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Title:
A SYSTEM AND METHOD FOR ENCOURAGING PHYSICAL ACTIVITY
Document Type and Number:
WIPO Patent Application WO/2017/033110
Kind Code:
A2
Abstract:
This invention relates to a system and method for encouraging physical activity amongst sedentary persons, typically gamers which lead relatively sedentary lives. The system typically comprises a memory device storing data; and a processor comprising a receiver module and a game data generator module. The receiver module is configured to receive activity data captured by an activity tracking device associated with a gamer, wherein the activity data is indicative of a real-world physical activity of the gamer outside of a gaming session which is typically not necessarily related to a fitness level. The game data generator module is then configured to use received activity data r to generate game data, wherein generated game data is used by a computing device to contribute to in-game progress and/or in-game abilities in a game provided to the gamer by the computing device. In this way, real-world physical activity of the gamer is encouraged.

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Inventors:
SWERSKY BENJAMIN BRETT (AU)
Application Number:
PCT/IB2016/054979
Publication Date:
March 02, 2017
Filing Date:
August 19, 2016
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
SWERSKY BENJAMIN BRETT (AU)
International Classes:
A63F13/40; A63F13/65
Attorney, Agent or Firm:
PILLAY, Vishen (ZA)
Download PDF:
Claims:
CLAIMS

1 . A system to encourage physical activity, wherein the system comprises: a memory device storing data; and a processor coupled to the memory device, the processor comprising: a receiver module for receiving activity data captured by an activity tracking device associated with at least one gamer, wherein the activity data is indicative of a real-world physical activity of the at least one gamer outside of a gaming session; and a game data generator module configured to use received activity data associated with the at least one gamer to generate game data, wherein the generated game data is used by at least one computing device to contribute to one or more of in-game progress, and in-game abilities in a virtual gaming environment of at least one game during a gaming session provided to the at least one gamer by the at least one computing device.

2. A system as claimed in claim 1 , wherein the game data generator module is configured to generate the game data from activity data in accordance with at least one predetermined rule in one or both of a game specific or game independent fashion.

3. A system as claimed in claim 1 , wherein the system is configured to transmit generated game data to at least one computing device selected from a group comprising a gaming platform accessible by a plurality of electronic gaming devices, and an electronic gaming device, wherein the electronic gaming device is selected from a group comprising a mobile computing device, a laptop computing device, a personal computing device, and an electronic gaming console, wherein the at least one computing device comprises a memory device storing data, and a game processor module configured to: facilitate generating and presenting the generated virtual gaming environment to the at least one gamer; and use the received game data to contribute to one or more of in-game progress, and in- game abilities in the virtual gaming environment of the at least one game in one or both of a game or gaming platform independent fashion.

4. A system as claimed in claim 1 , wherein the processor comprises a game processor module configured to: facilitate generating and presenting the virtual gaming environment to the at least one gamer via the at least one computing device; and use the generated game data to contribute to one or more of in-game progress, and in-game abilities in the virtual gaming environment of the at least one game.

5. A system as claimed in claim 1 , wherein the receiver module is configured to communicate with the activity tracking device in one or more of a wireless or wired fashion.

6. A system as claimed in claim 1 , wherein the system comprises a least one server comprising the memory device in the form of a database and processor, wherein the database stores a plurality of profiles associated with a plurality of gamers, wherein each profile comprises information to identify the respective gamer as well as one or both of activity data and game data associated therewith.

7. A system as claimed in claim 6, wherein each stored profile comprises one or both of activity data and game data for each game linked to the respective gamer, wherein the one or both of activity data and game data for each game is associated with activity data captured by the activity tracking device from one or more of a time when the particular game was purchased by the gamer, a time when a gaming session was first initiated in the particular game, and a time when the particular game was linked to the respective user profile.

8. A system as claimed in claim 1 , wherein the activity tracking device is a wearable device, and wherein system comprises or is in communication with a user interface module operating on a mobile communication device associated with the gamer, wherein the user interface module is configured to receive activity data from the activity tracking device and transmit same to the receiver module.

9. A system as claimed in claim 1 , wherein the game data generator module is configured to process the received activity data to identify the activity associated with the same.

10. A system as claimed in either claim 3 or claim 4, wherein the memory device stores data indicative of a plurality of activity routines, wherein the game processor module is configured to track progress of a game during a gaming session and unlock data of a stored activity routine based on the tracked progress in the gaming session, wherein the unlocked data is then accessible by the gamer.

1 1 . A system as claimed in claim 10, wherein the game data generator module is configured to use received activity data to identify that an activity routine performed by the gamer is one of the activity routines stored in the database, and in response to an identification, the game processor module is configured to provide one or more predetermined in-game progress, and pre-determined in-game abilities based on the activity routine.

12. A system as claimed in claim 1 1 , wherein the database stores data indicative of a plurality of activity routines and one or more pre-determined in-game progress, and predetermined in-game abilities, wherein each activity routine is associated with a particular one or more pre-determined in-game progress, and pre-determined in-game ability.

