WO2004094015A1 - Game - Google Patents

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Publication number
WO2004094015A1
WO2004094015A1 PCT/AU2004/000537 AU2004000537W WO2004094015A1 WO 2004094015 A1 WO2004094015 A1 WO 2004094015A1 AU 2004000537 W AU2004000537 W AU 2004000537W WO 2004094015 A1 WO2004094015 A1 WO 2004094015A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
user
opponents
condition
questions
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/AU2004/000537
Other languages
English (en)
French (fr)
Inventor
Anthony John Findlay
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Big Red Frog Ltd
Original Assignee
Big Red Frog Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from AU2003901956A external-priority patent/AU2003901956A0/en
Application filed by Big Red Frog Ltd filed Critical Big Red Frog Ltd
Priority to AU2004231279A priority Critical patent/AU2004231279B2/en
Priority to EP04729015A priority patent/EP1620188A4/en
Priority to CA002563871A priority patent/CA2563871A1/en
Priority to JP2006504021A priority patent/JP2006524068A/ja
Publication of WO2004094015A1 publication Critical patent/WO2004094015A1/en
Priority to US11/253,283 priority patent/US8092226B2/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

Links

Classifications

    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B23/00Models for scientific, medical, or mathematical purposes, e.g. full-sized devices for demonstration purposes
    • G09B23/28Models for scientific, medical, or mathematical purposes, e.g. full-sized devices for demonstration purposes for medicine
    • G09B23/30Anatomical models
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B23/00Models for scientific, medical, or mathematical purposes, e.g. full-sized devices for demonstration purposes
    • G09B23/28Models for scientific, medical, or mathematical purposes, e.g. full-sized devices for demonstration purposes for medicine
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8094Unusual game types, e.g. virtual cooking

Definitions

  • the present invention relates to a game for teaching users about conditions effecting the human body, and in particular to a game for teaching children regarding conditions such as medical conditions.
  • a further problem with teaching children is that of a poor concentration span, especially for subjects in which the characters have no interest.
  • the present invention provides a game for teaching users about conditions effecting the human body, the game including: a) A game zone representing a body inflicted with a condition; b) An number of opponents, the opponents representing attributes of the condition; c) A character representing the user; d) A number of questions, the user being required to supply answers to the questions; e) One or more weapons for overcoming the opponents, the weapons being awarded in response to correctly answered questions; and, f) A storyline representing the progression of the condition, the character being required to eliminate at least some of the opponents in order to allow the user to overcome the condition and win the game.
  • the opponents can include at least one of: a) Entities; b) Puzzles; and, c) Tasks.
  • the weapons may include at least one of: a) Arms for destroying the entities; b) Puzzle solutions for overcoming the puzzles; and, c) Bonus items for completing the tasks.
  • At least some of the weapons are preferably opponent specific, such that weapon will only effect a predetermined opponent.
  • At least some of the weapons are usually associated with respective cure attributes for overcoming the disease.
  • the weapons associated with respective cure attributes may be awarded in response to answering a question about the respective cure attribute.
  • the game typically includes a number of levels, each level may be set in a different region of the body. Each level generally includes opponents corresponding to a respective aspect of the condition.
  • the knowledge centre including references to external materials, such as web-sites, text books, or the like.
  • the knowledge centre may include redundant materials.
  • the game is preferably be implemented using a processing system, the processing system including: a) A store for storing game data representing the game; b) An input for receiving input commands from the user; c) A display, for providing a game representation to the user; and, d) A processor, the processor being adapted to: i) Determine a current game status; ii) Generate an image in accordance with the current game status, the image being displayed on the display; iii) Modify the games status in accordance with input commands received from the user; and, iv) Repeat steps ii) and iii) as required.
  • a processing system including: a) A store for storing game data representing the game; b) An input for receiving input commands from the user; c) A display, for providing a game representation to the user; and, d) A processor, the processor being adapted to: i) Determine a current game status; ii) Generate an image in accordance with the current game status, the image being displayed on the display;
  • the processor can be adapted to: a) Determine if the condition has overcome the body; and, b) End the game in response to a successful determination.
  • the processor can be adapted to: a) Generate the game zone, the game zone being a three-dimensional representation of the inside of the human body; b) Move the character around the game zone in response to input commands from the user; and, c) Generate an image representing the current location of the character in the body.
  • the image is typically a rendered 3-D image.
  • the game zone can include one or more knowledge centres provided at respective locations.
