US20220226686A1 - Exercise and vestibular stimulation device and method of use - Google Patents

Exercise and vestibular stimulation device and method of use Download PDF

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US20220226686A1
US20220226686A1 US17/153,509 US202117153509A US2022226686A1 US 20220226686 A1 US20220226686 A1 US 20220226686A1 US 202117153509 A US202117153509 A US 202117153509A US 2022226686 A1 US2022226686 A1 US 2022226686A1
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participant
end portion
game
length
controlling
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Melissa Parker
David Williams
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B5/00Apparatus for jumping
    • A63B5/22Foot obstacles for skipping, e.g. horizontally-rotating obstacles
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B22/00Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements
    • A63B2022/0092Exercising apparatus specially adapted for conditioning the cardio-vascular system, for training agility or co-ordination of movements for training agility or co-ordination of movements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2213/00Exercising combined with therapy
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/17Counting, e.g. counting periodical movements, revolutions or cycles, or including further data processing to determine distances or speed

Definitions

  • the present invention relates generally to exercise games and devices, a device that can be used as a jumping game for exercise, fun or specifically to aid in vestibular stimulation of the brain.
  • the device can be used as a jumping game and exerciser which allows users to exercise together in a competitive game based upon individual abilities while providing both a physical and cardiovascular workout as well as brain stimulation.
  • Jump ropes are known for both single person and multiple persons use. There have even been machines made that can move the rope for both single person and multiple persons use.
  • a manual or machine-driven jump rope only allow for jumping over the object, but not for any type of ducking or upright evasive motion.
  • the prior art cannot change the height of the object spinning while it is in use. The prior art is only for the purpose of jumping over an object, and not a combination of jumping over and ducking under.
  • the prior art does not exercise or mentally stimulate the participant controlling the device. The prior art does not involve a participant to the control the device. The prior art does not stimulate the active participant to anticipate jumping over and ducking or crouching under the device.
  • Jumping is a great form of exercise and a way to have fun. This kind of physical activity in addition to ducking, crouching, and other evasive movements can also help stimulate the brain.
  • the present invention is a jumping challenge game or exercise device that can also aid in vestibular stimulation for the brain.
  • the present invention is a competitive and brain stimulating jump game that is unlike any other. Its unique design allows for people that cannot jump rope on their own get the idea of being able to jump over a rope that passes under their feet.
  • the rope handler can also pass the rope overhead for players to act in a crouching or ducking motion.
  • vestibular system refers to the sensory system of the body whether human or animal that connects the brain to the body.
  • the vestibular system is responsible for informing the brain about motion, head position, and spatial orientation; additionally, it involves motor functions that allow us to keep our balance, stabilize our head and body during movement, and to maintain posture.
  • An extreme example of a superiorly functioning vestibular system are some of the characters from the movie The Matrix. Dodging speeding bullets punches, and other attacking stimuli would require a highly functioning vestibular system.
  • Jumping, ducking, evasive movements and other active motions are all great forms of physical activity for exercise, mental and physical health. These types of motions also act to stimulate the mind and nervous system as well. The combination of the types of motions acted out when using the present invention in an unknown rhythm causes the participants to activate the vestibular system.
  • This device and the method of use are effective at conditioning and rehabilitating the vestibular system. Both the person in control of the device and the active participants exercise their respective vestibular systems. The act of jumping and ducking or crouching are stimulating for the active participant. For the device controller, the act of spinning the device around their own person and high and low also stimulates the vestibular system.
  • active participant refers to the person jumping, ducking or otherwise evading contact with the device.
  • the active participant can also be meant to include more than one person.
  • controlling participant refers to the person holding and directing the motion of the device.
  • radius refers to the length of a line extending from a central point.
  • evades refers to the act of eluding or getting away from something or someone by craft, slyness, or action. Can also encompass jumping over, ducking under, or otherwise avoiding contact or proximity with something or someone.
  • stretchable refers to a material that can extend from its original length to a longer length when a force of some kind is applied.
  • non-stretchable refers to a material that is fixed in length.
  • the device consists of 1) an end portion; 2) a length portion also referred to as an elongated member; and 3) a handle portion or point of rotation of the device.
  • the end portion can be a weighted implement of various shapes and sizes, a non lightweighted object made of foam or some other lightweight material, or a hoop shaped object.
  • Said hoop shaped object being of a size that can accommodate a user's or participant's feet.