13. A method of encouraging physical activity, wherein the method comprises: storing data in a memory; receiving activity data captured by an activity tracking device associated with at least one gamer, wherein the activity data is indicative of a real-world physical activity of the at least one gamer outside of a gaming session; and using the received activity data associated with the at least one gamer to generate game data, wherein the generated game data is used by at least one computing device to contribute to one or more of in-game progress, and in-game abilities in a virtual gaming environment of at least one game during a gaming session provided to the at least one gamer by the at least one computing device.

14. A method as claimed in claim 13, wherein the method comprises generating the game data from activity data in accordance with at least one pre-determined rule in one or both of a game specific or game independent fashion.

15. A method as claimed in claim 13, wherein the method comprises transmitting generated game data to at least one computing device selected from a group comprising a gaming platform accessible by a plurality of electronic gaming devices, and an electronic gaming device, wherein the electronic gaming device is selected from a group comprising a mobile computing device, a laptop computing device, a personal computing device, and an electronic gaming console.

16. A method as claimed in claim 13, wherein the method comprises: facilitating generating and presenting the virtual gaming environment to the at least one gamer via at least one suitable input/output device; and using the generated game data to contribute to one or more of in-game progress, and in-game abilities in the virtual gaming environment of the at least one game. 17. A method as claimed in claim 13, wherein the method comprises: storing, in the memory, a plurality of profiles associated with a plurality of gamers, wherein each profile comprises information to identify the respective gamer as well as one or both of activity data and game data associated therewith ; and storing and associating, in the memory, one or both of the received activity data and generated game data, respectively, with a respective profile associated with a gamer.

18. A non-transitory computer readable storage medium storing instructions which when executed by one or more processors cause the same to: receive activity data captured by an activity tracking device associated with at least one gamer, wherein the activity data is indicative of a real-world physical activity of the at least one gamer outside of a gaming session; and use the received activity data associated with the at least one gamer to generate game data, wherein the generated game data is used by at least one computing device to contribute to one or more of in-game progress, and in-game abilities in a virtual gaming environment of at least one game during a gaming session provided to the at least one gamer by the at least one computing device.

19. A non-transitory computer readable storage medium as claimed in claim 18, wherein the medium stores instructions which when executed by one or more processors cause the same to transmit generated game data to at least one computing device selected from a group comprising a gaming platform accessible by a plurality of electronic gaming devices, and an electronic gaming device, wherein the electronic gaming device is selected from a group comprising a mobile computing device, a laptop computing device, a personal computing device, and an electronic gaming console.

20. A non-transitory computer readable storage medium as claimed in claim 18, wherein the medium stores instructions which when executed by one or more processors cause the same to: facilitate generating and presenting the virtual gaming environment to the at least one gamer via at least one suitable input/output device; and use the generated game data to contribute to one or more of in-game progress, and in-game abilities in the virtual gaming environment of the at least one game.

Description:
A SYSTEM AND METHOD FOR ENCOURAGING PHYSICAL ACTIVITY

FIELD OF INVENTION

THIS INVENTION relates to a system and a method for encouraging physical activity, as well as a system and method for electronic gaming.

BACKGROUND OF THE INVENTION

"Gaming" as it is colloquially referred to, often involves players interacting or performing activities in a virtual environment provided in an online or off-line fashion via a suitable computing device such as a personal computer or dedicated gaming device /console.

In some games, a user controls the activities of an avatar in a virtual game and the user progresses in a game or obtains abilities based on certain in-game parameters being substantially met. Though very enjoyable, one major drawback of gaming is that players, or "gamers" as they are colloquially referred to, often lead very sedentary lives as games may be played with players not requiring physical activity.

Certain gaming consoles encourage physical activity by user via direct methods which require use of equipment which allows a game, for example, an avatar in the game to be controlled via suitable controllers coupled to the gaming console which operate via major physical movements by users which mimic the particle activities in a game. For example, a gamer playing a golf game would swing the controller in a fashion similar to a conventional golf club which would in turn cause their avatar in the game to swing their golf club. Though allowing gamers to be more physically active, the gaming consoles or systems which operate in this fashion provide limited gaming options and in particular encourage limited physical activity. Some gaming systems and method address the above problem by relating the level of fitness of the gamer to their avatar's abilities. However, in the gaming arena, it would be appreciated that this system undesirably is prejudicial to the less fit players and more physically developed players would stand at an advantage. In addition, for online applications, gamers could simply use other fitter friend's details to be able to gain the benefits within the game.

Other gaming systems and methods seek to encourage gamers to improve their physical activity levels by improving the appearance of their corresponding avatars in the virtual gaming environment. A drawback with this approach is that some games do not require an avatar to have a particular appearance, nor does it matter in some games.

It follows that one object of the present invention is to encourage gamers to engage in more physical activity as well as to address some of the drawbacks associated with existing technologies.

SUMMARY OF THE INVENTION

According to a first aspect of the invention, there is provided a system to encourage physical activity, particularly of a gamer, wherein the system comprises: a memory device storing data; and a processor coupled to the memory device, the processor comprising: a receiver module for receiving activity data captured by an activity tracking device associated with at least one gamer, wherein the activity data is indicative of a real-world physical activity of the at least one gamer outside of a gaming session; and a game data generator module configured to use received activity data associated with the at least one gamer to generate game data, wherein the generated game data is used by at least one computing device to contribute to one or more of in-game progress, and in-game abilities in a virtual gaming environment of at least one game during a gaming session provided to the at least one gamer by the at least one computing device. The game data generator module may be configured to generate the game data from activity data in accordance with at least one pre-determined rule in one or both of a game specific or game independent fashion.