  • the processor may be adapted to: a) Periodically generate selected questions; b) Present the questions to the user on the display; and, c) Determine any answers in accordance with input commands received from the user; d) Determine if any correct answers have been provided; and, e) Award the character with one or more weapons in response to a positive determination.
  • the game data can include an indication of the story line, the processor being adapted to update the game status in accordance with the story line.
  • the conditions can be medical conditions, although the condition may be any condition effecting the body in an adverse manner.
  • the user is typically required to gain a knowledge of at least one technique of overcoming the condition in order to win the game.
  • the present invention provides a computer program product for teaching users about conditions effecting the human body, the computer program product including executable code which when executed on a suitable processing system causes the processing system to implement the game of the first broad form of the invention.
  • the present invention provides a method of creating a game for teaching users about conditions effecting the human body, the method including defining: a) A game zone representing a body inflicted with a condition; b) A number of opponents, the opponents representing attributes of the condition; c) A character representing the user; d) A number of questions, the user being required to supply answers to the questions; e) One or more weapons for overcoming the opponents, the weapons being awarded in response to correctly answered questions; and, f) A storyline representing the progression of the condition, the character being required to eliminate at least some of the opponents in order to allow the user to overcome the condition and win the game.
  • the game can be a game according to the first broad form of the invention.
  • the game can be defined using a processing system, the method including causing the processing system to generate computer executable code which when executed on a suitable processing system cause the processing to implement the game.
  • the present invention provides a computer program product for creating a game for teaching users about conditions effecting the human body, the computer program product including executable code which when executed on a suitable processing system causes the processing system to implement the method of the third broad form of the invention.
  • Figure 1 is a schematic diagram of a processing system adapted for use in creating or playing games
  • Figure 2 is a flow chart of the process of creating a game
  • Figure 3 is a flow chart of the process of playing a game
  • Figure 4 is a schematic diagram of an architecture for use in creating or playing games; and, Figures 5 A-5D represent characters for a specific example of a game.
  • the present invention provides a technique for teaching children regarding the effect of diseases, medical conditions, or the like using a game.
  • the game operates by modelling a disease or other adverse condition, with negative impacts of the disease or condition representing opponents that need to be overcome by the game player in order to win the game.
  • the game is advantageously implemented as applications software which when executed by a suitable processing system provides an interactive game.
  • the actions of the game player effect the outcome of the game, and hence the progression of the disease or condition.
  • the human body can represent a game play area allowing the game player to explore the effects of the disease on the body during the game play.
  • the term disease will be taken to represent any condition which has a negative impact on the human body, such as effects of a poor lifestyle, poor diet, or the effects of specific medical condition or disease such as obesity, heart disease, the effects of drug abuse, or the like.
  • the negative impacts which form the opponents may represent factors in the progression of the disease, effects of the disease, or the like.
  • opponents may represent effects such as diabetes, heart disease, or the like.
  • the game player is generally provided with weapons which may be used to overcome the opponents and thereby return the human body represented by the game play area to good health.
  • the weapons may be related to positive actions, including any action that may be used to overcome the negative impacts representing the opponents, such as curative effects, the effect of medication, changes in lifestyle, or the like.
  • This relationships can be achieved in a number of ways, such as by having the weapons represent respective positive actions, or by providing weapons in response to the demonstration of knowledge regarding a positive action, as will be explained in more detail below.
  • the game is typically implemented as applications software for execution by a processing system.
  • An example of a suitable processing system 10 is shown in Figure 1, which includes a processor 20, a memory 21, an input/output (I/O) device 22, such as a keyboard, mouse, joystick, game pad and display, and an optional external interface 23, coupled together via a bus 24.
  • I/O input/output
  • the processing system is adapted to execute the applications software and generate a representation of the game for display to the game player.
  • the processing system 10 then operates to receive input commands from the game player and determine how this effects the current status of the game, updating the representation as required.
  • the processing system may be any form of processing system adapted to generate and/or execute applications software, depending on its usage. This may include for example , a computer, a server, a games machine, suitably programmed hardware, or the like.
  • a game creator selects a disease to be modelled by the game.
  • disease includes any event which will be detrimental to the health of an individual, such as specific medical conditions, or the like.
  • the game creator determines negative impacts of the disease, and uses these to define a number of opponents.
  • opponents will represent anything a player must overcome in order to win the game. Accordingly, whilst opponents will generally be in the form of individual entities that the game player must defeat, opponents may also be in the form of particular tasks, puzzles or obstacles, that must be solved or overcome in order to win the game.