  • Said lightweight object consisting of a silicone-type material, plastics, combinations thereof, fabrics, recycled materials, and other natural materials.
  • the end portion can also include a sound emitting device or a sensor device to record results and other data.
  • the length portion can be made of various materials such as a rope, cable, or other suitable material.
  • the length portion can be made of a material that is fixed and/or non-stretchable or non-extendable or a material that can change lengths.
  • the handle portion can comprise many different shapes and materials.
  • the length portion can vary in its length, having a possible range from a minimum length of 3 feet and a maximum length of 12 feet. In its most complete form, the method of use of the device involves:
  • FIG. 1 is a perspective view of an embodiment of the exercise and vestibular stimulation device to be used for exercise or as a game.
  • FIG. 2 is a zoomed-in view of the main components of an embodiment of the device.
  • FIG. 3 is an environmental perspective of an embodiment of the device and a method of use.
  • FIG. 4 is an environmental perspective of an embodiment of the device and method of use.
  • FIG. 5 is an environmental perspective of an embodiment of the device and method of use.
  • FIG. 6 is an environmental perspective of an embodiment of the device and method of use.
  • FIG. 7 is an environmental perspective of an embodiment of the device and method of use.
  • FIG. 8 is an environmental perspective of an embodiment of the device and method of use.
  • FIG. 9 is an environmental perspective of an embodiment of the device and method of use.
  • FIG. 1 shows a general embodiment of the exercise and vestibular stimulation device 10 comprising the handle portion 12 , the connecting portion 14 attached to said handle portion 12 at the proximal end and to a weighted portion 16 at the distal end.
  • the length of the connecting portion 14 is varied depending upon the number of participants.
  • the weighted portion 16 can vary in the mass of the weight as well as the shape.
  • FIG. 2 refers to a more zoomed in view of the device 10 depicting the main components a handle portion 12 attached at the proximal end of the connecting portion 14 and the weighted implement attached at the distal end of the connecting portion 14 .
  • the length of the connecting portion 14 can vary depending upon the number of participants.
  • the length of said connecting portion may be determined.
  • said handle portion is attached to the proximal end of the rope.
  • the weighted portion is attached to the distal end of the connecting portion. The method of attaching the weighted portion 16 and handle portion 12 to the connecting portion 14 can vary.
  • FIG. 3 show methods of using the device 10 .
  • FIG. 3 refers to a method of use of the device 10 where the controlling participant 20 may hold the handle portion 12 while spinning around, 360 degrees, the device 10 horizontally, in a circle and keeping the weighted implement 16 above the ground.
  • a second person who is the more active participant 22 will watch and anticipate the controlling participant's 20 actions as in FIG. 4 , and once the device comes towards the active participant 22 they will decide to jump, duck, crouch, or otherwise evade contacting the device as in FIG. 6 .
  • the controlling participant 20 spinning the device 10 will continue to spin it as long as the active participant 22 can evade contact with the device.
  • the participants switch positions.
  • the connecting portion 14 can be made longer to allow for more than one active participant 22 . For one controlling participant 20 it is possible to have up to 5 active participants 22 .
  • the active participant 22 that is hit by the device 10 first, becomes the new spinning participant 20 of the rope.
  • FIG. 4 shows the active participant 22 jumping over the device 10 which is being spun in a circle horizontally in a lower plane by the controlling participant 20 .
  • the device 10 can be spun continuously until participants get tired or if the active participant 22 fails to avoid being hit by the device.
  • the participants can switch roles.
  • FIG. 5 shows the active participant 22 in a lowered position from having to evade the device 10 .
  • the active participant 22 is now having to anticipate the next move by the controlling participant 20 .
  • FIG. 6 shows the active participant 22 in a lowered position based upon the device being spun horizontally in a higher plane.
  • FIG. 7 shows an active participant 22 in the act of attempting to jump into the end portion 16 of the device 10 wherein the end portion 16 is a hoop large enough for feet to fit within.
  • FIG. 8 shows an active participant 22 in the act of attempting to jump into the end portion 16 of the device 10 wherein the end portion 16 is a hoop large enough for feet to fit within.
  • FIG. 9 shows an active participant 22 positioned within the end portion 16 of the device 10 .
  • the device can be made of different materials and media.
  • the handle portion, length portion, and weighted portion can all be made of different materials.
  • the type of material used does not limit the scope of the device.
  • the method of use of the device can also vary.
  • the device can be used in different planes of movement, not limited to a single plane circular motion.
  • An additional example of the device includes a hoop as the end portion of the device wherein said active participant will attempt to jump into the hoop.
  • An additional example of the device includes a sensor device in the end portion which can be used to keep a score of the game and count the repetitions as well as sense when the game ends.
  • An additional example of the device includes a sound emitting device in some portion of the device.
  • An additional example of the device includes a foam object as the end portion.