The system may be configured to transmit generated game data to at least one computing device selected from a group comprising a gaming platform accessible by a plurality of electronic gaming devices, and an electronic gaming device, wherein the electronic gaming device may be selected from a group comprising a mobile computing device, a laptop computing device, a personal computing device, and an electronic gaming console, wherein the at least one computing device may comprise a memory device storing data, and a game processor module configured to: facilitate generating and presenting the generated virtual gaming environment to the at least one gamer; and use the received game data to contribute to one or more of in-game progress, and in- game abilities in the virtual gaming environment of the at least one game in one or both of a game or gaming platform independent fashion.

The processor may comprise a game processor module configured to: facilitate generating and presenting the virtual gaming environment to the at least one gamer via the at least one computing device; and use the generated game data to contribute to one or more of in-game progress, and in-game abilities in the virtual gaming environment of the at least one game.

The receiver module may be configured to communicate with the activity tracking device in one or more of a wireless or wired fashion.

The exercise data received from the activity tracker may be exercise data recorded by the activity tracker in a particular period of time, wherein the exercise data received is indicative of said period of time. The physical activity of the user may be one or more of the number of steps taken by the user, calories burned, distance travelled, and other indicators of the physical activity of the user. The physical activity may be from one or more of recreational, health, or work activities.

The game data may be a point based system, wherein points may be allocatable in accordance with a predetermined scheme for the exercise data received or in accordance with a particular scheme specific to a particular game or type of game for the exercise data received. The activity tracking device may be uniquely associated with a user.

The system may comprise a least one server comprising the memory device in the form of a database and processor, wherein the database stores a plurality of profiles associated with a plurality of gamers, wherein each profile may comprise information to identify the respective gamer as well as one or both of activity data and game data associated therewith.

Each stored profile may comprise one or both of activity data and game data for each game linked to the respective gamer, wherein the one or both of activity data and game data for each game may be associated with activity data captured by the activity tracking device from one or more of a time when the particular game was purchased by the gamer, a time when a gaming session was first initiated in the particular game, and a time when the particular game was linked to the respective user profile.

The activity tracking device may be a wearable device, and wherein system may comprise or may be in communication with a user interface module operating on a mobile communication device associated with the gamer, wherein the user interface module may be configured to receive activity data from the activity tracking device and transmit same to the receiver module.

The game data generator module may be configured to process the received activity data to identify the activity associated with the same. The memory device stores data indicative of a plurality of activity routines, wherein the game processor module may be configured to track progress of a gamer in a gaming session and unlock data of a stored activity routine based on the tracked progress in the gaming session, wherein the unlocked data may be then accessible by the gamer.

The game data generator module may be configured to use received activity data to identify that an activity routine performed by the gamer may be one of the activity routines stored in the database, and in response to an identification, the game processor module may be configured to provide one or more pre-determined in-game progress, and pre-determined in-game abilities based on the activity routine.

The database stores data indicative of a plurality of activity routines and one or more pre-determined in-game progress, and pre-determined in-game abilities, wherein each activity routine may be associated with a particular one or more pre-determined in-game progress, and pre-determined in-game ability. The in-game progress may be in the form of one or more of experience points, achievements, unlockables, and badges.

The in-game abilities may be one or more of virtual physical activities of an avatar in a game, for example, running, jumping, swimming, flying, maximum health, or the like. Instead, or in addition, the in-game abilities may be in the form of weapons, particular powers, or the like.

The system, or part thereof, may be embodied in one or more gaming consoles. The system may comprise a plurality of the activity tracking devices.

Instead, or in addition, the system may be an online gaming system. According to a second aspect of the invention there is provided a method of encouraging physical activity, wherein the method comprises: storing data in a memory; receiving activity data captured by an activity tracking device associated with at least one gamer, wherein the activity data is indicative of a real-world physical activity of the at least one gamer outside of a gaming session; and using the received activity data associated with the at least one gamer to generate game data, wherein the generated game data is used by at least one computing device to contribute to one or more of in-game progress, and in-game abilities in a virtual gaming environment of at least one game during a gaming session provided to the at least one gamer by the at least one computing device.

The method may comprise generating the game data from activity data in accordance with at least one pre-determined rule in one or both of a game specific or game independent fashion.

The method may comprise transmitting generated game data to at least one computing device selected from a group comprising a gaming platform accessible by a plurality of electronic gaming devices, and an electronic gaming device, wherein the electronic gaming device may be selected from a group comprising a mobile computing device, a laptop computing device, a personal computing device, and an electronic gaming console.

The method may comprise facilitating generating and presenting the virtual gaming environment to the at least one gamer via at least one suitable input/output device; and using the generated game data to contribute to one or more of in-game progress, and in-game abilities in the virtual gaming environment of the at least one game. The method may further comprise: storing, in the memory, a plurality of profiles associated with a plurality of gamers, wherein each profile may comprise information to identify the respective gamer as well as one or both of activity data and game data associated therewith; and storing and associating, in the memory, one or both of the received activity data and generated game data, respectively, with a respective profile associated with a gamer.

