Gamification of Health and Wellness
A gamification hub using biometric data in digital games addresses the lack of health and wellness integration by providing in-game rewards based on user performance, enhancing gameplay motivation and promoting physical activity.
Patent Information
- Application Number
- JP2022104695
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2021-08-25
- Filing Date
- 2022-06-29
- Publication Date
- 2025-11-27
- Estimated Expiration
- 2042-06-29
AI Technical Summary
Traditional digital games do not effectively incorporate health and wellness indicators into gameplay, failing to promote physical activity and health goals through biometric evaluation.
A gamification hub integrates biometric data into gameplay by storing health gamification rules, capturing real-time biometric data, identifying matching actions, and providing in-game rewards based on user biometric performance to encourage health and wellness goals.
Enhances gameplay by motivating players to achieve health and wellness objectives through tailored rewards, promoting physical activity and integrating biometric data into interactive content titles.
Smart Images

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Abstract
Description
[Technical Field]
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS This application claims the benefit of priority to U.S. Provisional Application No. 63 / 223,825, filed July 20, 2021, the disclosure of which is incorporated herein by reference. [Background technology]
[0002] The present technology relates to providing health and wellness gamification to interactive content titles, and more specifically, the present technology can utilize biometric data to tailor interactive activities and rewards for interactive content titles.
[0003] 2. Description of Related Art Many traditional digital games are played in a sedentary position. While fine motor skills may be used during gameplay, these traditional digital games typically do not involve any aerobic activity or other forms of physical exercise. Some digital game titles have begun incorporating physical activity into their gameplay requirements. For example, digital game titles that involve dancing may require players to perform dance moves, thereby inherently including physical exercise and movement resulting from the dance moves. Other digital games, particularly those involving virtual reality, may incorporate full-body movement into their gameplay. However, while some physical activity is incorporated, such games generally do not aim to promote health and wellness and do not consider health or wellness indicators when evaluating gameplay. Thus, while players may engage in some level of physical activity, such activity is not evaluated according to health and wellness goals (e.g., as measured and defined by biometrics).
[0004] Attention to health and wellness not only benefits individual players, but also has the potential to change the gaming landscape and further enable games to be used to incorporate healthier habits and activities into daily life. When presented in a compelling format, digital games and their accompanying gamification components can act as a motivating factor for players to improve their health and wellness.
[0005] Therefore, there is a need in the art for improved systems and methods for providing a gamification hub that integrates and uses biometric data to tailor and reward gameplay in online gaming systems. Summary of the Invention
[0006] Systems, devices, methods, computer-readable media, and circuits are disclosed for integrating biometric data into gameplay of an interactive content title. Such biometric data can be integrated via a healthcare gamification hub provided in an online gaming system. According to at least one example, a method includes storing health gamification rules in a memory, the health gamification rules specifying actions associated with corresponding biometric data and virtual rewards, the virtual rewards being redeemable for one or more in-game rewards associated with one or more interactive content titles; receiving real-time biometric data about a user, the real-time biometric data being captured by one or more sensor devices; identifying actions associated with the corresponding biometric data that match the received real-time biometric data; updating a user profile of the user to include the virtual reward associated with the identified action; and providing the in-game reward in response to a redemption request from the user device of the user, the providing of the in-game reward being based on the virtual reward included in the user profile, the in-game reward being redeemable by the user during gameplay of the associated game title.
[0007] For example, the system stores health gamification rules in memory, the health gamification rules specifying actions associated with corresponding biometric data and virtual rewards, the virtual rewards being redeemable for one or more in-game rewards associated with one or more interactive content titles; receives real-time biometric data about a user, the real-time biometric data being captured by one or more sensor devices; identifies actions associated with the corresponding biometric data that match the received real-time biometric data; updates a user profile for the user to include a virtual reward associated with the identified action; and provides the in-game reward in response to a redemption request from the user device of the user, the providing of the in-game reward being based on the virtual reward included in the user profile, the in-game reward being redeemable by the user during gameplay of the associated game title.