  • the game creator then defines a role for the game player in the defence of the body under attack. This is generally achieved by defining a character to be played by the game player, with this character being either internal or external depending on the particular scenario.
  • the reason for defining the game player to be a character directly involved in the scenario is due to the difficulty children have in understanding concepts applied to third parties. Thus, it is difficult for children to understand the effects of actions on other people. Accordingly, by involving the game player in the first person perspective, this helps immerse the child in the game, thereby improving the ability of the game to tech the child concepts.
  • the game creator defines weapons, including classical gun type weapons, bonus items or the like, which may be used to overcome opponents.
  • the weapons may represent a specific form of action that can be taken on the body to overcome the opponents. This can be in the form of direct acts such as shooting opponent entities, as well using bonus items or knowledge to overcoming puzzles or the like. This will be described in more detail below.
  • the game creator defines a number of knowledge levels which must be satisfied. This is usually achieved by having the game creator define questions which must be answered in order for the game player to obtain weapons and/or bonus items, progress to the next stage of the game, or the like.
  • the knowledge levels will relate to various techniques for overcoming or avoiding the disease selected at step 100.
  • the game creator defines a knowledge centre.
  • the knowledge centre contains all the information which will be required by the game player in order to satisfy all the knowledge levels and thereby allow the game to be finished. This may include for example answers to questions, or the solutions for overcoming opponents.
  • the knowledge centre may also include redundant information to help further test the attention of the player.
  • step 160 the game creator operates to define a story line representing the effect of the disease and the associated treatment.
  • the story line is devised to allow a successful conclusion to the game to represent the recovery of the body effected by the disease. Failure to complete the story line generally indicates a lack of knowledge and therefore represents victory of the disease, typically leading to death of the body, or some other adverse outcome.
  • the game creator typically operates to define a number of levels, with each level have a respective objective with respect to either the treatment, the disease, or a respective body part. This usually therefore represents a respective portion of the story line.
  • the game creator can operate to define applications software at step 180.
  • the operation to create applications software will be understood by a person skilled in the art and will not therefore be described in any detail. However, the process would typically include generating data representing the game zone, which as mentioned above will typically be modelled on a portion of the human body. Data defining the opponents, the character, any weapons, the knowledge, questions and the general story line will also be created to allow the processing system to integrate these in the fonn of a game in accordance with suitable instructions.
  • the creation of the applications software may be performed using a processing system, such as the processing system 10 described in Figure 1.
  • step 200 the game player typically enters details of themselves and/or selects a character to play. Whilst this step is not essential depending on the actual game implementation, it is performed in order to allow the game player to establish some form of meaningful connection with the game. In particular, this allows the character to be named after the game player, as well as allowing a character to be selected from a list of characters.
  • the game player will take on the role of the character such that the character acts in accordance with input commands from the game player, allowing the game player to interact with the gaming environment.
  • the game player will typically be provided with background information. This will usually be in the form of an outline of the disease represented by the particular game, as well as any other information required to provide the game player with information regarding the context of the game.
  • the processing system will generally operate to generate a graphical user interface (GUI) presented to the game player on the I/O device 22.
  • GUI graphical user interface
  • the GUI will include an image representation of the game play area, together with an indication of the current game status.
  • the processing system 10 will determine the level at which the game is starting and determine the appearance of the level from gaming data stored in the memory 21, and then generate an image representing this on the GUT.
  • the game play is set in a game play area representing the inside of a body suffering from the respective disease.
  • the game status includes information such as the location of the character within the body, and the body health level. This will be described in more detail below with respect to a specific example. In any event, it will be appreciated that the representation will therefore be intended to represent a portion of the inside of the human body.
  • the image may be only broadly representative and can be based heavily on analogies, such that organs for example may appear as analogous elements, and not have the appearance of actual organs.
  • the processing system 10 will determine any input commands provided by the game player and then operate to determine the effects of these at step 240. This will be achieved in accordance with the applications software, as will be appreciated by persons skilled in the art. Thus, for example, the processor 20 will determine the current game status, and determine the effect on this of the input commands. This will be defined in the story-line and other instructions which form part of the game data stored in the store.
  • the processing system 10 will then modify the game status and in particular the image provided to the player on the display 22 at step 250.
