SYSTEMS AND METHODS FOR BIOFEEDBACK GAMEPLAY
First Claim
1. A method comprising:
- receiving an assessment of a person, the assessment including an evaluation of a trait of the person and an evaluation of an emotional or behavioral impairment of the person;
selecting a game, from one or more computer games, suitable for the person based on the assessment, the game having a variable difficulty;
monitoring a physiological response of the person while playing the game;
varying a difficulty of the game using a pattern based on the emotional or behavioral impairment;
measuring a change in the physiological response as the difficulty of the game changes; and
modifying the difficulty of the game to increase the difficulty when the physiological response exceeds a predetermined threshold characteristic of the emotional or behavioral impairment.
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Abstract
Techniques are disclosed for deploying game-based therapy correlated with, but independent from, an executing game program. In general, game content within a display can be improved with an overlay of visual therapeutic content such as a visual indicator of a current emotional or physiological state, along with visual features or effects that alter game difficulty. A variety of visual effects can usefully be integrated with third-party game content with requiring direct computation access to the executing game code. For example, effects such as dimming, fading, pixelating, or fogging can be rendered within active regions of a game window independently from, but correlated with the visual content of, the current game. This is suitable for delivering treatment for a range of cognitive and similar disorders and permits rendering of user-specific therapeutic content in combination with third-party games and gaming platforms.
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Citations
22 Claims
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1. A method comprising:
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receiving an assessment of a person, the assessment including an evaluation of a trait of the person and an evaluation of an emotional or behavioral impairment of the person; selecting a game, from one or more computer games, suitable for the person based on the assessment, the game having a variable difficulty; monitoring a physiological response of the person while playing the game; varying a difficulty of the game using a pattern based on the emotional or behavioral impairment; measuring a change in the physiological response as the difficulty of the game changes; and modifying the difficulty of the game to increase the difficulty when the physiological response exceeds a predetermined threshold characteristic of the emotional or behavioral impairment. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20)
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21. A computer program product for remediating emotional or behavioral impairments, the computer program product comprising computer executable code embodied in a non-transitory computer-readable medium that, when executing on one or more computing devices, performs the steps of:
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receiving an assessment of a person, the assessment including an evaluation of a trait of the person and an evaluation of an emotional or behavioral impairment of the person; selecting a game, from one or more computer games, suitable for the person based on the assessment, the game having a variable difficulty; monitoring a physiological response of the person while playing the game; varying a difficulty of the game using a pattern based on the emotional or behavioral impairment; measuring a change in the physiological response as the difficulty of the game changes; and modifying the difficulty of the game to increase the difficulty when the physiological response exceeds a predetermined threshold characteristic of the emotional or behavioral impairment.
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22. A system comprising:
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a display; a processor; a physiological monitor configured to provide a physiological signal, the physiological monitor coupled in a communicating relationship with the processor; and a memory storing an assessment of a person, the assessment including an evaluation of a trait of the person and an evaluation of an emotional or behavioral impairment of the person, wherein the memory is configured by computer executable code to perform the steps of selecting a game, from one or more computer games, suitable for the person based on the assessment, the game having a variable difficulty, presenting the game on the display, monitoring a physiological response of the person while playing the game based on the physiological signal from the physiological monitor, varying a difficulty of the game using a pattern based on the emotional or behavioral impairment, measuring a change in the physiological response as the difficulty of the game changes, and modifying the difficulty of the game to increase the difficulty when the physiological response exceeds a predetermined threshold characteristic of the emotional or behavioral impairment.
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Specification