[0008] In another example, a system for providing a healthcare gamification hub in an online gaming system is provided, the system including: storage (e.g., memory configured to store data such as virtual content data, one or more images, etc.); and one or more processors (e.g., implemented in circuitry) coupled to the memory and configured to execute instructions, along with various components (e.g., a network interface, a display, an output device, etc.); the system stores health gamification rules in the memory, the health gamification rules specifying actions associated with corresponding biometric data and virtual rewards, the virtual rewards being redeemable for one or more in-game rewards associated with one or more interactive content titles; receives real-time biometric data about a user, the real-time biometric data being captured by one or more sensor devices; identifies actions associated with the corresponding biometric data that match the received real-time biometric data; updates a user profile of the user to include a virtual reward associated with the identified action; and provides the in-game reward in response to a redemption request from the user device of the user; the providing of the in-game reward is based on the virtual reward included in the user profile, and the in-game reward is made available to the user during gameplay of the associated game title. [Brief explanation of the drawings]
[0009] [Figure 1] 1 illustrates an exemplary network environment for a system for integrating biometric data into gameplay of an interactive content title. [Figure 2] FIG. 10 illustrates an exemplary data flow diagram for virtual reward redemption in connection with integrating biometric data into gameplay of an interactive content title. [Figure 3]10A-10C are screenshots of exemplary graphical user interfaces that may be presented on a user device for use in integrating biometric data into gameplay of an interactive content title. [Figure 4] 1 is a flowchart of an exemplary method for integrating biometric data into gameplay of an interactive content title. [Figure 5] 1 illustrates an exemplary electronic entertainment system that may be used to integrate biometric data into gameplay of an interactive content title. DETAILED DESCRIPTION OF THE INVENTION
[0010] Aspects of the present disclosure include systems and methods for integrating biometric data into gameplay of interactive content titles by providing a health and wellness gamification hub that motivates players to achieve health and wellness goals. Such achievements may be converted into in-game or meta-gaming resources for various interactive content titles. Acquisition of such resources may be associated with stored health gamification rules that specify actions associated with corresponding biometric data and virtual rewards that can be redeemed for one or more in-game rewards associated with one or more interactive content titles. Real-time biometric data about a user may be received, and the biometric data may be captured with one or more sensor devices. Actions associated with the corresponding biometric data that match the real-time biometric data may be identified. The user's user profile may be updated to include virtual rewards associated with the identified actions, and in-game rewards responsive to redemption requests from the user's user device may be provided based on the virtual rewards included in the user profile, with the in-game rewards available to the user during gameplay of the associated interactive content title.
[0011] 1 illustrates an exemplary network environment 100 of a system for integrating biometric data into gameplay of an interactive content title. Network environment 100 can include one or more interactive content source servers 110 that provide interactive media content, one or more platform servers 120, one or more user devices 130, and one or more databases 140. The various devices illustrated in FIG. 1 can further communicate via one or more communications networks, such as a local area network or a wide area network (including the Internet).
[0012] The interactive content source servers 110 can maintain, stream, and host interactive media available for streaming on user devices 130 over a communications network. Such interactive content source servers 110 can be implemented in the cloud (e.g., one or more cloud servers). The platform servers 120 can be responsible for communicating with different interactive content source servers 110, databases 140, and user devices 130. Such platform servers 120 can be implemented in one or more cloud servers.
[0013] Platform server 120 may also execute instructions to receive user requests to stream streaming media (i.e., games, activities, videos, podcasts, user-generated content (“UGC”), publisher content, music / video services (e.g., Spotify, Apple Music), etc.). Platform server 120 may further execute instructions to stream streaming media content titles, for example. Such streaming media may have at least one object set associated with at least a portion of the streaming media. Each set of object data may have data regarding objects displayed during at least a portion of the streaming media (e.g., activity information, zone information, actor information, mechanical information, game media information, etc.).
[0014] The platform server 120 may include or otherwise be associated with a hub server 170 that can execute instructions for controlling and maintaining a wellness gamification hub that integrates biometric data into gameplay of one or more interactive content titles. The wellness gamification hub application executed by the hub server 170 may receive biometric data from biometric sensors 180 of the user devices 130. The hub server 170 may store health gamification rules in a memory and execute instructions for receiving real-time biometric data about the user, which may be captured by one or more biometric sensors 180 of one or more user devices 130 and / or sensor devices 180. The hub server 170 may further identify actions associated with corresponding biometric data that matches the real-time biometric data received in real time. The hub server 170 may further update the user's user profile to include virtual rewards, and in-game rewards may be based on or associated with a particular game title.
[0015] The streaming media and at least one associated object data set may be provided by an application programming interface (API) 160, enabling various types of interactive content source servers 110 to communicate with different platform servers 120 and different user devices 130. The API 160 may be specific to the particular computer programming language, operating system, protocol, etc., of the media streaming server 110 providing the streaming media content title, the platform server 120 providing the media and at least one associated object data set, and the user device 130 receiving it. In a network environment 100 including multiple different types of media streaming servers 110 (or platform servers 120 or user devices 130), there may likewise be a corresponding number of APIs 160. In some embodiments, the set of APIs may be provided as a software development kit (SDK) that enables various different types of health and exercise equipment and services to integrate with or otherwise communicate data to the hub server 170. Conversely, such an SDK may further enable the hub server 170 to communicate instructions for adjusting one or more parameters of an activity in coordination with the playback of a media content title. For example, the hub server 170 may send instructions to an exercise bike to increase resistance to reflect an uphill movement as an avatar climbs a hill in the virtual environment.