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  • Health & Medical Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Physical Education & Sports Medicine (AREA)
  • Percussion Or Vibration Massage (AREA)

Abstract

A device and method of use for mental and physical exercise, nervous system stimulation and as a game.

Description

    CROSS REFERENCE TO PRIOR FILED APPLICATION
  • This application claims priority to U.S. Patent Provisional Application No. 62/963573 filed on Jan. 22, 2020.
  • BACKGROUND Field of the invention
  • The present invention relates generally to exercise games and devices, a device that can be used as a jumping game for exercise, fun or specifically to aid in vestibular stimulation of the brain. The device can be used as a jumping game and exerciser which allows users to exercise together in a competitive game based upon individual abilities while providing both a physical and cardiovascular workout as well as brain stimulation.
  • Description of the Prior Art
  • There are manual and machine type devices for jumping rope. There are also manual and machine type devices that spin an object around itself or in an arching motion where a participant is expected to jump over the object. Jump ropes are known for both single person and multiple persons use. There have even been machines made that can move the rope for both single person and multiple persons use. A manual or machine-driven jump rope only allow for jumping over the object, but not for any type of ducking or upright evasive motion. The prior art cannot change the height of the object spinning while it is in use. The prior art is only for the purpose of jumping over an object, and not a combination of jumping over and ducking under. The prior art does not exercise or mentally stimulate the participant controlling the device. The prior art does not involve a participant to the control the device. The prior art does not stimulate the active participant to anticipate jumping over and ducking or crouching under the device. There is also not a mechanical device that can accomplish the high and low actions in one session of use without adjusting the settings.
  • SUMMARY OF THE INVENTION
  • Jumping is a great form of exercise and a way to have fun. This kind of physical activity in addition to ducking, crouching, and other evasive movements can also help stimulate the brain.
  • The present invention is a jumping challenge game or exercise device that can also aid in vestibular stimulation for the brain. By having one person spin the device around horizontally and making another person jump over it or duck or crouch underneath it, the present invention is a competitive and brain stimulating jump game that is unlike any other. Its unique design allows for people that cannot jump rope on their own get the idea of being able to jump over a rope that passes under their feet. The rope handler can also pass the rope overhead for players to act in a crouching or ducking motion.
  • It also helps children with their brain and central nervous system development. It can stimulate children that have difficulty jumping rope, on their own, get the idea of being able to jump over a rope that passes under their feet. Children must develop their vestibular system. By spinning around 360 degrees with the device (which is one of the methods of use), children also develop their nervous system. Children must also learn to pass objects from hand to hand behind their back which is an additional skill they develop from using this device.
  • The term “vestibular system” as used herein, refers to the sensory system of the body whether human or animal that connects the brain to the body. The vestibular system is responsible for informing the brain about motion, head position, and spatial orientation; additionally, it involves motor functions that allow us to keep our balance, stabilize our head and body during movement, and to maintain posture. An extreme example of a superiorly functioning vestibular system are some of the characters from the movie The Matrix. Dodging speeding bullets punches, and other attacking stimuli would require a highly functioning vestibular system. Other, more reasonable examples are that of a gymnast spinning in motion in the air then grabbing the parallel bars or a snowboarder doing a 360-degree spin in the air and then landing, or even a fighter pilot spinning a plane in motion then having to make an evasive maneuver to avoid a collision.
  • Jumping, ducking, evasive movements and other active motions are all great forms of physical activity for exercise, mental and physical health. These types of motions also act to stimulate the mind and nervous system as well. The combination of the types of motions acted out when using the present invention in an unknown rhythm causes the participants to activate the vestibular system.
  • Some people, including both children and adults, have poorly developed or unconditioned vestibular systems due to a variety of reasons, including but not limited to a sedentary lifestyle. Those recovering from a brain or physical trauma particularly might need extra rehabilitation of the vestibular system. Some children can have problems developing a healthy vestibular system. This device and the method of use are effective at conditioning and rehabilitating the vestibular system. Both the person in control of the device and the active participants exercise their respective vestibular systems. The act of jumping and ducking or crouching are stimulating for the active participant. For the device controller, the act of spinning the device around their own person and high and low also stimulates the vestibular system.