  • step 260 the processing system 10 will determine if the body representing the playing area is still alive and if so returns to step 230 to determine any further input commands from the player. Otherwise the game ends at step 280. Additional details of various features of the applications software will now be described.
  • the game structure involves representing the human body as game zone in which a game is played.
  • the game will represent the progression of a disease, with the game player being required to overcome opponents and thereby overcome the disease and return the body to a healthy condition.
  • the game will be divided into a number of levels, with each level having one or more predefined learning objectives.
  • the learning objectives when combined provide the game player with an understanding of the disease, together with details of how it may be treated and/or avoided. Completion of the learning objectives will allow the user to progress through to the end of the game, and thereby win the game.
  • the game zone will generally represent a human body.
  • the effects of this is that during the game the character adopted by the game player will be required to move through the body in order to complete all the levels in the game. Movement through the body may typically be achieved in a number of manners depending on the disease and in particular, the nature of the character.
  • the character may represent a hormone or white blood cell, in which case movement through the game zone will primarily be through the blood stream.
  • any suitable technique may be used.
  • the game zone is typically subdivided into a number of gaming regions, which are areas within the body within which interaction occurs between the character and the body or disease. This allows the game regions to be defined in detail, with other regions including only enough detail to allow travel therebetween. In any event, it will be appreciated that that each of the regions may correspond to a different level within the game.
  • the game player adopts the role of a character.
  • the character may form part of the body's own internal defence mechanism, such as a white blood cell, hormone, or the like, or alternatively may be an external entity introduced into the game play area. This can be entered into the story line by having for example the player acting as a medical professional and being shrunk and placed into the body of a patient in order to help the patient's overcome the respective condition.
  • one or more characters may be selected by the game player. This helps increase the game players interest in the game, by allowing the game to be approached from a different perspective each time it is played. This also allows multiple player games to occur, with a number of game players participating in the same game as different characters. In general this play would be cooperative, but this is not essential.
  • the character will be provided with specific abilities as appropriate. This may therefore correspond to restrictions on the movement and impact the character may have on the gaming zone or the like. This will typically allow the character to traverse the game zone in a predetermined manner, depending on the scenario. Thus, the character may be able to move between organs through the blood stream, with the organs corresponding to gaming regions. In this case, once the gaming region is reached, additional movement through the gaming region may be possible.
  • the processing system can be adapted to implement A.I. (artificial intelligence) algorithms to aid control of the character.
  • A.I. artificial intelligence
  • Additional characters may b e provided to assist the player in the game. These could take the form for example of attributes of the bodies defence system, hormones, or the like, and will generally provide information, specific knowledge, or clues to puzzle solutions in order to aid the player.
  • Additional characters are generally controlled by the processing system 10, in accordance with A.I. algorithms and/or the story line. However, as an alternative, the role of the additional characters could be performed by other game players in a multi-player game environment.
  • opponents are intended to represent attributes or negative effects of the disease.
  • opponents may represent aspects of the disease which have an impact on the body.
  • opponents may be based on factors such as insulin levels, free radical levels, cholesterol levels, or the like.
  • each opponent may be formed from a respective entity which the player must destroy.
  • an opponent entity representing high levels of cortisol in the body could be represented by a high incidence of cortisol entities which the player must overcome with appropriate weapons and knowledge.
  • the processing system will operate some form of A.I. (artificial intelligence) algorithms to control the actions of the opponents, and this behaviour can be adapted to model the effects of the respective attributes or negative effects of the disease.
  • A.I. artificial intelligence
  • Weapons may be in a number of forms including:
  • weapons are provided to the user in response to the demonstration of specific knowledge regarding the disease.
  • the game player will be asked questions at various stages through the progression of the game, with the correct answers rewarding the game player with a predetermined number of weapons, in any of the above forms.
  • the game player will be unable to complete the game without at least reaching a predetermined level of knowledge regarding the disease.
  • the questions may be contextually relevant to the weapons provided, or the current scenario in the game. Thus for example, if the next opponent for the game player to deal with relates to a specific portion of the disease, the question may relate to a possible cure for this portion of the disease.
  • bonus items such as power ups, fuel bonuses, energy bonuses, or the like, may be required to allow the user to progress to different stages within a level or between levels themselves. This may be achieved for example by sealing off regions of a level and only making these accessible once the player has obtained a respective bonus item.
  • the traditional weapons which are generally in the form of shooting weapons, such as lasers, guns, or the like, may be utilised to destroy opponent entities.
  • the manner in which this occurs may again depend on the implementation of the invention and in particular, the respective disease being modelled.