[0016] The user devices 130 may include multiple different types of computing devices. For example, the user devices 130 may include any number of different gaming consoles, mobile devices, laptops, and desktops. In another example, the user devices 130 may be implemented in the cloud (e.g., one or more cloud servers). Such user devices 130 may also be configured to access data from other storage media, such as, but not limited to, memory cards or disk drives, which may be appropriate for downloaded services. Such devices 130 may include standard hardware computing components, such as, but not limited to, a network interface, a media interface, non-transitory computer-readable storage (memory), and a processor for executing instructions that may be stored in the memory. These user devices 130 may also run a variety of different operating systems (e.g., iOS, Android), applications, or computing languages (e.g., C++, JavaScript). An exemplary user device 130 is described in detail herein with respect to FIG. 5.
[0017] The user device 130 may include or be otherwise associated with one or more sensor devices including a biometric sensor 180, a computing device including a biometric sensor 180, or a controller including a biometric sensor 180. For example, a biometric sensor 180 included in or associated with a controller may measure electrodermal activity or galvanic skin response, and the biometric sensor 180 may also be used to record heart rate. The biometric sensor 180 may measure and record any type of biometric data known in the art. In some embodiments, the user device 130 may further include various other sensors known in the art, including motion sensors, accelerometers, global positioning systems (GPS), cameras, microphones, etc., to capture data regarding movements by the user. Such sensors may not only detect but also measure various movements by the user. Such movement data and measurements may be combined with the biometric data and further used to evaluate and assess the user's movements during gameplay, as well as to define achievements and goals.
[0018] In some embodiments, user device 130 and biometric sensor 180 may further include or be associated with various peripherals that may be associated with gameplay or physical activity. For example, some peripherals may include wearable sensors or sensors associated with items that the user holds, handles, or otherwise engages with during the course of gameplay (and related movements).
[0019] Database 140 may be stored on interactive content source server 110, platform server 120, hub server 170, or any other associated server, either on the same server, on different servers, on a single server, across different servers, or on user device 130. In an exemplary embodiment, such database 140 may store a set of streaming media and / or related activity data objects. Such streaming media may depict one or more activities in which a user may participate (e.g., in-game action) and / or UGC (e.g., screenshots, videos, play-by-play commentary, mashups, etc.) created by peers, publishers of media content titles, and / or third-party publishers. Such UGC may include metadata for searching such UGC. Such UGC may also include information about the media and / or peers. Such peer information may be derived from data collected during peer interactions with objects in interactive content titles (e.g., video games, interactive books, etc.) and may be “bound” to and stored with the UGC. Such binding extends the UGC because it can deep link (e.g., directly launch) to objects in a particular activity, provide information about the objects and / or peers in the UGC, and / or allow users to interact with the UGC. One or more user profiles can also be stored in database 140. Each user profile can include information about a user (e.g., user progress within an activity and / or media content title, user ID, user game character, etc.) and can be associated with media.
[0020] 2 is a diagram of an example data flow for virtual reward redemption associated with integrating biometric data into gameplay of an interactive content title. In an example implementation, real-time biometric data 201 may be captured by a biometric sensor 180. The biometric sensor 180 capable of capturing real-time biometric data 201 may be calibrated based on the type of sensor use and used to compare with health gamification rules 202A, 202B, ... 202N (collectively 202) based on the user's height, weight, age, resting heart rate, etc., or verified by the hub server 170. The biometric data 201 may include heart rate, step cadence, movement patterns, breathing patterns, O2 readings, body temperature, speed, distance traveled, total workout time, calories burned, sweat analysis, etc.
[0021] Biometric data 201 captured by biometric sensors 180 may be provided to hub server 170 for evaluation against health gamification rules 202 stored in a rules database 203 in one or more of databases 140. The captured real-time biometric data may be received in real time during or outside of game play.
[0022] In some embodiments, health gamification rules 202 may define one or more health / exercise modes of gameplay for different interactive content titles. For example, rather than earning points or achievements based on a standard or other mode of gameplay, points and achievements may be defined based on the level, type, and other characteristics of exercise or other health-related activity. Thus, existing and future games may be played in modes that assign rewards based at least in part on metrics related to physical activity and other healthy activities. Thus, health gamification rules may be specific to a particular content title, a particular genre, a particular in-game activity, etc., and may include maps relating sensor data / biometric measurements to in-game achievements (points, bonuses, etc.).