According to a third aspect of the invention, there is provided a non-transitory computer readable storage medium storing instructions which when executed by one or more processors cause the same to: receive activity data captured by an activity tracking device associated with at least one gamer, wherein the activity data is indicative of a real-world physical activity of the at least one gamer outside of a gaming session; and use the received activity data associated with the at least one gamer to generate game data, wherein the generated game data is used by at least one computing device to contribute to one or more of in-game progress, and in-game abilities in a virtual gaming environment of at least one game during a gaming session provided to the at least one gamer by the at least one computing device.

The medium stores instructions which when executed by one or more processors cause the same to transmit generated game data to at least one computing device selected from a group comprising a gaming platform accessible by a plurality of electronic gaming devices, and an electronic gaming device, wherein the electronic gaming device may be selected from a group comprising a mobile computing device, a laptop computing device, a personal computing device, and an electronic gaming console.

The medium stores instructions which when executed by one or more processors cause the same to: facilitate generating and presenting the virtual gaming environment to the at least one gamer via at least one suitable input/output device; and use the generated game data to contribute to one or more of in-game progress, and in-game abilities in the virtual gaming environment of the at least one game.

According to a fourth aspect of the invention, there is provided a gaming apparatus comprising: a memory device storing data; and means for receiving exercise data from an activity tracking device associated with a user, wherein the exercise data is indicative of a real-world physical activity of the user; and means for using the received exercise data to generate game data for use in a virtual gaming environment of a game or type of game provided by one or more computing devices, wherein the game data generator is configured to generate the game data from exercise data in accordance with a pre-determined rule or pre-determined parameters associated with a particular game or type of game; and means for providing the virtual gaming environment of a game; and means for using the generated game data to contribute to in-game progress and/or abilities in the virtual gaming environment of the game.

BRIEF DESCRIPTION OF THE DRAWINGS

Figure 1 shows a block diagram of a network comprising a system/apparatus in accordance with an example embodiment of the invention;

Figure 2 shows another block diagram of another network comprising a system in accordance with another example embodiment of the invention;

Figure 3 shows another block diagram of another network comprising a system in accordance with yet another example embodiment of the invention;

Figure 4 shows a flow diagram of a method in accordance with an example embodiment of the invention;

Figure 5 shows another flow diagram of a method in accordance with an example embodiment of the invention and

Figure 6 shows a diagrammatic representation of a machine in the example form of a computer system in which a set of instructions for causing the machine to perform any one or more of the methodologies discussed herein, may be executed.

DETAILED DESCRIPTION OF THE DRAWINGS In the following description, for purposes of explanation, numerous specific details are set forth in order to provide a thorough understanding of an embodiment of the present disclosure. It will be evident, however, to one skilled in the art that the present disclosure may be practiced without these specific details. Moreover, various permutations are set forth for facilitate understanding of the components of the invention and it will be appreciated that various combinations of the permutations may be realised accordingly.

Furthermore, it should be pointed out that the same parts described in the different embodiments are denoted by the same reference numbers and the same component names and the disclosures made throughout the description can be transposed in terms of meaning to same parts bearing the same reference numbers or same component names. Referring to Figure 1 of the drawings, an example embodiment of a system in the form of apparatus in accordance with the invention is generally indicated by reference numeral 10. The apparatus 10 is typically in the form of a computing device selected from a group comprising an electronic gaming device/console a mobile computing device such as a smartphone, tablet computer, a laptop computer, etc. or a desktop personal computing device. However, for ease of explanation, reference will be made to the apparatus 10 being in the form of a conventional electronic gaming console operable to provide a game or in other words a virtual gaming environment to a user 12 during a gaming session initiated by the user 12. The term "user" in the context of the specification may be interpreted as analogous to the term "gamer". The virtual gaming environment generated by the apparatus 10 is presented to the gamer 12 via a suitable input/output module 13 comprising devices such as an electronic display (e.g., a conventional LCD (Liquid Crystal Display), LED (Light Emitting Diode) display, virtual reality displays, holographic displays, and the like) in a conventional fashion. The gamer 12 is able to interact with the virtual environment via input/output module 13 comprising devices such as controllers (e.g., joysticks, keyboards, etc.) associated with the gaming console 10.

The gaming console 10 may be similar to conventional gaming consoles which are operable to receive data storage devices such as game compact disks, and the like and read machine readable instructions data stored thereon to provide a game on the module 13to the user. Instead, or in addition, the console 10 may receive data via a communication network (not shown) so as to provide or facilitate providing a game in a conventional fashion, as mentioned below. In some example embodiments, the gaming console 10 reading the set of computer executable instructions provides games which comprise one or more avatars which are controllable by way of the controllers by the gamers, wherein the avatars progress various stages of the game and/or wherein the avatars access various in-game abilities. To this end, the gaming console 10 comprises a memory device 14 and a processor 16.

The memory device 14 may be in the form of a machine-readable medium, e.g. memory in the processor 16, main memory, and/or hard disk drive of the console 10, which carries a set of non-transitory computer executable/machine-readable instructions to direct the operation of the processor 16. It is to be understood that the processor 16 may be one or more microprocessors, controllers, or any other suitable computing device, resource, hardware, software, or embedded logic.

