g., USB-C) and / or wireless (e.g., Bluetooth®, Wi-Fi, NFC)) from a wellness device and provide such information to the video game program.
[0063] In some embodiments, the apparatus includes a display device but does not include a wellness device. In some embodiments, the apparatus includes both a display device and a wellness device.
[0064] In some embodiments, the device is configured to receive and provide information regarding the use of the wellness device to the video game program while the video game program is running. In some embodiments, the device is configured to receive and provide information regarding the use of the wellness device to the video game program only when the video game program is running.
[0065] Furthermore, or alternatively, in some embodiments, the device is configured to receive and provide information regarding the use of the wellness device to the video game program when the video game program is running on the display device (even if the game is running in the background on the display device and not being played).
[0066] Furthermore, or alternatively, in some embodiments, the device is configured to receive information regarding the use of the wellness device and, if the video game is not being played and / or running, to store that information (e.g., in the computer memory of the wellness device, display device, or other appropriate memory such as the cloud or a server) and provide it to the video game later.
[0067] The computer processor and the display of the display device are any suitable computer processor and display. For example, in some embodiments, the display device is a known laptop computer, desktop computer, tablet, or smartphone equipped with software and / or hardware and / or firmware for carrying out the teachings herein.
[0068] A wellness device is any suitable wellness device. In some embodiments, a wellness device is a wellness device that, through frequent and / or regular use, can improve at least one parameter of the user's well-being (e.g., the user's physical and / or emotional well-being). In addition to the wellness functions of the wellness device, the device is configured to provide information about its use to the video game program of the display device via a wired connection (e.g., wired USB-C connection) or wireless connection (e.g., Bluetooth®, Wi-Fi, NFC).
[0069] In some embodiments, the wellness device is a respiratory biofeedback device that, through frequent and / or regular use, can enable the user to learn to breathe in a habitually controlled manner. Habitual controlled breathing improves the user's physical and emotional well-being. Particularly suitable respiratory biofeedback devices include the device described in U.S. Patent No. 11,179,101, Patent Application PCT / US2022 / 049182, and the CalmiGo® device, commercially available from Dendro Technologies, Inc., which have been appropriately modified to implement the teachings herein.
[0070] The computer processor of the display device is configured to run at least a portion of the video game program. In some embodiments, the computer processor of the display device runs the entire game locally. In other embodiments, the computer processor of the display device runs only a portion of the game, with the remainder running on a remote computer processor in a manner similar to Pokemon GO by Niantic, Inc. (San Francisco, California, USA).
[0071] A video game program is any appropriate video game program configured to reward the use of wellness equipment, particularly its correct use. In some embodiments, some or all of the rewards are in-game rewards. Furthermore, or alternatively, in some embodiments, some of the rewards are tangible rewards (e.g., coupons, subscriptions, gift cards). Tangible rewards refer to rewards that exist outside of the video game program.
[0072] In some embodiments, the value of the rewards offered to users is linked to the frequency of use of the wellness equipment. For example, the more often the wellness equipment is used, the higher the value of the rewards.
[0073] Furthermore, or alternatively, in some embodiments, the value of the reward is linked to the degree of adherence and / or compliance with the use of the wellness device according to a predetermined schedule. That is, the user is provided with a usage schedule (including usage frequency and duration of usage sessions, etc.), and the more faithfully the user adheres to the schedule, the higher the value of the reward. For example, in some embodiments, the user is rewarded for using the wellness device daily, and furthermore, for using it daily for a week consecutively, the user is rewarded with a substantially higher value reward.
[0074] Furthermore, or alternatively, in some embodiments, the value of the reward is associated with the degree of suitability of the wellness device to a given method in which it is used. For example, if the wellness device is a respiratory biofeedback device that helps achieve controlled breathing, the closer the user's actual breathing approaches the desired breathing pattern, the higher the value of the reward.
[0075] In some embodiments, rewards are provided through the use of wellness equipment even when the game program is not running.
[0076] In some embodiments, rewards are provided only when the wellness device is used while the game program is running (either during gameplay or running in the background on the display device).
[0077] In some embodiments, rewards are provided only when the wellness device is used while a game program is being played on the display device.
[0078] [Video Game Program] A video game program refers to any video game that is designed to provide rewards. As mentioned above, rewards can be in-game rewards and / or tangible rewards.
[0079] For example, in some implementations, in-game rewards allow users to play video games more frequently and / or for longer periods. For instance, using a wellness device for up to 15 minutes might grant 10 minutes of gameplay, and using it for up to 20 minutes might grant 20 minutes. However, using the wellness device for 30 minutes or more might grant all day of gameplay.
[0080] For example, in some embodiments, in-game rewards are in-game encounters that are normally restricted or impossible to obtain (e.g., encounters with non-player characters, puzzles, metagames, new game levels, additional content). For example, in some embodiments, in-game rewards are unlocking new game levels.
[0081] For example, in some implementations, in-game rewards are information useful for gameplay (e.g., clues to solving puzzles).