[0023] Further embodiments may allow the health gamification rules 202 to adjust in-game conditions to encourage physical activity or specific types thereof. For example, aspects of gameplay may be modified to require a specific dynamic exercise regimen in addition to, or instead of, game data input from one or more controller devices. For example, instead of using jump controls, gameplay may require biometric data from one of the sensor devices that records that the user has jumped. As another example, one or more controller devices may include exercise equipment that can receive gameplay data from an API, and aspects of gameplay may be reflected in the experience on the exercise equipment as a form of tactical feedback. The difficulty level set on the exercise equipment may reflect what the avatar is experiencing. For example, if the avatar is running up a hill, the difficulty level of the exercise equipment may increase.
[0024] Additionally, health / exercise modes of gameplay may be specific to and focus on particular types of movement (e.g., leg movements, arm movements, full-body movements, cardio, stretching, strength, etc.). Thus, based on a particular mode selection, certain conditions within the virtual environment may be modified to promote the associated type of exercise. Such conditions may include characteristics of the player character, the virtual environment, and the virtual objects. For example, in a mode focused on leg exercise, the player's character or avatar may be modified to have shorter (shorter) legs, requiring more leg movement to navigate the virtual environment. Furthermore, the terrain of the virtual environment or virtual objects (and their associated rules 202) may require jumping or stretching to navigate and reach. Thus, different numbers and types of repetitions with different body parts at different speeds may be required to earn the same or different amounts of points or rewards based on the selected mode. Thus, a player may alternate between various selected gameplay modes on different days, for example, focusing on an aerobic mode one day and arm and leg exercises the next day.
[0025] In addition to exercise movements, the health gamification rules 202 can further award or assign points or other rewards based on other types of health-related activities. For example, a user can earn points for taking a walk outdoors (when detected and confirmed by a GPS and other sensor-enabled mobile device). Accordingly, the hub server 170 can also collect data about the user from various data sources, including the user's personal devices, applications, and accounts. In some cases, a user may be able to self-report the completion of a task or activity, which may not be easily detected or communicated by a sensor, device, application, or account associated with the user. The health gamification rules 202 can map such completed tasks or activities to in-game achievements or rewards.
[0026] Additionally, the hub server 170 may also identify an action based on stored health gamification rules 202 that specify an action and a virtual reward associated with corresponding biometric data matching the captured real-time biometric data 201. The hub server 170 may further cause the user profile 206 to be updated to include a virtual reward 208 associated with the identified action. For example, a first health gamification rule 202A of the health gamification rules 202 may indicate that if a heart rate associated with the user profile 205 rises and exceeds 100 bpm for 15 minutes, a first action 204A is to reward 10 XP as the virtual reward 208 to the user profile 206. Alternatively, from a wellness perspective, a second health gamification rule 202B may indicate that if a heart rate associated with the user profile 205 is kept below 75 bpm for 12 hours, a second action 204B is to reward extra life to the user profile 206 as the virtual reward 208. This encourages players with anxiety and elevated heart rates to meditate and do breathing exercises throughout the day to gain extra life.
[0027] A user may request to redeem a virtual reward 208 for a particular game title in a redemption request 210. In response to the redemption request 210, an in-game reward 212, or metagaming resource, may be provided to a game profile associated with the user profile 206 at the interactive source content server 110. For example, following the previous example, 10 XP may be converted into 10 additional health points in a boss fight for a particular game title.
[0028] FIG. 3 is a screenshot of an exemplary graphical user interface that may be presented on a user device for use in integrating biometric data into gameplay of an interactive content title. The health and wellness hub screen 300 may include a summary 302 of the last session, which may include trophies or health gamification rules 202 applied. For example, as shown in FIG. 3, the summary 302 of the last session indicates that three goals, namely, “calories burned,” “heart rate,” and “speed,” were achieved or trophies were earned. Accordingly, there is also an associated health gamification rule 202 with each of these goals / trophies, and an Nth associated action 204N. The Nth associated action 204N may cause the hub server 170 to provide and / or add an associated virtual reward 208 to the user profile 206. A redemption request 210 may be received when the user selects “click to redeem reward” and, if provided, selects an in-game reward 212.
[0029] The hub server 170 may further cause the user device 130 to display a health and wellness hub screen 300 including the progress of completing all the different health gamification rules 202, such as in the form of progress in receiving trophies 306. The health and wellness hub screen 300 may include a current challenge 308 in progress, ideally completed over a period of days or even weeks, for example. For example, if the biometric data 201 indicates that more than 1000 active calories are burned over the course of a week, the Nth associated action 204N may result in a larger reward due to the more difficult nature of the challenge.