  • weapons may be opponent specific, such that a particular weapon may only target a particular opponent. This can be used to help reinforce the knowledge demonstrated in answering the defined questions.
  • the opponent may correspond to a high level of insulin.
  • the question could be: "How can high insulin levels be addressed?", with the answer being "An educated eating plan”.
  • the weapon can be an energy reducer, with this having the ability to lower available energy.
  • the weapon may correspond to medication, or the like.
  • the weapons may be standard weapons in the form of guns or the like only a loose association with a particular curative effect.
  • a curative effect as a weapon will help reinforce concepts of the game player.
  • the knowledge centre is used to provide the game player with knowledge required to answer the questions. This will generally be accessible under a number of different circumstances and in a number of different manners depending on the respective game implementation.
  • the knowledge centre may represent information provided to the game player at the start of every level. This can be in the form of written or spoken information which the game player must consider before commencing the level. In this case, the questions could be provided after the knowledge centre has been accessed, or throughout the level at appropriate times.
  • the knowledge centre may represent a specific location in the game zone which the character may visit as required in order to obtain more information.
  • the knowledge centre may represent an external entity, such as a medical professional, or the like, which is providing the character with information.
  • the information contained in the knowledge centre may be accessed as searchable information, or as information provided as a one off statement.
  • the knowledge centre may also include redundant information, thereby ensuring that the game player is paying attention and is correctly absorbing the information.
  • the difficulty settings would reflect not only the difficulty of playing the game, but would also require the demonstration of an increased level of knowledge in order to complete the game. Thus, for example, questions could become harder, and/or more frequent. An increased knowledge centre may also be required.
  • Story Line The story line is used to guide the game play, and define the purpose of the game. Thus the story line will include details of events that will occur in the game, the character, the opponents, weapons, and the like.
  • a respective processing system 10 may be provided for each game player that is to use the system. This could be achieved by supplying respective applications software for each player's computer system, or the like, for example on a transportable media, or via download. In the case of downloading the game, if modifications to the game are determined, these could be made available through program updates or the like, which again may be made available in a number of manners.
  • alternative architectures such as distributed architectures, or the like, may also be implemented.
  • FIG. 4 An example of this is shown in Figure 4 a base station 1 coupled to a number of end stations 3 via a communications network 2, such as the Internet, and/or via communications networks 4, such as local area networks (LANs) 4.
  • a communications network 2 such as the Internet
  • communications networks 4 such as local area networks (LANs) 4.
  • LANs 4 may form an internal network at a school, learning centre, medical institution, or the like, depending on the use of the game.
  • end stations 3 In use the end stations 3 must be adapted to communicate with other ones of the end stations, or the base station 1. It will be appreciated that this allows a number of different forms of end station 3 may be used. However, typically the end station would include a processing system similar to the processing system 10 shown in Figure 1.
  • the end station 3 is adapted to communicate with other end station 3, or the base station 1 to allow games of the type described process to be implemented. Accordingly, it will be appreciated that if the communications network 2 is the Internet, this may be typically be achieved by having the base station 1 present web pages to users of the end stations 3. Accordingly, the end station 3 is typically in the form of a personal computer, lap-top, handheld PC, mobile phone, or the like, which is typically operating applications software to enable data transfer and in some cases web-browsing.
  • This form of architecture allows the game to be played as a multiple player game, with each game player being associated with a respective character in a single game. This allows the game to be played as a team game, with the characters acting together to complete the game. In this case, each game player may be expected to answer all of the questions, or alternatively, the game players may answer the questions as a team.
  • the end stations 3 may be communicate with each other directly, or alternatively the game may be hosted on the base station 1, which will also typically include a processing system similar to the processing system 10 operating as a server, or the like.
  • access to the process may be controlled using a subscription system or the like, which requires the payment of a fee to access a web site hosting the game. This may be achieved using a password system or the like, as will be appreciated by persons skilled in the art.
  • the invention operates by providing a game which will absorb the game player.
  • the player will be instructed and then need to demonstrate, acquired knowledge. This, will mean that the children will be learning even though playing a game.
  • the amount of instruction can be at a reasonably low level, with this being supplemented by reinforcement of key principles throughout the game, as mentioned above.
  • the intention of this is that by educating the children in a fun manner in which the characters wish to participate, this will increase awareness of respective conditions and how the characters may be prevented, thereby reducing the overall incidents of the conditions within society.