In particular, it will be noted that the processor 16 comprises a plurality of modules corresponding to the functional tasks to be performed by the console 10. In this regard, "module" in the context of the specification will be understood to include an identifiable portion of code, computational or executable instructions, data, or computational object to achieve a particular function, operation, processing, or procedure. It follows that a module need not be implemented in software; a module may be implemented in software, hardware, or a combination of software and hardware. Further, as will be evident in other exemplary example embodiments of the system, the modules need not necessarily be consolidated into one device but may be spread across a plurality of devices.

Though not shown, it will be noted that the console 10 may also comprise a plurality of circuitry, drivers, and the like similar to conventional electronic gaming devices/consoles so as to be able to read a removable game disk, provide a display on a display device, and receive commands from associated controllers, in use.

In any event, it will be noted that the processor 16 comprises a receiver module 18, a game data generator module 20, and a game processor module 22. The receiver module 18 is typically configured to communicate with an activity tracing device 24 associated with a user 12 so as to receive activity data therefrom. The activity tracking device 24, may be one or both of a wearable activity tracking device, a software application operable on a mobile communication device associated with the user 12, or the like. In any event, the activity tracking device 24 is configured to record activity data associated with a user 12. The activity data is typically indicative of the level of real-world physical activity of the user 12. To this end, the device 24 is configured to monitor the physical activity of the user 12 in the real-world. The activity may be exercise, recreational activity, work activity, or any physical movement thereof. For example, the activity data may include the number of steps taken, etc. In one example embodiment, the amount of physical activity is measured by a gyroscope and/or gravity actuated switch operatively included in the device 24 so as to measure the amount of physical activity associated with user 12. Instead, or in addition, the heart rate, body temperature, distance travelled, calories burned, or any other measure of physical real-world activity of the user may be measured and translated into activity data by the device 24. In one example embodiment, the device 24 is configured to measured reps of push ups, pull ups, bicep curls, and other reps of exercises which may be used as activity data in the fashion described herein. It will be noted that the activity data is not necessarily linked to fitness. Thus unfit gamers 12 will not be at a disadvantage of fitter competitors, which may de- motivate them from making use of the system, as the activity data is concerned with general physical activity. In one example embodiment, the device 24 may homologise information indicative of physical activity of the user to provide the activity data received by the module 18. However, in one example embodiment where the activity data is raw data indicative of a range of physical activity, the receiver module 18 may be configured to homologise the received activity data so that various physical activities are brought down to similar comparable parameters/metrics. For example, if some activity devices 24 provide that activity data is steps taken by the users whereas other give the distance swam or cycled, the module 18 is configured to bring them down to a common factor, for example, calories burned, or similar metric. To this end, the module 18 may use a suitable pre-stored conversion factor to be able to achieve the desired homologous end, for example, the module 18 may be operable to use a conversion look-up table stored in memory 14 to be able to convert the received activity data to activity data in a usable format. The device 24 thus may in some example embodiments be compatible with the console 10 so as to prevent the incompatible trackers being used with the console and obtaining disproportionate progress in some games. To this end, the devices 24 may, for example, have identifiers which the console 10 may recognise, or the like.

The activity data may be provided by the device 24 in a particular time window, which may be predetermined. In one example embodiment, the time window is linked to a particular workout session, a day, week, etc. Instead, or in addition, the activity data is collected and used for a particular game from an initiating event in the form of one or more of the date which a particular game was purchased, the first time a particular user played the game, etc. It will be appreciated that activity data for that particular game is then collected from the time of the initiating event and the activity data used for each gaming session is determined from the time initiating event up until the said gaming session is initiated. However, it will be noted that in some example embodiments, activity data between gaming sessions may only be used. The activity data may be provided automatically to the console 10 as soon as a communication session has been established between the same. Use of the activity data may be shared across games, for example, by way of a registration process so as to be regulated and/or may be allocated/assigned to a specific game. In some example embodiments, the user may make a selection as to whether the activity data is shared amongst games or exclusively linked to a particular game.

The receiver module 18 may be communicably coupled to the activity tracking device 24, in use, wirelessly or in a wired fashion. For example, the module 18 may be operable to communicate with the device 24 via Bluetooth or via Wi-Fi. These communication protocols may be provided by way of input/output hardware architecture of the console 10. However, in some example embodiments, suitable conventional input/output module 13 may be used to this end.

In any event, the game data generator module 20 is configured to use the received activity data associated with the user to generate game data for use in a game being played by the user 12. The module 20 is configured to generate the game data from activity data in accordance with a pre-determined rule or pre-determined parameters associated with a particular game or type of game. It will be understood that the generated game data is used by the module 22 to contribute to in-game progress and/or abilities in the virtual gaming environment of a game. The rules with which the module 20 uses to derive or generate the game data may be contained in the memory 14, or may be determined by a particular game/game disk. For example, in one example embodiment, the module 20 may use the received activity data to determine corresponding game data in the form of game points from one or more rules or look-up tables in memory 14, wherein some games already are pre- coded to recognise the game points and pre-coded to provide in-game progress and/or abilities to the user 12 playing the game based on the game points associated with the user 12. In some example embodiments, the game data is the homogenised activity data, for example, calories burned, or the like.