[0082] For example, in some embodiments, in-game rewards are the provision of in-game items that are normally restricted in acquisition or unavailable (e.g., in-game currency, coins, tools, weapons, food, fuel, goods). In some such embodiments, in-game rewards are increased storage capacity for items, currency, coins, etc.
[0083] For example, in some embodiments, in-game rewards are the provision of in-game enhancements to the player character (e.g., an increase in the player character's level or hit points).
[0084] Those who wish to progress and / or achieve good results in the game use wellness equipment to receive in-game rewards. As a result, and depending on the embodiment, they use the wellness equipment more frequently and / or more correctly, thereby improving their wellness.
[0085] In some preferred embodiments, a video game is a game that has an in-game base, which is a virtual place that the player can return to during gameplay (e.g., a virtual place that the player can virtually access in some embodiments such as world-building games, sandbox games, real-time strategy games, role-playing games, simulation games, and action-adventure games). In-game rewards include improvements to the base (e.g., increasing the base size, improving the base quality, additional items / decorations within the base). Typical embodiments include bases such as houses, zoos, farms, gardens, and museums. In-game rewards may include one or more of the following: virtual furniture, decorations, additional and / or improved building materials, tools, devices, animals, plants, exhibits, artwork, pets, and non-player character (NPC) assistants.
[0086] Figures 2A, 2B, 2C, and 2D schematically show exemplary screenshots of the display components of the device based on the teachings of this specification during gameplay. In Figure 2, the game is a sandbox game, and the game base is a virtual room that is part of a virtual house. Rewards are in-game rewards, specifically virtual coins and virtual keys. Coins are used to purchase in-game decorations and furniture, and keys are used to access normally inaccessible parts of the virtual house. Each virtual key can open a specific virtual door.
[0087] Figure 2A shows the start of the game, where the user has access to a single room 10. This room contains a window 12 and two doors 14a and 14b. Doors 14a and 14b are displayed in a different color from the rest of room 10, indicating that they are currently inaccessible.
[0088] Counter 16 displays the number of coins and keys the user received as rewards.
[0089] Figure 2B shows Room 10 after a user has properly used the wellness equipment for six consecutive days. The user received 10 coins for each day of wellness equipment use, totaling 60 coins. The user purchased a sofa 18 for 50 coins to decorate Room 10, and 10 coins remain on the counter 16.
[0090] Figure 2C shows room 10 after the user has properly used the wellness equipment for seven consecutive days, which is the state after one day as shown in Figure 2B. The reward provided is a virtual key indicated by counter 16, which can be used to unlock door 14a, as indicated by the color change of door 14a.
[0091] Figure 2D shows room 10 after the user has used a key to unlock door 14a and gained access to the garden 20, which is an additional virtual space in the virtual dwelling.
[0092] In another embodiment of the game described with reference to Figures 2A, 2B, 2C, and 2D, the player receives one or more virtual keys depending on the number of times they correctly use the relevant wellness equipment. The player can use the received keys to open virtual treasure chests, and one or more keys are required to open each virtual treasure chest. Opening a treasure chest with a key yields in-game rewards (e.g., virtual items that can be placed in Room 10), and / or real-world rewards (e.g., coupons), and / or virtual coins. Virtual coins can be used to purchase virtual items to place in Room 10, or can be saved. When the player possesses a sufficient number of items and keys, they gain access to additional rooms. Access to additional rooms is only permitted after a sufficient period of time (e.g., one week) has elapsed since the last permission to access additional rooms was granted.
[0093] One advantage that video games with an in-game base have over games without such a base is that, in some cases, the in-game base can act as a mnemonic related to the (correct) use of wellness devices. When a user feels the need to benefit from a wellness device but is unable to actually use it, playing a game without the device can automatically recall appropriate activities related to the use of the wellness device. For example, if the health management device is a respiratory biofeedback device and the user feels short of breath, playing a game can help them recall controlled breathing related to the correct use of the respiratory biofeedback device. Unless otherwise defined, all technical and scientific terms used herein have the same meaning as generally understood by those skilled in the art relating to the invention. In case of any conflict, the specification containing the definitions shall prevail.
[0094] In this specification, “include,” “contain,” “have,” and their grammatical variations are interpreted as identifying the described feature, element, step, or component, but not as precluding the addition of one or more additional features, elements, steps, components, or groups thereof. In this specification, the indefinite articles “a” and “an” mean “at least one” or “one or more” unless the context clearly indicates otherwise.
[0095] In this specification, where the word “approximately” precedes a number, “approximately” is intended to indicate ±10%. In this specification, phrases of the form “A and / or B” mean a selection from the group consisting of (A), (B), or (A and B). In this specification, phrases of the form “at least one of A, B, and C” mean a selection from the group consisting of (A), (B), (C), (A and B), (A and C), (B and C), or (A, B, and C). It is understood that certain features of the Invention described in the context of separate embodiments for clarity may also be provided in combination in a single embodiment. Conversely, various features of the Invention described in the context of a single embodiment for simplification may also be provided separately, as any suitable partial combination, or in a form appropriate for other described embodiments of the Invention. Certain features described in the context of various embodiments are not considered essential features of those embodiments unless the embodiment would not function without those elements.