[0030] The hub server 170 may further cause one or more game options 310 to be displayed on the health and wellness hub 300, each of which may initiate a game using biometric data as input for gameplay. For example, initiating a "heart rate challenge" may involve using the user's heart rate as input for gameplay. The game may require exercise, with the goal being to reach a certain heart rate. Heart rate may also be monitored so that an increased heart rate may allow the avatar to move faster. More specifically, during gameplay of a game, each of the one or more sensor devices may include one or more biometric sensors or receive sensory data convertible to biometric data, and game data may be received from one or more controller devices during gameplay of the game. Upon game completion, a biometric summary based on the biometric data may be displayed on the home screen or the health and wellness hub screen 300.
[0031] The hub server 170 may also cause one or more social options 312 to be displayed on the health and wellness hub 300, allowing users to compete with friends on certain gaming options that enable competition using biometric data.
[0032] Hub server 170 may further enable the option to display periodic biometric data in customized reports, such as via message or email or as a banner, based on the user's input periodicity (e.g., looking at sessions in time regarding how many miles and calories a user burned playing a particular game on an exercise bike once a week). Periodic biometric data can be further compared to past days, weeks, or other types of games the user played or other activities in which the user participated.
[0033] The hub server 170 can receive biometric data via one or more APIs from the exercise equipment that is used for calculations related to customized reports and for displaying summaries on the health and wellness hub 300.
[0034] 4 is a flowchart of an example method 400 for integrating biometric data into gameplay of an interactive content title. Although the example method 400 depicts a particular sequence of operations, this sequence may be modified without departing from the scope of the present disclosure. For example, some of the illustrated operations may be performed in parallel or in a different order without substantially affecting the functionality of the method 400. In other examples, different components of an example device or system implementing the method 400 may perform functions substantially simultaneously or in a particular order.
[0035] According to some examples, the method includes storing health gamification rules in a memory at block 405. For example, database 140 shown in FIG. 1 may store the health gamification rules in the memory. In some examples, the health gamification rules specify actions associated with corresponding biometric data and virtual rewards, which may be redeemed for one or more in-game rewards associated with one or more interactive content titles.
[0036] According to some examples, the method includes receiving real-time biometric data about the user, the real-time biometric data being captured by one or more sensor devices, at block 410. For example, hub server 170 shown in FIG. 1 may receive the real-time biometric data about the user, the real-time biometric data being captured by one or more sensor devices.
[0037] According to some examples, the method includes identifying an action associated with the corresponding biometric data that matches the real-time biometric data received in real time at block 415. For example, hub server 170 shown in FIG. 1 may identify an action associated with the corresponding biometric data that matches the real-time biometric data received in real time.
[0038] According to some examples, the method includes updating a user profile of the user to include the virtual reward associated with the identified action at block 420. For example, the hub server 170 or the platform server 120 shown in FIG. 1 may update the user profile of the user to include the virtual reward associated with the identified action.
[0039] According to some examples, the method includes providing an in-game reward in response to a redemption request from the user's user device at block 425. For example, hub server 170 or platform server 120 shown in FIG. 1 may provide the in-game reward in response to the redemption request from the user's user device. In some examples, providing the in-game reward is based on virtual rewards included in a user profile, the in-game rewards being available to the user during gameplay of an associated game title.
[0040] According to some examples, the method includes causing the user device to display a hub screen displaying one or more game options at block 430. For example, the user device 130 and / or the platform server 120 shown in FIG. 1 may cause the user device to display a hub screen displaying one or more game options. In some examples, each game option initiates a game using biometric data as input for gameplay.
[0041] According to some examples, the method includes receiving game data from one or more controller devices during gameplay of the game, where each of the one or more sensor devices includes one or more biometric sensors or receives sensory data convertible to biometric data at block 435. For example, interactive content source server 110 and / or platform server 120 shown in FIG. 1 may receive game data from one or more controller devices during gameplay of the game. In some examples, each of the one or more sensor devices includes one or more biometric sensors or receives sensory data convertible to biometric data.
[0042] According to some examples, the method includes causing a hub screen to display a biometric summary based on the biometric data upon completion of the game at block 445. For example, hub server 170, platform server 120, and / or user device 130 shown in FIG. 1 may cause a hub screen to display a biometric summary based on the biometric data upon completion of the game.