It will be noted that the game data and /or activity data need not be console specific but may be used across various consoles provided by different manufacturers. The in-game progress may be to advance the user 12/avatar and/or game-play to another level or stage (e.g., unlocking a previously locked level in a game), or provide them with certain badges of achievement, wherein in-game abilities are , for example, jumping, running, swimming, etc., or faster abilities in the virtual gaming environment. In addition, in- game abilities may also extend to unlocking a previously locked ability in a game. In certain games such as racing games, the game data may allow access to more vehicles, or allow faster speeds.

In one example embodiment, game points generated by the module 20 as described above may be stored in memory 14 associated with a particular user 12 and the games played may search the memory 14 for associated game points and provide corresponding in-game progress and/or abilities. However, it will be noted that if there are no game points stored, the game will be played or will be proceeded with in a conventional fashion without taking cognisance of any contribution which the game points could have made to the in- game progress or abilities. It follows that the games played in accordance with the invention, need not be played with the game data as a critical aspect of the same but the game data merely contributes to the in-game progress and/or abilities thereby incentivising physical activity for a gamer 12 so as to encourage the same to be more physically active and less sedentary.

In the example embodiment as described, the game processor module 22 may be operable to provide the virtual gaming environment of a game by reading the computer executable instructions provided on the game disk in a conventional fashion. Instead, or in addition, the module 22 may be configured to communicate wirelessly across a network as will be discussed below.

In Figure 2, a network in accordance with an example embodiment is generally indicated by reference numeral 30. The network 30 comprises a system 32 in accordance with an example embodiment. The system 32 typically comprises many of the modules described above with reference to Figure 1 and thus the operation of the modules remains substantially similar to that described above. Thus similar modules will be referred to with the same reference numerals. However, it will be appreciated that unlike the case on Figure 1 where the modules were essentially in one apparatus 10, the modules are spread out in the network 30 so as to provide the similar functionality described above in a remote fashion.

System 32 comprises a gaming server 34 which is operable to communicate with a gaming console 36 via a communication network 38. The memory device 44 is typically a database associated with the server 34, or one or more distributed databases, for example, a cloud based database. Though one server 34 is illustrated, it will be appreciated that the system 32 may be incorporated in one or a plurality of networked application servers spread out geographically through the network 30 in a cloud-based computing fashion. In a similar vein, a plurality of users 12 using a plurality of gaming consoles 36 may interact with the server 34 though only one is shown for ease of illustration. The network 38 may be a mobile or wireless communications network / telecommunications network. Instead, or in addition, the network 38 may be a packet-switched network and may form part of the Internet. Instead, the communications network 108 may be a circuit switched network, public switched data network, or the like. In any event, the gaming console 36 and the server 34 may comprise communication modules 40 to facilitate communication via the network 38.

The gaming console 36 differs in at least one respect from the console 10 above in that it does not receive and process activity data directly in a fashion described above with respect to the console 10. To this end, the console 36 may be a conventional gaming console having a game processor module 22 forming part of the system 32 to provide a game in a conventional fashion but use the game data generated by game data generator module 20 provided by the gaming server 34 to provide in-game progress and/or abilities to a user 12 as described above.

In the network 30, the activity tracking device 24 does not communicate with the gaming console 36 directly. In particular, the device 24 communicates either directly to the gaming server 34, for example, via Wi-Fi or via a Bluetooth to a mobile communication device 42 associated with the user 12, particularly to a user interface module in the form of a software application operating on the device 42. The software application may then initiate automatically or on command a communication session with the server via the network 38 so as to provide the same with the activity data recorded or captured by the device 24.

The server 34 is configured to receive the activity data via the module 18 and process same to generate the game data in a similar fashion as described above. As alluded to above, the generated game data is transmitted online to the game processor module 22 which processes the same in the fashion described above.

In this example embodiment, the user interface module on the mobile communication device 42 of the user 12 and/or the activity tracking device 24 may form part of the system 32. In addition, in one example embodiment, the user interface module may operate the device 42 as an activity tracking device to track physical activity of the user 12 using conventional electronic and/or software module provided in the mobile communication device 42 associated with a user 12. It will be appreciated that in some example embodiments, the user interface module on the device 42 may be a third party module not forming part of the system 34, although configured to transmit activity data to the module 18. In the present example embodiment, the server 34 may be operable to store profiles/accounts of a plurality of user 12 and may associate activity data received and/or game data generated with the users profiles in the memory device or database 44. In this way, the user 12 may access at least their game data from any gaming console 36, via suitable web application protocols, and may at least keep track of their level of physical activity. The profile of a user 12 may be accessible via a website provided by the server 34.

Though not illustrated, it will be appreciated that an online gaming platform may be provided, wherein the gaming platform is configured to receive game data from the module 20. The gaming platform may facilitate the generation of the virtual environment of a gaming session by the gaming console 36 as well as use of the game data as envisaged herein. For example, in one example embodiment, instead of the server 34, the console 36 may connect via the network 38 to the gaming platform, which may be in the form of a gaming application platform, so as to at least obtain the game data which the platform has received from the server 34. The console 36 uses the game data in a game session in the fashion described above. In some example embodiment, the platform facilitates or assists the console in providing the virtual environment in the gaming session, for example, as may be the case for network type games where a gaming session is accessed and interacted with by a plurality of consoles 36 and users 12.