  • The term “active participant” as used herein refers to the person jumping, ducking or otherwise evading contact with the device. The active participant can also be meant to include more than one person.
  • The term “controlling participant” as used herein refers to the person holding and directing the motion of the device.
  • The term “radius” as used herein refers to the length of a line extending from a central point.
  • The term “evades” as used herein in present, past, or active tense refers to the act of eluding or getting away from something or someone by craft, slyness, or action. Can also encompass jumping over, ducking under, or otherwise avoiding contact or proximity with something or someone.
  • The term “stretchable” as used herein refers to a material that can extend from its original length to a longer length when a force of some kind is applied. The term “non-stretchable” as used herein refers to a material that is fixed in length.
  • It is an object of the present invention to include two or more participants.
  • It is an object of the present invention to create a physically active game for participants.
  • It is an object of the present invention to create a mentally stimulating game for both participants.
  • It is an object of the present invention for the active participant to jump over and duck under or otherwise evade contact with the device.
  • It is an object of the present invention for participants to exercise the nervous system.
  • It is an object of the present invention to be a therapy or exercise for brain and body development.
  • It is an object of the present invention to stimulate the vestibular system.
  • It is an object of the present invention to be a game.
  • It is an object of the present invention to be a therapeutic treatment.
  • It is an object of the present invention to be an exercise device.
  • It is an object of the present invention to be an exercise method.
  • In its most complete form the device consists of 1) an end portion; 2) a length portion also referred to as an elongated member; and 3) a handle portion or point of rotation of the device. The end portion can be a weighted implement of various shapes and sizes, a non lightweighted object made of foam or some other lightweight material, or a hoop shaped object. Said hoop shaped object being of a size that can accommodate a user's or participant's feet. Said lightweight object consisting of a silicone-type material, plastics, combinations thereof, fabrics, recycled materials, and other natural materials. The end portion can also include a sound emitting device or a sensor device to record results and other data. The length portion can be made of various materials such as a rope, cable, or other suitable material. The length portion can be made of a material that is fixed and/or non-stretchable or non-extendable or a material that can change lengths. The handle portion can comprise many different shapes and materials. The length portion can vary in its length, having a possible range from a minimum length of 3 feet and a maximum length of 12 feet. In its most complete form, the method of use of the device involves:
    • a) a controlling participant (which could also be a mechanical device in another embodiment); and
    • b) at least one active participant, where the controlling participant directs the device in a horizontal circular rotation for the active participant(s) to anticipate and actively evade contact with the device.
    • The device can be comprised of various materials and media.
  • It will nevertheless be understood that no limitation of the scope of the invention is thereby intended. Any alterations and further modifications of the inventive feature(s) described herein, and any additional applications of the principals of the invention as described herein, which would normally occur to one skilled in the relevant art and having possession of this disclosure, are to be considered within the scope of the invention claimed.
  • Different features, variations and multiple different embodiments have been shown and described with various details. What has been described in this application at times in terms of specific embodiments is done for illustrative and descriptive purposes and without the intent to limit or suggest that what has been conceived is only one particular embodiment or specific embodiments. It is to be understood that this disclosure is not limited to any single specific embodiments or enumerated variations. Many modifications, variations and other embodiments will come to mind of those skilled in the art, and which are intended to be and are in fact covered by both this disclosure. It is indeed intended that the scope of this disclosure should be determined by a proper legal interpretation and construction of the disclosure, including equivalents, as understood by those of skill in the art relying upon the complete disclosure present at the time of filing.
  • Furthermore, other embodiments of the invention will be apparent to those skilled in the art from consideration of the specification and practice of the invention disclosed herein.
  • It is intended that the specification and examples be considered as exemplary only, with a scope and spirit being indicated by the claims.
  • Finally, it is noted that, as used in this specification and the appended claims, the singular forms “a,” “an,” and “the,” include plural referents unless expressly and unequivocally limited to one referent, and vice versa. As used herein, the term “includes” or “comprising” and its grammatical variants are intended to be non-limiting, such that recitation of an item or items is not to the exclusion of other like items that can be substituted or added to the recited item(s).
