Electronic game using a player's physiological responses
First Claim
1. An electronic game of a type in which players compete comprising a plurality of constant current input means adapted to be associated with a respective one of a plurality of players for detecting the of the player'"'"'s skin indicative of the level of calm of the player, means for sensing the difference in said level between the players, means for indicating a predetermined degree of difference in said level of calm between the players, means for detecting whenever said difference exceeds said predetermined degree, means for keeping count of each time said difference exceeds said predetermined degree, a plurality of said scoring displays adapted to be respectively associated with said plurality of players, and means for scoring each said count in that one of scoring displays associated with the calmer player.
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Abstract
An electronic game for one or more players senses physiological responses of each player'"'"'s body indicative of the level of calmness of the player. These responses are compared to those of the other player (or to a reference level established by the machine) in order to score points whenever the difference between calmness levels exceeds a predetermined degree. Points are counted in a visual display associated selectively with whichever player has, according to the game, either the lower or higher level of calmness.
47 Citations
4 Claims
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1. An electronic game of a type in which players compete comprising a plurality of constant current input means adapted to be associated with a respective one of a plurality of players for detecting the of the player'"'"'s skin indicative of the level of calm of the player, means for sensing the difference in said level between the players, means for indicating a predetermined degree of difference in said level of calm between the players, means for detecting whenever said difference exceeds said predetermined degree, means for keeping count of each time said difference exceeds said predetermined degree, a plurality of said scoring displays adapted to be respectively associated with said plurality of players, and means for scoring each said count in that one of scoring displays associated with the calmer player.
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2. An electronic game of a type in which players compete comprising a plurality of constant current input means adapted to be respectively associated with a plurality of players for applying said current thereto, said input means serving to detect the electrical resistance of the player'"'"'s skin, said resistance changing in response to variations in the degree of calm of the player, display means responsive to said inputs for indicating the difference between the degree of calm of one of the players and that of another player, means for indicating a predetermined degree of difference in said level of calm between the players, means for detecting whenever said difference exceeds said predetermined degree of difference, means responsive to the last named means for counting each said detection and for displaying the score thereof selectively associated with the calmer or less calm player.
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3. An electronic game of a type in which players compete comprising a plurality of input means adapted to be respectively associated with a plurality of players for sensing electrical resistance at the skin of an associated player'"'"'s body indicative of the level of the calm of the player, means for sensing changes in the difference between the calm level of one of the players and that of another player, display means responsive to the last named means for indicating progressive changes in said difference, means for indicating a predetermined degree of difference in said level of calm between the players, means for detecting whenever said difference exceeds said predetermined degree of difference, means responsive to the last named means for counting each said detection, and means for displaying the score thereof associated selectively with whichever player has, according to the game, either the lower or higher level of calm.
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4. An electronic game of a type in which a player competes comprising input means for sensing electrical skin resistance of a player'"'"'s body indicative of the degree of calmness of the player, means for indicating a reference level of calmness, display means responsive to said input means for indicating a difference between the degree of calmness of the player and that of said reference level, means for indicating a predetermined degree of difference in the calmness between the player and said reference level, means for detecting whenever said difference exceeds said predetermined degree of difference, means responsive to the last named means for counting each said detection, and means for displaying the score thereof associated selectively with the player or the reference level whichever represents, according to the game, either the lesser or greater calmness.
Specification