[0043] According to some examples, the method includes displaying an overall summary of wellness progress based on the biometric summary, including the biometric summary, at block 450. For example, hub server 170, platform server 120, and / or user device 130 shown in FIG. 1 may display an overall summary of wellness progress based on the biometric summary, including the biometric summary.
[0044] According to some examples, the method includes integrating with a mobile device application at block 455. For example, the user device 130 and hub server 170 shown in FIG. 1 can be integrated with the mobile device application. In some examples, the biometric data captured by the application further refines an overall overview of wellness progress.
[0045] According to some examples, the method includes, at block 460, providing settings for adjusting fitness goals that modify one or more characteristics of a character in the game. For example, the settings can modify a game ability that changes the character's physical appearance or requires biometric data input to offset or add an ability in the game. For example, hub server 170, interactive content source server 110, and / or platform server 120 shown in FIG. 1 may provide settings for adjusting fitness goals that modify one or more characteristics of a character in the game.
[0046] According to some examples, adjustments can be made.
[0047] According to some examples, the method includes adjusting the game requirements to require particular inputs based on the corresponding biometric data at block 465. For example, hub server 170, interactive content source server 110, and / or platform server 120 shown in FIG. 1 may adjust the game requirements to require particular inputs based on the corresponding biometric data.
[0048] According to some examples, the method includes adjusting gameplay movements based on the real-time biometric data at block 470. For example, the interactive content source server 110 and / or the platform server 120 shown in FIG. 1 may adjust gameplay movements based on the real-time biometric data. In some examples, the movements may be movements captured by a motion capture device, and the captured movements are analyzed and converted into biometric data. In some examples, gameplay movements of a character in the game depend on movements by a user playing the game. In some examples, the movements are calculated based on the real-time biometric data. In some examples, the real-time biometric data is the heart rate of a user playing the game or estimated calories burned during gameplay.
[0049] Figure 5 illustrates an exemplary electronic entertainment system that may be used to integrate biometric data into gameplay of an interactive content title. The entertainment system 500 of Figure 5 includes a main memory 505, a central processing unit (CPU) 510, a vector unit 515, a graphics processing unit 520, an input / output (I / O) processor 525, an I / O processor memory 530, a peripheral interface 535, a memory card 540, a universal serial bus (USB) interface 545, and a communications network interface 550. The entertainment system 500 further includes an operating system read-only memory (OS ROM) 555, an audio processing unit 560, an optical disc control unit 570, and a hard disk drive 565, which are connected to the I / O processor 525 via a bus 575.
[0050] Entertainment system 500 may be an electronic game console. Alternatively, entertainment system 500 may be implemented as a general-purpose computer, a set-top box, a handheld gaming device, a tablet computing device, a virtual reality device, an augmented reality device, or a mobile computing device or phone. Entertainment systems may include more or fewer operating components depending on the particular form factor, purpose, or design.
[0051] The CPU 510, vector unit 515, graphics processing unit 520, and I / O processor 525 of FIG. 5 communicate via a system bus 585. Additionally, the CPU 510 of FIG. 5 may communicate with main memory 505 via a dedicated bus 580, and the vector unit 515 and graphics processing unit 520 may communicate via a dedicated bus 590. The CPU 510 of FIG. 5 executes programs stored in the OS ROM 555 and the main memory 505. The main memory 505 of FIG. 5 may contain pre-stored programs and programs transferred via the I / O processor 525 from a CD-ROM, DVD-ROM, or other optical disk (not shown) using the optical disk control unit 570. The I / O processor 525 of FIG. 5 may also enable the introduction of content transferred via wireless or other communication networks (e.g., 4G, LTE, 1G, etc.). The I / O processor 525 of FIG. 5 primarily controls the exchange of data between various devices of the entertainment system 500, including the CPU 510, the vector unit 515, the graphics processing unit 520, and the peripheral interface 535.
[0052] The graphics processing unit 520 of Figure 5 executes graphics instructions received from the CPU 510 and the vector unit 515 to generate images for display on a display device (not shown). For example, the vector unit 515 of Figure 5 may convert an object from three-dimensional coordinates to two-dimensional coordinates and send the two-dimensional coordinates to the graphics processing unit 520. Additionally, the audio processing unit 560 executes instructions to generate audio signals, which are output to an audio device such as a speaker (not shown). Other devices may be connected to the entertainment system 500 via the USB interface 545 and a communication network interface 550, such as a wireless transceiver, which may be embedded within the system 500 or as part of some other component, such as a processor.
[0053] 5 provides instructions to CPU 510 via peripheral interface 535, which enables the use of a variety of different available peripheral devices (e.g., controllers) known in the art. For example, the user may instruct CPU 510 to store certain game information on memory card 540 or other non-transitory computer-readable storage medium, or to instruct a game character to perform some specified action.