In Figure 3, another network in accordance with an example embodiment is generally indicated by reference numeral 50. The network 50 comprises a system 52 which is similar to the system 32 in the network 30 described above, of course with reference to Figure 1 , and thus similar parts having similar functions will be referred to by the same reference numerals.

The system 52 is differs from the system 32 in that the module 22 is typically provided within gaming server 54. In this way, the user 12 may use a networked computing device 56 in the form of a conventional personal computer, laptop, smartphone, tablet computer, and the like to play an online game provided by the server 54, wherein in the online game provided by the server 54, the game data generated from activity data received from the device 42 via the activity tracking device 24 as described above provides the user 12 with in-game progress and/or abilities in a similar fashion as described above.

In the present example embodiment, the user 12 may have an associated gaming profile maintained in the memory device or database 44 which is linked to their respective game data and/or activity data. To this end, it will be appreciated that the system 52 (including the system 32 for that matter) may comprise a registration module (not shown) to enable the user 12 create and maintain a profile with the system 32, 52. Example embodiments will now be further described in use with reference to Figures 4 and 5. The example methods shown in Figures 4 and 5 are described with reference to Figures 1 to 3, although it is to be appreciated that the example method may be applicable to other devices and/or systems (not illustrated) as well. In Figure 4, a flow diagram of a method in accordance with an example embodiment of the invention is generally indicated by reference numeral 60. The method 60 is typically a method of encouraging real-world physical activity of users of a virtual environment, or for brevity, gamers.

The method 60 may comprise initial steps of initialising a game to be played via the consoles 10, 36 or via the computer 56. The method 60 may comprise the conventional steps of logging into an online account or profile of the user 12 if applicable.

In any event, the method 60 comprises the step of receiving, at block 62, for example, via the module 18 activity data associated with the user 12 in a manner described above by way of the activity tracking device 24. Though not illustrated, the method 60 may comprise monitoring, via the device 24, the physical activity of the user 12. Also not illustrated, the method 60 may comprise the step of homogenising the received activity data to be in a usable format in a manner described above.

The method may comprise using, at block 64, the received activity data to generate game data by way of the module 20 as described above. To this end, the method 60 may comprise operating the module 20 to obtain any rules for the generation of the game data and apply the same to the received activity data.

The method then comprises using, at block 66 via the module 22, the generated game data to contribute to in-game progress and/or abilities in a manner described herein. In this way, users 12 are encouraged to participate in real-world activities as they, though not required, have an impact on their virtual gaming world.

In particular, certain games players or objects (such as weapon) are given scores of some form to demonstrate their properties, skills or usefulness in game-play. In the context of the present disclosure, the game data contributes to these scores.

The tables which follow provide, by way of example, how in-game progress may be allocated or assigned based on the game data generated:

Table 1 : auto assigned representational Soccer stvle aame

The user's physical activity The in game result (could be for an individual player or a whole team) more time spent running endurance increase higher top speed better aerial, jumping skills higher average speed higher sprint speed new route increased creativity higher average heart rate strength on the ball distance travelled Shooting distance

Table 2: user assigned

Soccer stvle aame

The in game result (could be for an

The user's physical activity

individual player or a whole team) more time spent running points awarded higher top speed points awarded higher average speed points awarded new route points awarded higher average heart rate points awarded distance travelled points awarded

Table 3: auto assigned non representational

Fantasy stvle aame The user's physical activity The in game result (could be for an individual player or a whole team) more time spent running Improve Dark magic skills higher top speed Improve Light magic skills higher average speed Improve Sharp weapon skills new route Improve blunt weapon skills higher average heart rate Increase magic range distance travelled Improve range weapons skills

Table 4: auto assiqned representational for first person shooter (FPS), third person shooter and many open world adventure aames

The user's physical activity The in game result (could be for an individual player or a whole team) upper body workout (overall score) increased carry load (weapons, ammunition, items) upper body strength improved melee upper body endurance increase manoeuvrability with increased carry load (particularly heavy ones) lower body workout (overall score) increased sprint time lower body strength increased jumping height/distance lower body endurance increased max sprint speed overall endurance increased maximum health overall strength decreased hit damage workout intensity improved special abilities Table 5: semi auto assigned representational

Table 6: Semi auto assigned representational assignment rules

How points can be used type of points can be assigned to these skills upper body points increased carry load manoeuvrability, improved melee, increased carry load lower body points increased sprint time, better jumping, increased max sprint speed overall points increased max health,

decreased hit damage,

improved special abilities

Table 7: user assigned

In the Tables above, Tables 1 , 3 and 4 show how physical activity data can be automatically assigned by the console/system towards in-game progress. Tables 2 and 7 show how physical activity data can converted into points so the user can then choose how the data is assigned to in game progress. Tables 5 and 6 show how there can be a compromise between user assigned and auto assigned by setting up the game to impose limits on the way the user can assign the points earned through physical activity. Tables 1 , 4 and 5-6 show how the in game progress can be representational of the user's real world physical activity. Table 3 shows how the physical activity data can be assigned automatically by the game in a nonrepresentational fashion.

These different methods of progress allocation can be used individually or in conjunction with one another, contributing to particular aspects and mechanisms within the game. The exact values of the in-game progress achieved by physical activity are likely to vary from game to game. The values will be determined by processing "multipliers", as alluded to herein, in each game.