[0096] Embodiments of methods and / or apparatus described herein may include performing or completing selected tasks manually, automatically, or in combination thereof. Some methods and / or apparatus described herein are implemented using components consisting of hardware, software, firmware, or a combination thereof. In some embodiments, some components are general-purpose components such as general-purpose computers or digital processors. In some embodiments, some components are dedicated or custom components such as electronic circuits, integrated circuits, or software.
[0097] For example, in some embodiments, part of the embodiment is implemented as a set of software instructions executed by a data processor, which is, for example, part of a general-purpose or custom computer. In some embodiments, the data processor or computer includes volatile memory for storing instructions and / or data, and non-volatile storage devices (e.g., magnetic hard disks and / or removable media) for storing instructions and / or data. In some embodiments, the implementation includes network connectivity. In some embodiments, the implementation includes a user interface, which generally consists of one or more input devices (e.g., enabling the input of commands and / or parameters) and output devices (e.g., enabling the reporting of operational parameters and results).
[0098] Although the present invention has been described in conjunction with specific embodiments, it will be obvious to those skilled in the art that many alternatives, modifications, and variations are apparent. Accordingly, this invention is intended to encompass all such alternatives, modifications, and variations, whether or not they fall within the scope of the appended claims. No citation or specification of any reference in this application should be construed as an admission that such reference is available as prior art to the invention. Section headings are used to facilitate the understanding of the specification and should not necessarily be interpreted restrictively.
Claims
1. A device suitable for encouraging users to use wellness equipment, comprising a display device having a computer processor functionally associated with a display, The aforementioned computer processor a. Execute at least a portion of the video game program, and b. The display device is configured to show the game screen to a user playing the video game program, The aforementioned display device further, Information regarding the use of wellness equipment is received from the wellness equipment, and, The apparatus is characterized by being configured to provide the received information to the video game program.
2. The apparatus according to claim 1, wherein the display device is configured to provide the video game program with received information relating to the use of the wellness device when the video game program is being played on the display device.
3. The apparatus according to claim 1, wherein the display device is configured to provide received information relating to the use of the wellness device only when the video game program is being played on the display device.
4. The apparatus according to claim 1, wherein the display device is configured to provide the video game program with received information relating to the use of the wellness device when the video game program is running on the display device.
5. The apparatus according to claim 1, wherein the display device is configured to receive information regarding the use of a wellness device, and if the video game program is not being played on the display device and / or is not being executed on the display device, it stores the received information and provides the stored information to the video game program at a later date.
6. The apparatus according to any one of claims 1 to 5, further including a wellness device.
7. The apparatus according to any one of claims 1 to 6, wherein the wellness device is a respiratory biofeedback device.
8. The apparatus according to any one of claims 1 to 7, wherein the video game program is configured to provide a reward for using the wellness device.
9. The apparatus according to any one of claims 1 to 8, wherein the video game program is configured to provide a reward for using the wellness device.
10. The apparatus according to any one of claims 1 to 9, wherein the video game program is configured to provide a reward for the correct use of the wellness device.
11. The apparatus according to any one of claims 1 to 10, wherein the video game program is configured such that the value of the rewards provided is related to the frequency of use of the wellness device.
12. The apparatus according to any one of claims 1 to 11, wherein the video game program is configured such that the value of the rewards provided is related to the degree of suitability and / or adherence to a predetermined schedule in which the wellness apparatus is used.
14. The apparatus according to any one of claims 1 to 12, wherein the video game program is a game that includes an in-game base.
15. The apparatus according to any one of claims 8 to 14, wherein at least a portion of the aforementioned reward is an in-game reward.
16. The apparatus according to any one of claims 8 to 15, wherein at least a portion of the aforementioned remuneration is tangible remuneration.
17. A method of encouraging users to use wellness devices, Provide users with video game programs to play on their display devices, Information regarding the user's use of wellness equipment is provided as input to the video game program. A method comprising improving the user's in-game experience with the video game program based on the information provided.
18. The method according to claim 17, which allows a user to regularly use wellness equipment.
19. The method according to any one of claims 17 to 18, which enables the user to use the wellness device correctly.
20. The method according to any one of claims 17 to 19, wherein this increases at least one parameter of the user's well-being.
21. The method according to any one of claims 17 to 20, wherein the wellness device is a respiratory biofeedback device.
22. The method according to any one of claims 17 to 21, wherein the video game program is a game that includes an in-game base.
23. The method according to any one of claims 17 to 22, wherein the improvement of the in-game experience includes rewarding users who frequently and / or correctly use wellness devices.
24. The method according to any one of claims 17 to 23, wherein the value of the reward provided is associated with the frequency of use of the wellness device.
25. The method according to any one of claims 17 to 24, wherein at least some of the rewards are in-game rewards.
26. The method according to any one of claims 17 to 25, wherein at least a portion of the remuneration is tangible remuneration.