[0054] The present disclosure relates to applications that may be operable by a variety of end-user devices. For example, the end-user device may be a personal computer, a home entertainment system (e.g., Sony PlayStation2® or Sony PlayStation3® or Sony PlayStation4® or Sony PlayStation5®), a portable gaming device (e.g., Sony PSP® or Sony Vita®), or a home entertainment system from a different, but subordinate, manufacturer. It is fully contemplated that the methods described herein are operable on a variety of devices. Aspects of the present disclosure may also be implemented in a cross-title neutral manner and / or may be utilized across a variety of titles from a variety of publishers.
[0055] Aspects of the present disclosure may be implemented in applications that may be operable using a variety of devices. A non-transitory computer-readable storage medium refers to any medium(s) that participates in providing instructions to a central processing unit (CPU) for execution. Such media can take many forms, including, but not limited to, non-volatile and volatile media, such as optical or magnetic disks and dynamic memory, respectively. Common forms of non-transitory computer-readable media include, for example, floppy disks, flexible disks, hard disks, magnetic tape, any other magnetic media, CD-ROM disks, digital video disks (DVDs), any other optical media, RAM, PROM, EPROM, FLASHEPROM, and any other memory chips or cartridges.
[0056] Various forms of transmission media may be involved in carrying one or more sequences of one or more instructions to the CPU for execution. A bus carries the data to system RAM, and the CPU retrieves and executes the instructions from the system RAM. The instructions received by the system RAM may optionally be stored on a fixed disk either before or after execution by the CPU. Various forms of storage may be implemented, along with other network interfaces and topologies to implement storage.
[0057] In some aspects of the present disclosure, computer-readable storage devices, media, and memories may include cables or wireless signals containing bitstreams, etc. However, when referred to, non-transitory computer-readable storage media explicitly excludes media such as energy, carrier signals, electromagnetic waves, and the signals themselves.
[0058] The foregoing detailed description of the present technology has been presented for purposes of illustration and description. It is not intended to be exhaustive or to limit the present technology to the precise form disclosed. Many modifications and variations are possible in light of the above teachings. The described aspects of the present disclosure were chosen to adequately explain the principles of the technology, its practical application, and to enable those skilled in the art to utilize the technology, with various modifications suited to the particular uses contemplated. It is intended that the scope of the present technology be defined by the claims.
Claims
1. 1. A method for integrating biometric data into gameplay of an interactive content title, comprising: storing health gamification rules in memory, the health gamification rules specifying actions associated with corresponding biometric data and virtual rewards, the virtual rewards redeemable for one or more in-game rewards associated with one or more interactive content titles; receiving real-time biometric data about a user, the real-time biometric data being captured by one or more sensor devices; identifying an action associated with the corresponding biometric data that matches the real-time biometric data received in real time; updating a user profile of the user to include the virtual reward associated with the identified action; and providing an in-game reward in response to a redemption request from the user device of the user, the providing of the in-game reward being based on the virtual reward included in the user profile, the in-game reward being available to the user during gameplay of an associated game title; Including, one of the health gamification rules further specifies an adjustment to one or more characteristics of a character in the game, the adjustment being associated with the specified action; The method, wherein the real-time biometric data is captured during gameplay using the calibrated character.
2. generating a display of one or more game options, each game option initiating a different game activity that uses the biometric data as input for game play; 2. The method of claim 1, further comprising: launching one of the interactive content titles based on a selection of one of the gaming options, the selection corresponding to a selected gaming activity associated with the launched interactive content title, and wherein receiving the real-time biometric data comprises capturing sensor data corresponding to the biometric data in real time during gameplay of the selected gaming activity.
3. The method of claim 1 , further comprising generating a display of a biometric summary window based on the received real-time biometric data.
4. At least a portion of the real-time biometric data is received from a mobile device associated with the user; The method of claim 3 , wherein the display of the biometric summary shows the real-time biometric data received from the mobile device.
5. one of the health gamification rules further specifies an adjustment to one or more game requirements related to user input based on the corresponding biometric data; The method of claim 1 , wherein the real-time biometric data is captured during game play using the adjusted game requirements.
6. the game requirements correspond to control settings of a health or exercise device; The method of claim 5 , wherein adjusting the game requirements comprises adjusting the control settings of the health or exercise equipment.
7. one of the health gamification rules further specifies adjustments to one or more gameplay movements based on the real-time biometric data; The method of claim 1 , wherein additional real-time biometric data is captured during gameplay using the coordinated gameplay movements.