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • The features and advantages of the present disclosure will become more apparent fromthe detailed description set forth below when taken in conjunction with the drawings in which the reference numbers indicate identical or functionally similar elements.
  • FIG. 1 is a perspective view of an embodiment of the exercise and vestibular stimulation device to be used for exercise or as a game.
  • FIG. 2 is a zoomed-in view of the main components of an embodiment of the device.
  • FIG. 3 is an environmental perspective of an embodiment of the device and a method of use.
  • FIG. 4 is an environmental perspective of an embodiment of the device and method of use.
  • FIG. 5 is an environmental perspective of an embodiment of the device and method of use.
  • FIG. 6 is an environmental perspective of an embodiment of the device and method of use.
  • FIG. 7 is an environmental perspective of an embodiment of the device and method of use.
  • FIG. 8 is an environmental perspective of an embodiment of the device and method of use.
  • FIG. 9 is an environmental perspective of an embodiment of the device and method of use.
  • DETAILED DESCRIPTION OF THE DRAWINGS
  • The following reference numbers correspond to the drawings:
    • 10 Exercise and vestibular stimulation device
    • 12 Handle Portion
    • 14 Length Portion
    • 16 End Portion
    • 20 Controlling Participant
    • 22 Active Participant
  • Referring to the drawings, FIG. 1 shows a general embodiment of the exercise and vestibular stimulation device 10 comprising the handle portion 12, the connecting portion 14 attached to said handle portion 12 at the proximal end and to a weighted portion 16 at the distal end. The length of the connecting portion 14 is varied depending upon the number of participants. The weighted portion 16 can vary in the mass of the weight as well as the shape.
  • FIG. 2 refers to a more zoomed in view of the device 10 depicting the main components a handle portion 12 attached at the proximal end of the connecting portion 14 and the weighted implement attached at the distal end of the connecting portion 14. The length of the connecting portion 14 can vary depending upon the number of participants.
  • The length of said connecting portion may be determined. Second, said handle portion is attached to the proximal end of the rope. Third, the weighted portion is attached to the distal end of the connecting portion. The method of attaching the weighted portion 16 and handle portion 12 to the connecting portion 14 can vary.
  • FIG. 3 show methods of using the device 10.
  • FIG. 3 refers to a method of use of the device 10 where the controlling participant 20 may hold the handle portion 12 while spinning around, 360 degrees, the device 10 horizontally, in a circle and keeping the weighted implement 16 above the ground. A second person who is the more active participant 22 will watch and anticipate the controlling participant's 20 actions as in FIG. 4, and once the device comes towards the active participant 22 they will decide to jump, duck, crouch, or otherwise evade contacting the device as in FIG. 6. The controlling participant 20 spinning the device 10 will continue to spin it as long as the active participant 22 can evade contact with the device. Once the active participant 22 is hit by or contacts the device 10 or is no longer successfully able to jump over the device, the participants switch positions. The connecting portion 14 can be made longer to allow for more than one active participant 22. For one controlling participant 20 it is possible to have up to 5 active participants 22. The active participant 22 that is hit by the device 10 first, becomes the new spinning participant 20 of the rope.
  • FIG. 4 shows the active participant 22 jumping over the device 10 which is being spun in a circle horizontally in a lower plane by the controlling participant 20. The device 10 can be spun continuously until participants get tired or if the active participant 22 fails to avoid being hit by the device. When the device 10 hits the active participant 22, the participants can switch roles.
  • FIG. 5 shows the active participant 22 in a lowered position from having to evade the device 10. The active participant 22 is now having to anticipate the next move by the controlling participant 20.
  • FIG. 6 shows the active participant 22 in a lowered position based upon the device being spun horizontally in a higher plane.
  • FIG. 7 shows an active participant 22 in the act of attempting to jump into the end portion 16 of the device 10 wherein the end portion 16 is a hoop large enough for feet to fit within.
  • FIG. 8 shows an active participant 22 in the act of attempting to jump into the end portion 16 of the device 10 wherein the end portion 16 is a hoop large enough for feet to fit within.
  • FIG. 9 shows an active participant 22 positioned within the end portion 16 of the device 10.
  • ADDITIONAL INFORMATION
  • The device can be made of different materials and media. The handle portion, length portion, and weighted portion can all be made of different materials. The type of material used does not limit the scope of the device.
  • The method of use of the device can also vary. The device can be used in different planes of movement, not limited to a single plane circular motion.
  • An additional example of the device includes a hoop as the end portion of the device wherein said active participant will attempt to jump into the hoop.
  • An additional example of the device includes a sensor device in the end portion which can be used to keep a score of the game and count the repetitions as well as sense when the game ends.
  • An additional example of the device includes a sound emitting device in some portion of the device.
  • An additional example of the device includes a foam object as the end portion.

