IP Library Granted Patent US 9,498,705
Granted Patent B2
US 9,498,705 · App. 13/717,471 · Granted Nov 22, 2016

Video game system having novel input devices

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Quick Facts
Patent No.
US 9,498,705
App. No.
13/717,471
Granted
Nov 22, 2016
Kind
B2
Abstract

A video game system includes an input device, where the input device has at least one physiological sensing device for determining at least one physiological state of a user. The input device further has at least one motion sensing device for determining the motion and/or position of the input device and/or the user. The video game system further comprises a processor for using the physiological state and the motion and/or position of the input device and/or user to control game play.

Claims (46)

1. A video game system, comprising:

an input device comprising at least one physiological sensing device, the physiological sensing device configured to generate information of a physiological state of a user; and

a video game console with a processor, said processor being configured to:

receive data from the input device indicating the physiological state of a user;

process said physiological state data; and

provide game play for a shooting game, based on inputs from the input device, consistent with said physiological state data, including disallowing entry into a particular mode of game play of the shooting game if the physiological state of the user exceeds a predetermined threshold, wherein disallowing entry into the particular mode of game play of the shooting game is based on a character controlled by the user performing actions which generally cannot be performed by an individual in the physiological state of the user and allowing entry into the particular mode of game play of the shooting game if the physiological state of the user remains within the predetermined threshold;

wherein the particular mode of game play of the shooting game is a sniper mode of game play.

2. The video game system of claim 1 , wherein the input device further comprises:

at least one motion sensing device, the at least one motion sensing device generating information of at least some of the inputs from the input device; and

at least one feedback device.

3. The video game system of claim 1 , wherein the input device is physically formed to represent an in-game object.

4. The video game system of claim 3 , wherein the in-game object is a rifle.

5. The video game system of claim 1 , wherein said processor being configured to provide game play in context of said physiological state data comprises said processor being configured to modify effects of inputs from the input device based on said physiological state data.

6. The video game system of claim 1 , wherein the physiological state data comprises at least one of the user's heart rate, respiratory sinus arrhythmia, skin electrical activity, muscle action potential, blood pressure, skin temperature, and respiratory rate.

7. The video game system of claim 1 , wherein said processor being configured to provide game play consistent with said physiological state data comprises said processor being configured to cause game controlled entities to attack more ferociously if said physiological state data indicates exhaustion of the user.

8. The video game system of claim 7 , wherein the game controlled entities comprise wild animal characters, and said processor is configured to increase in a frequency of attacks by the wild animal characters if said physiological state data indicates fear or exhaustion of the user.

9. The video game system of claim 1 , said processor being configured to provide game play consistent with said physiological state data comprises said processor being configured to oscillate movements of a virtual gun controlled by a user using the input device if said physiological state data indicates nervousness of the user.

10. The video game system of claim 1 , wherein said processor being configured to provide game play consistent with said physiological state data comprises said processor being configured to provide a game adjunct presentation based on said physiological state data.

11. The video game system of claim 10 , wherein the game adjunct presentation comprises background music to game play.

12. A video game system, comprising:

an input device comprising at least one physiological sensing device, the physiological sensing device configured to generate information of a physiological state of a user; and

a video game console with a processor, said processor being configured to:

receive physiological state data for a user of a video game including a user controlled game character;

compare the physiological state data to at least one reference value; and

provide for video game play in context of a result of the comparison including providing effects of user commands for the user controlled game character indicated by inputs from the user input device based on the physiological state data being within the at least one reference value and modifying the effects of user commands for the user controlled game character indicated by inputs from the user input device based on the physiological state data exceeding the at least one reference value, the modified effects including oscillation of position of a virtual gun during game play.

13. The video game system of claim 12 , wherein the at least one reference value is a predefined value.

14. The video game system of claim 12 , wherein said processor is configured to determine the at least one reference value based on physiological state data for the user received over a period of time.

15. The video game system of claim 14 , wherein the period of time is at the beginning of video game play.

16. The video game system of claim 14 , wherein the period of time is prior to video game play.

17. The video game system of claim 14 , wherein the period of time is during video game play.

18. The video game system of claim 14 , wherein said processor being configured to provide for video game play in context of the result of the comparison further comprises said processor being configured to respond to a request to enter a game mode based on the result of the comparison.

19. The video game system of claim 14 , wherein said processor being configured to provide for video game play in context of the result of the comparison further comprises said processor being configured to select background music to video game play based on the result of the comparison.

20. The video game system of claim 14 , wherein said processor being configured to provide for video game play in context of the result of the comparison further comprises said processor being configured to alter a frequency of attacks by game controlled characters based on the result of the comparison.

21. The video game system of claim 12 , wherein the physiological state data for the user comprises heart rate data and blood pressure.

22. The video game system of claim 12 , wherein the physiological state data for the user comprises at least one of the user's heart rate, respiratory sinus arrhythmia, skin electrical activity, muscle action potential, blood pressure, skin temperature, and respiratory rate.

23. A video game system, comprising:

an input device comprising at least one physiological sensing device, the physiological sensing device configured to generate information of a physiological state of a user; and

a video game console with a processor, said processor being configured to:

receive physiological state data for a user of a video shooting game, the physiological data including at least heart beat data;

compare the heart beat data to at least one reference value to determine a position in a cardiac cycle of the user at a time of taking a shot in the video shooting game; and

provide for video game play in context of a result of the comparison, including varying effects of the shot in the video shooting game based on the position in the cardiac cycle of the user at the time of taking of the shot.

24. The video game system of claim 23 , wherein the at least one reference value is a predefined value.

25. The video game system of claim 23 , wherein said processor is configured to determine the at least one reference value based on physiological state data for the user received over a period of time.

26. The video game system of claim 23 , wherein said processor being configured to provide for video game play in context of the result of the comparison further comprises said processor being configured to respond to a request to enter a game mode based on the result of the comparison.

27. The video game system of claim 23 , wherein said processor being configured to provide for video game play in context of the result of the comparison further comprises said processor being configured to select background music to video game play based on the result of the comparison.

28. The video game system of claim 23 , wherein said processor being configured to provide for video game play in context of the result of the comparison further comprises said processor being configured to alter a frequency of attacks by game controlled characters based on the result of the comparison.

Assignments (3)
RELEASE OF SECURITY INTEREST Recorded Oct 17, 2016
From: BANK OF AMERICA, N.A.
To: ACTIVISION BLIZZARD INC.; ACTIVISION PUBLISHING, INC.; ACTIVISION ENTERTAINMENT HOLDINGS, INC.; BLIZZARD ENTERTAINMENT, INC.
Reel/Frame 040381/0487 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Oct 18, 2013
From: MAY, TIMOTHY; BATOG, GEORGE
To: ACTIVISION PUBLISHING, INC.
Reel/Frame 031438/0046 →
SECURITY AGREEMENT Recorded Oct 17, 2013
From: ACTIVISION BLIZZARD, INC.
To: BANK OF AMERICA, N.A.
Reel/Frame 031435/0138 →