8. The gameplay movements of the character in the game depend on the movements of the actual user, The method of claim 7 , wherein the user's movements are identified based on the real-time biometric data.
9. The user's movements are captured by a motion capture device; The method of claim 8 , further comprising converting the captured movements into the real-time biometric data.
10. one of the health gamification rules further specifies a self-report task associated with the virtual reward; The method of claim 1 , further comprising receiving a user input confirming completion of the self-reporting task.
11. 1. A system for integrating biometric data into gameplay of an interactive content title, comprising: a memory storing health gamification rules, the health gamification rules specifying actions associated with corresponding biometric data and virtual rewards, the virtual rewards redeemable for one or more in-game rewards associated with one or more interactive content titles; a communication interface for receiving real-time biometric data about a user, the real-time biometric data being captured by one or more sensor devices; one or more processors configured to execute instructions; the processor: identifying an action associated with the corresponding biometric data that matches the real-time biometric data received in real time; updating a user profile of the user to include the virtual reward associated with the identified action; and providing an in-game reward in response to a redemption request from the user device of the user, the providing of the in-game reward being based on the virtual reward included in the user profile, the in-game reward being available to the user during gameplay of an associated game title; Execute the command, one of the health gamification rules further specifies an adjustment to one or more characteristics of a character in the game, the adjustment being associated with the specified action; The system, wherein the real-time biometric data is captured during gameplay using the calibrated character.
12. The processor: generating a display of one or more game options, each game option initiating a different game activity that uses the biometric data as input for game play; launching one of the interactive content titles based on a selection of one of the gaming options, the selection corresponding to a selected gaming activity associated with the launched interactive content title, and receiving the real-time biometric data includes capturing sensor data corresponding to the real-time biometric data during gameplay of the selected gaming activity; 12. The system of claim 11, further comprising the steps of:
13. one of the health gamification rules further specifies an adjustment to one or more game requirements related to user input based on the corresponding biometric data; The system of claim 11 , wherein the real-time biometric data is captured during game play using the adjusted game requirements.
14. the game requirements correspond to control settings of a health or exercise device; The system of claim 13 , wherein the processor adjusts the gaming requirements by further adjusting the control settings of the health or exercise equipment.
15. one of the health gamification rules further specifies adjustments to one or more gameplay movements based on the real-time biometric data; The system of claim 11 , wherein additional real-time biometric data is captured during gameplay using the coordinated gameplay movements.
16. 1. A non-transitory computer-readable storage medium having stored thereon instructions executable by a computing system to perform a method for integrating biometric data into gameplay of an interactive content title, the method comprising: storing health gamification rules in memory, the health gamification rules specifying actions associated with corresponding biometric data and virtual rewards, the virtual rewards redeemable for one or more in-game rewards associated with one or more interactive content titles; receiving real-time biometric data about a user, the real-time biometric data being captured by one or more sensor devices; identifying an action associated with the corresponding biometric data that matches the real-time biometric data received in real time; updating a user profile of the user to include the virtual reward associated with the identified action; and providing an in-game reward in response to a redemption request from the user device of the user, the providing of the in-game reward being based on the virtual reward included in the user profile, the in-game reward being available to the user during gameplay of an associated game title; Including, one of the health gamification rules further specifies an adjustment to one or more game requirements related to user input based on the corresponding biometric data; A non-transitory computer-readable storage medium, wherein the real-time biometric data is captured during game play using the adjusted game requirements.
17. generating a display of one or more game options, each game option initiating a different game activity that uses the biometric data as input for game play; launching one of the interactive content titles based on a selection of one of the gaming options, the selection corresponding to a selected gaming activity associated with the launched interactive content title, and receiving the real-time biometric data includes capturing sensor data corresponding to the real-time biometric data during gameplay of the selected gaming activity; 20. The non-transitory computer-readable storage medium of claim 16, further comprising executable instructions:
18. one of the health gamification rules further specifies an adjustment to one or more game requirements related to user input based on the corresponding biometric data; The non-transitory computer-readable storage medium of claim 16 , wherein the real-time biometric data is captured during game play using the adjusted game requirements.
19. the game requirements correspond to control settings of a health or exercise device; 20. The non-transitory computer-readable storage medium of claim 18, wherein a processor adjusts the gaming requirements by further adjusting the control settings of the health or exercise equipment.
20. one of the health gamification rules further specifies adjustments to one or more gameplay movements based on the real-time biometric data; 17. The non-transitory computer-readable storage medium of claim 16, wherein additional real-time biometric data is captured during gameplay using the coordinated gameplay movements.
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