Childhood obesity is on the rise both within the United States and throughout the world. This condition poses a serious problem not only for the affected children, but for the burden on public health and the healthcare system at large. Obesity is associated with many co-morbidities, including vascular diseases such as hypertension and heart disease, chronic inflammation, depression and metabolic diseases, such as glucose intolerance, insulin resistance, as well as fall blown type 2 diabetes.
In addition to extensive documentation of the association between childhood obesity and poor health outcomes, a number of studies document the positive effects that physical activity has in reducing the risk of poor health outcomes associated with obesity, including reductions in the development of diabetes and heart disease. Physical activity also helps control weight, promotes psychological well-being, and reduces the risk of premature death. The Centers for Disease Control and Prevention (CDC) recommend that young people engage in at least 1 hour of moderate to vigorous physical activity each day to maintain good health.
While the positive effects of regular physical activity are well documented, motivation to maintain adequate levels of activity over the long term is often lacking. Many young people engage in sedentary behaviors (e.g., watching TV, surfing the Internet) and do not meet the CDC recommendations for physical activity. Research has found that physical activity rates decline with age among young people, with overall levels of physical activity typically beginning to decrease when children are of middle school age.
It is recognized that fun, engaging games or related products that require physical activity can be a way to increase physical activity among young people. To succeed in increasing physical activity, games need to appeal to the target populations and to fit easily within the existing social, educational, and cultural environment.
Accordingly, there is a need in the commercial and healthcare product markets for smart games and related products that address and counter the growing tendency toward sedentary behaviors and that are directed toward the specific goal of increasing the overall level of physical activity of those who play the game or use the product. To succeed in this goal, products need to be easy to use, and have a quick appeal that can also be sustained over the long term. It is further desirable that such products are safe and require minimal adult supervision. Most of all, the games must be effective at their fundamental goal, which is to increase levels of physical activity.
All publications and patent applications mentioned in this specification are herein incorporated by reference in their entirety to the same extent as if each individual publication or patent application was specifically and individually indicated to be incorporated by reference.
The game described herein is directed toward promoting physical activity in a socialized context appropriate for adolescents.
According to aspects of the invention, a fast-paced game of strategy and reflexes is provided that increases the user's heart rate for an extended period of time. The game can appeal to boys, girls and adults all over the world with a non-violent, wholesome premise. In one embodiment, a force-sensitive mat is combined with a wireless heart rate sensor and simple yet exciting puzzle-based game play. With an engaging physical interface, the game follows in the footsteps of classic games such as “Dance Dance Revolution” and “Tetris”, but with an exiting new twist: the speed of the game can adapt to the user's heart rate. The highest scores are achieved by those who maintain an optimal level of exercise throughout a game. A web-based leader board may also be employed to appeal to the burgeoning competitive instinct of adolescents.
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A user's heart rate, as depicted by reference numeral 24, may be continuously displayed on the display screen 16. A maximum and/or minimum heart rate (not shown) may also be displayed. An optimum heart rate range graphic 26 may also be displayed, with an indicator and/or text displayed to show the user where in the range their heart rate currently is. Round indicator 28 may be displayed on the display screen to indicate which round is currently being played, such as round 5 of 5 in the embodiment shown. Points accumulated 30 may also be displayed.
In alternative embodiments, the six honeycomb regions or cells described above may be replaced with any number of circles, squares, triangles or other shapes forming a ring or a portion of a ring around the user on the mat. Similarly, the triangle shapes for sorting may also be replaced with other shapes. In some embodiments, game mat 12 is replaced with a printed, projected, or otherwise non-pressure sensitive image. The user's movements are instead tracked with other means, such as the motion tracking devices described below.
The rules of the game are simple, but it will require strategy, fast reflexes, and physical fitness to truly master. At the end of every game, an encrypted code may be provided allowing users to enter their score on a central game website. Alternately, if available, scores may be directly uploaded via the internet. Users can see how their scores stack up against their friends, or the world at large. Users will be able to compete for the honor of being named champion of their neighborhood, city, state, country or world. In some embodiments, users can play against others, either in the same physical space or online. In some embodiments, two or more users can see the same screen or game board, and whoever moves the piece in play the fastest earns the points for that piece.
In some embodiments, the game can be a self-contained device that plugs directly into a television or monitor. In some embodiments, a custom input device or devices may be designed for coupling with a console or personal computer. A game mat can use electrical contact, pressure or proximity sensing to determine a user's actions. The game mat may be wired to or connect wirelessly with other components of the game. Other sensors may be employed to determine a user's foot movements. A wired or wireless heart rate sensor can be based on a number of off-the-shelf solutions that take heart rate readings from the wrist, finger, chest, earlobe or other location of the user.