Representational and non-representational games have the following functional benefits: a) representational application of activity data provides a more personalised interaction with the game that some users may seek. b) non-representational application of activity data means that the system can be applied to a broader range of games, games to which there would not be obvious representational links such as fantasy or strategy games.

Referring now to Figure 5 of the drawings, another method in accordance with an example embodiment of the invention is generally indicated by reference numeral 90. The method 90 comprises tracking, at block 92 by way of the game processor module 22, progress of the gamer 12 in a gaming session or in other words progress in the game. Based on the progress in the game, the method 90 comprises, at block 92 via module 22, unlocking an activity routine or workout from a plurality of workouts stored in the memory device 14, 44, wherein the gamer 12 is able to access the workout routine which they previously had no access to. For example, in a soccer based game, progress in a game may allow a workout routine associated with a particular real-world player to be unlocked for use by the user. The memory device 14, 44 typically stores a plurality of activity routines, wherein the routines may be stored for a particular game, or type of game. In the case of a gaming console 10, the disk storing the data for the module 22 to provide the game may store these routines.

The method 90 comprises processing received activity data, particularly by using the same to determine or identify, at block 94 via the game data generator module 20, that the gamer 12 has performed the unlocked workout routine or in other cases some other predetermined activity routine or activity. To this end, the module 20 may be configured to perform suitable matching to match received activity data to activity data or an activity data profile associated with the unlocked workout or predetermined activity.

In response to a positive identification of a particular activity or unlocked workout, the method 90 comprises providing, at block 96 via module 22, a pre-determined in-game ability or progress linked to the pre-determined activity or unlocked workout. For example, in the case of the soccer game example, should the module 20 determine that the unlocked workout associated with the real-world player has been performed by the gamer 12, the module 22 provides the gamer 12 with the ability of using that real-world player in the game, which player was previously locked from use by the gamer 12 and use of the player would have only been possible through progress via conventional game-play optionally coupled with activity of the gamer 12 as contemplated above. To this end, it will be noted that the database 44 stores a plurality or workouts and pre-determined in-game abilities and/or progress associated therewith for one or a plurality of games.

Figure 6 shows a diagrammatic representation of machine in the example of a computer system 100 within which a set of instructions, for causing the machine to perform any one or more of the methodologies discussed herein, may be executed. In other example embodiments, the machine operates as a standalone device or may be connected (e.g., networked) to other machines. In a networked example embodiment, the machine may operate in the capacity of a server or a client machine in server-client network environment, or as a peer machine in a peer-to-peer (or distributed) network environment. The machine may be a personal computer (PC), a tablet PC, a set-top box (STB), a Personal Digital Assistant (PDA), a cellular telephone, a web appliance, a network router, switch or bridge, or any machine capable of executing a set of instructions (sequential or otherwise) that specify actions to be taken by that machine. Further, while only a single machine is illustrated for convenience, the term "machine" shall also be taken to include any collection of machines that individually or jointly execute a set (or multiple sets) of instructions to perform any one or more of the methodologies discussed herein.

In any event, the example computer system 100 includes a processor 102 (e.g., a central processing unit (CPU), a graphics processing unit (GPU) or both), a main memory 104 and a static memory 106, which communicate with each other via a bus 108. The computer system 100 may further include a video display unit 1 10 (e.g., a liquid crystal display (LCD) or a cathode ray tube (CRT)). The computer system 100 also includes an alphanumeric input device 1 12 (e.g., a keyboard), a user interface (Ul) navigation device 1 14 (e.g., a mouse, or touchpad), a disk drive unit 1 16, a signal generation device 1 18 (e.g., a speaker) and a network interface device 120. The disk drive unit 16 includes a machine-readable medium 122 storing one or more sets of instructions and data structures (e.g., software 124) embodying or utilised by any one or more of the methodologies or functions described herein. The software 124 may also reside, completely or at least partially, within the main memory 104 and/or within the processor 102 during execution thereof by the computer system 100, the main memory 104 and the processor 102 also constituting machine-readable media.

The software 124 may further be transmitted or received over a network 126 via the network interface device 120 utilising any one of a number of well-known transfer protocols (e.g., HTTP).

Although the machine-readable medium 122 is shown in an example embodiment to be a single medium, the term "machine-readable medium" may refer to a single medium or multiple media (e.g., a centralized or distributed database, and/or associated caches and servers) that store the one or more sets of instructions. The term "machine-readable medium" may also be taken to include any medium that is capable of storing, encoding or carrying a set of instructions for execution by the machine and that cause the machine to perform any one or more of the methodologies of the present invention, or that is capable of storing, encoding or carrying data structures utilised by or associated with such a set of instructions. The term "machine-readable medium" may accordingly be taken to include, but not be limited to, solid-state memories, optical and magnetic media, and carrier wave signals.

The invention as described herein provides gamers with an option of increasing their levels of physical activity to reap the benefits thereof in the virtual gaming environment. The invention as described herein is not link to the fitness level of the user which could be biased to certain users but more to their level of physical movement or activity. In this way, users or gamers are encouraged to lead more active lives as opposed to more sedentary ones associated with conventional gamers.