Claims (13)

1. A combination jumping game and therapeutic stimulation device comprising
A handle portion to be held by an at least one controlling participant;
A length portion having a length and ends attached to said handle portion extending from said handle portion creating a radius extending from said handle portion; and
An end portion attached to end of said length portion to be evaded by an at least one active participant.
2. The game and device of claim 1 wherein said end portion is a weighted solid object meant to be evaded by said at least one active participant.
3. The game and device of claim 1 wherein said end portion is a hoop shaped object large enough to be jumped into by said second participant.
4. (canceled)
5. The game and device of claim 1 wherein said end portion is an object containing a sound emitting device.
6. The game and device of claim 1 wherein said end portion contains a contact sensor.
7. (canceled)
8. (canceled)
9. A method of playing a combination jumping game and vestibular stimulation device comprising two or more participants in competition with each other comprising the steps of:
a) an at least one controlling participant holding said device by a handle portion connected to a length portion connected to an end portion in one hand and spinning it around said at least one controlling participant's body grabbing said device by said handle portion with the other hand;
b) an at least one active participant positioned within a radius of said length portion and said end portion of said device wherein said at least one active participant can jump over or otherwise evade said length and said end portion.
10. The method of playing a combination jumping game and vestibular stimulation device of claim 9 wherein said device comprises a hoop portion as said end portion further comprising the steps of:
Said at least one active participant positioned at a point at the end of or within the radius of said device attempts to win against the at least one controlling participant by jumping within said hoop.
11. The method of playing a combination jumping game and vestibular stimulation device of claim 9 wherein said controlling participant holds device in at least one hand and moves around his/her own central axis moving said device in a circular motion.
12. A method of playing a combination jumping game and vestibular stimulation device comprising a handle portion to be held by at least one participant; a length portion having a length extending from said handle portion creating a radius extending from said handle portion; and an end portion attached to end of
said length portion to be jumped in, over or otherwise evaded by at least one a second active participant involving two or more participants in competition with each other comprising the steps of:
a) at least one controlling participant holding said device in one hand and spinning it around said controlling participant's body grabbing the handle with the other hand;
b) at least one other player or active participant positioned within the radius of said device where said at least one other player or participant can jump over or otherwise evade said weighted portion.
13. The method and device of claim 11 wherein said device further comprises a hoop as said end portion comprising the optional additional step of the at least one active participant jumping into said hoop
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