With fast-moving game play that requires users to step, hop, and jump around the game mat to score points, the game can provide an intensive, full-body workout that also helps improve reflexes and coordination. By linking the game mechanism to a user's heart rate, kids are encouraged to play at an optimum level of physical activity. In some embodiments, the game calculates the optimum exercise range based on the exact age of a user and their heart rate at rest. For example, for a typical 12 year-old this range would be roughly 140 to 160 beats per minute. As kids become more fit over time, they need to step up their physical intensity to maintain this optimum heart rate. The fan nature of the game makes it likely that kids will play more than one game in a session. The game may be configured to provide a warning if users start overexerting themselves.
In one embodiment, a user's baseline heart rate may be identified during game play or from history recorded and stored in a memory function of the game controller. A user's age, weight, fitness level and/or other parameters may be entered and used in the control of the game. The controller may establish a handicap system for game play that can be calibrated to the user's fitness level.
In another embodiment, the device may also play music during play. The rhythm of the music may increase or decrease dynamically in relation to the increase or decrease of the user's heart rate.
According to other aspects of the invention, a Software Development Kit (SDK) may be provided to allow “homebrew” developers (including kids themselves) to create their own games using a game mat and/or heart rate sensor. Such games can instill in kids the virtues of an intensive, cardiovascular workout. The games add a fan element that is missing on traditional exercise equipment such as treadmills and exercise bikes.
The inventive game provides a safe exercise experience that can be enjoyed by kids from the comfort of their own home. It may be played alone or with others. It puts kids in complete control of their own exercise fun. The game may be configured to provide a warning if users start overexerting themselves. Many parents have a concern about the amount of time some kids spend playing video games. With many embodiments of the game described above, the problematic addition is eliminated because the intense, physical nature of the game imposes a natural limit on how much kids can play in a day.
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Camera 106, such as an inexpensive, off-the-shelf “webcam” or an infrared camera, may be used to track the motion of user 108. To aid in tracking the motion of user 108, passive or active markers may be worn by the user 108. Such markers are configured to be more easily tracked by camera 106, or by another motion tracking device. For example, bracelets 114 and anklets 116 may comprise unique colors, patterns or materials to aid in tracking user 108. Other examples of suitable passive markers include a necklace, a cap, a belt, a band, reflective tape, gloves, and radio frequency identification (RFID) tags (not shown). In one embodiment of the invention, gloves are worn on both hands, with each glove comprising a different color. Active markers such as infrared or Blue Tooth transmitters (not shown) may also be used. The tracking markers may be incorporated into styled accessories that appeal to young users.
Signals from camera 106 and/or antenna 110 are fed into console 102 for processing. Based on these signals, console 102 is able to create a simulation of the movements of user 108 for realtime display on monitor 104 and/or for recording for later playback. The simulated movements make take the form of a simple stick
In some embodiments, the user is allowed to choose music, record his or her moves, and share a virtual dance video with others online. According to aspects of the invention, group dances may be created. Users may test their skills by mimicking videos from other users. The other users may use the same console 102, other consoles connected online, or dance videos superimposed on monitor 104. Dance videos created with the type of system described above may be posted to an online website where others may view them and vote for their favorites.
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In other embodiments, the game system may be configured to allow game play similar to that of the traditional game of “Twister”. Shapes, colors, positions, gestures and/or other instructions may be provided to one or more users from monitor 104, requiring the user(s) to move quickly in response. Feedback of user movements to console 102 may be provided by a pressure sensitive mat or by other motion detecting devices as described above. Points may be awarded to user(s) based on speed and accuracy. The game system described above may also be configured to play other games such as Tetris, where the user must use their whole body to place puzzle pieces. The above games can be designed to keep activity levels high. Other exercise or dance instructions may also be provided by monitor 104. Feedback from user movements can control the pace of the exercise or instruction, and can direct the system to automatically focus on problem areas a user is having with the routines. The heart rate monitor discussed above may also be utilized to provide similar feedback control of the system, and/or such data may be displayed and recorded.
In other embodiments, the game system may be incorporated in a personal computer, or may comprise a cartridge or disc played on a standard gaming console. In some of these embodiments, software for running the game, interpreting marker movements, and/or natural gestures is a desktop/client application. In other embodiments, this software is a web/server application. In yet other embodiments, the game system may be connected to a cell phone to provide communications with other users. The connected may be wired, or a wireless connection such as one using the Blue Tooth wireless standard.
While the devices and methods for using them have been described in some detail here by way of illustration and example, such illustration and example is for purposes of clarity of understanding only. It will be readily apparent to those of ordinary skill in the art in light of the teachings herein that certain changes and modifications may be made thereto without departing from the spirit and scope of the invention.
This patent application claims priority to U.S. Provisional Patent Application Ser. No. 61/032,854, filed on Feb. 29, 2008, titled (“TXT IT: A Physical Activity-Promoting Game”) and to U.S. Provisional Patent Application Ser. No. 61/032,876, filed on Feb. 29, 2008, titled (“HONEYCOMB: A Physical Exercise Game”).
Number | Date | Country | |
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61032854 | Feb 2008 | US | |
61032876 | Feb 2008 | US |