Multi-player role-playing lifestyle-rewarded health game
First Claim
1. A computer-implemented method comprising:
- obtaining sensor data from a device that measures a level of physical activity undertaken by a user of the device;
classifying, by a computer, recent exercise behavior of the user as a particular type of exercise behavior based on sensor data collected between a time when the device began measuring the level of physical activity undertaken by the user and a time when the user began playing an immersive lifestyle-reward health game;
adjusting an ability of an avatar controlled by the user to compete within the immersive lifestyle-reward health game based on tradeoff decisions made by the user between two or more competing motivations within the immersive lifestyle reward health game and based on classifying the recent exercise behavior of the user as the particular type of exercise behavior based on the sensor data collected between the time when the device began measuring the level of physical activity undertaken by the user and the time when the user began playing the immersive lifestyle reward health game;
establishing a likely motivational hierarchy for the user controlling the avatar based at least on the trade-off decisions made within the immersive lifestyle-reward health game, wherein the likely motivational hierarchy specifies a likely relative importance, to the user, of the two or more competing motivations; and
using the likely motivational hierarchy that is established for the user based at least on the trade-off decision made for the avatar within the immersive lifestyle-reward game to tailor a real-world health incentive program for the user.
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Accused Products
Abstract
Embodiments of the invention provide apparatuses, computer media, and methods for supporting lifestyle-reward health games, in which execution is altered based on health behavior of the participant. Input data indicative of the health behavior is obtained and converted into a gaming parameter. The gaming parameter is applied to the lifestyle-reward health game in order to alter the execution of the lifestyle-reward health game. A reward parameter for the participant may be determined based on a utility function, and the reward parameter is invoked when the participant is playing the life-reward health game. Feedback to the participant may be incorporated during the execution of the lifestyle-reward health game, where the feedback is indicative of the participant'"'"'s health behavior. An avatar may be depicted during execution of the lifestyle-reward health game to illustrate a predicted health condition, in which the depiction is altered by changing the timeframe of the predicted health condition.
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Citations
23 Claims
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1. A computer-implemented method comprising:
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obtaining sensor data from a device that measures a level of physical activity undertaken by a user of the device; classifying, by a computer, recent exercise behavior of the user as a particular type of exercise behavior based on sensor data collected between a time when the device began measuring the level of physical activity undertaken by the user and a time when the user began playing an immersive lifestyle-reward health game; adjusting an ability of an avatar controlled by the user to compete within the immersive lifestyle-reward health game based on tradeoff decisions made by the user between two or more competing motivations within the immersive lifestyle reward health game and based on classifying the recent exercise behavior of the user as the particular type of exercise behavior based on the sensor data collected between the time when the device began measuring the level of physical activity undertaken by the user and the time when the user began playing the immersive lifestyle reward health game; establishing a likely motivational hierarchy for the user controlling the avatar based at least on the trade-off decisions made within the immersive lifestyle-reward health game, wherein the likely motivational hierarchy specifies a likely relative importance, to the user, of the two or more competing motivations; and using the likely motivational hierarchy that is established for the user based at least on the trade-off decision made for the avatar within the immersive lifestyle-reward game to tailor a real-world health incentive program for the user. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A system comprising:
one or more computers and one or more storage devices storing instructions that are operable, when executed by the one or more computers, to cause the one or more computers to perform operations comprising; obtaining sensor data from a device that measures a level of physical activity undertaken by a user of the device, classifying recent exercise behavior of the user as a particular type of exercise behavior based on sensor data collected between a time when the device began measuring the level of physical activity undertaken by the user and a time when the user began playing an immersive lifestyle-reward health game; adjusting an ability of an avatar controlled by the user to compete within the immersive lifestyle-reward health game based on classifying the recent exercise behavior of the user as the particular type of exercise behavior based on the sensor data collected between the time when the device began measuring the level of physical activity undertaken by the user and the time when the user began playing the immersive lifestyle reward health game; generating a scenario within the immersive lifestyle-reward game in which the user must make a trade-off decision for the avatar; establishing a likely motivational hierarchy for the user controlling the avatar based at least on the trade-off decision made within the immersive lifestyle-reward health game, wherein the likely motivational hierarchy specifies a likely relative importance, to the user, of two or more competing motivations; and using the likely motivational hierarchy that is established for the user based at least on the trade-off decision made for the avatar within the immersive lifestyle-reward game to tailor a real-world health incentive program for the user. - View Dependent Claims (11, 12, 13, 14)
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15. A non-transitory computer-readable medium storing software comprising instructions executable by one or more computers which, upon such execution, cause the one or more computers to perform operations comprising:
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obtaining sensor data from a device that measures a level of physical activity undertaken by a user of the device, classifying recent exercise behavior of the user as a particular type of exercise behavior based on sensor data collected between a time when the device began measuring the level of physical activity undertaken by the user and a time when the user began playing an immersive lifestyle-reward health game; adjusting an ability of an avatar controlled by the user to compete within the immersive lifestyle-reward health game based on classifying the recent exercise behavior of the user as the particular type of exercise behavior based on the sensor data collected between the time when the device began measuring the level of physical activity undertaken by the user and the time when the user began playing the immersive lifestyle reward health game; generating a scenario within the immersive lifestyle-reward game in which the user must make a trade-off decision for the avatar; establishing a likely motivational hierarchy for the user controlling the avatar based at least on the trade-off decision made within the immersive lifestyle-reward health game, wherein the likely motivational hierarchy specifies a likely relative importance, to the user, of two or more competing motivations; and using the likely motivational hierarchy that is established for the user based at least on the trade-off decision made for the avatar within the immersive lifestyle-reward game to tailor a real-world health incentive program for the user. - View Dependent Claims (16, 17, 18, 19)
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20. A computer-implemented method, comprising:
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receiving sensor data from a device that monitors real-life habits of a user of the device that impact the user'"'"'s health; evaluating, by one or more computers, the received sensor data to determine that recent habits of the user, between a time when the device began monitoring the real-life habits of the user and a time when the user began playing an immersive lifestyle-reward game, would place the user at risk for a chronic medical condition; identifying one or more symptoms of the chronic medical condition; modifying an ability of an avatar that is controlled by the user within the game to exhibit the one or more symptoms of the chronic medical condition; generating a scenario within the immersive lifestyle-reward game in which the user must make a trade-off decision for the avatar; establishing a likely motivational hierarchy for the user controlling the avatar based at least on the trade-off decision made within the immersive lifestyle-reward health game, wherein the likely motivational hierarchy specifies a likely relative importance, to the user, of two or more competing motivations; and using the likely motivational hierarchy that is established for the user based at least on the trade-off decision made for the avatar within the immersive lifestyle-reward game to tailor a real-world health incentive program for the user. - View Dependent Claims (21, 22, 23)
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Specification