  • the system provides a learning environment in a delivery platform (computer game) that children can understand (must be FUN education), combination of learning (still challenge their knowledge and mental process) with character role models to provide guidance to the game player during the game.
  • This may be in the format of a car or bike race, with the standard of car used by the game player depending on the knowledge demonstrated during the game. Thus, for example the appearance or power rating of the car may depend on the number of questions answered correctly.
  • the game player will be introduced to their game guides - which in this example are known as the BODY MECHANICS (Insulyn and Glukagon) who will be used during the education process to explain how the body works (including tours) and what is their hormonal "superhero roles” (They also meet the "evil” third element Kortizol).
  • BODY MECHANICS Insulyn and Glukagon
  • This section will be along the lines of the fantastic voyage - through the body - and can include: • A trip around the body; and
  • the game will designed NOT to promote body perfection but to create a stimulating challenging opponent, for promoting the healthier lifestyle habits. It will be appreciated that there may be licensing, sponsorship and merchandising associated with the characters.
  • the game player may then read a section on topics relating to:
  • the game player will take a series of multiple choice quizzes in each section, thereby earning the right to save the host body which forms the game zone.
  • the status of the human body game zone can show responses mimicking those of the actual human body.
  • the game zone human body can show responses that actually happen when you are active - heart rate increase / blood pressure / body temperature and ultimately, performance eg: if you only get 60% right you only compete that long in an event. Whilst it will be appreciated that a wide range of implementations are within the scope of this example, a specific example of the story line of a game for teaching children about obesity will now be described.
  • VY Virtual You
  • Dr. Bludd or Dr Geoff Lean - Cardiologist doctor treating the patient also head of Mission Control (MC).
  • MC Mission Control
  • Insulyn - Stores excess energy from the blood stream back to the liver as glycogen.
  • WBC White Blood Cells
  • RBC Red Blood Cells
  • Anti-Oxidantz - Helps to fight Free Radicals when released from the lower intestines as it is gathered from food consumed.
  • Body Resistance Fighters (BRF) - Repair work on vessel walls. • Fuel Cells - High quality protein nutrition source, usually in the form of glucose.
  • Tryptophan - Guardian of the BBB is an essential amino acid, meaning that the body cannot manufacture it. The body has to get tryptophan and other essential amino acids from food.
  • Tryptophan helps the body produce the B-vitamin niacin, which, in turn, helps the body produce serotonin.
  • Locations in the game zone include:
  • Critical Zone The area of most concern for the health of the patient, which will change as each crisis appears and is dealt with.
  • Vault of Knowledge (VOK) - Otherwise known as the brain, the questions answered here help to gain advice for the SOT and supplies.
  • Obeez City The site of obesity in the body, which is very dangerous place as the toxic waste is very acidic
  • Fuel Cell Storage Silo Liver
  • Fuel Cell Storage Silo Liver
  • some energy (glycogen).
  • Iliac Vein - Major blood flow return from the lower limbs back towards the heart.
  • BBB The Blood-Brain Barrier.
  • Health Probe - Vehicle used by SOT to travel around the body
  • Amino Ray Can be acquired from VOK and used to fight the effects of damage by Korticol.
  • Level 1 - "high blood pressure and minor stroke" hi this level a critically ill patient requires treatment in the ER and is being treated by the doctor who is the Mission Controller and a member of the Ministry of HEALTH, (Hospital Emergencies against Lifestyles That Harm). Treatment requires the game player (Virtual You) to enter the body on a life or death mission to save the patient.
  • Virtual You will be assisted primarily by the hormone "superheroes", Insulyn and Glukagon, who will fill the other roles of members on the Special Operations Team to fight AG and his allies, the Agents of CHD. This part of the mission will require Virtual You to successfully answer a series of questions in the Vault of Knowledge (VOK), where they meet KorTex, who will guide them on their quest and allow them to overcome the areas of the body affected by high blood pressure being caused by Kortizol.
  • VK Vault of Knowledge
  • the team will also need to re-fuel the Health Probe and themselves, to covertly enter the Waist Lands to rescue Insulyn (this will be their first encounter with Addy Pose), as illness continues to ravage the body primarily with Diabetes and vascular related problems.
  • the Doctor then realizes that the patient is suffering a heart attack and the health scan and ECG are showing these symptoms. This is confirmed by the team's HUD showing the patient experiencing difficulties inside the body and a requirement to go to the four Chambers.
  • Sara Bellum who'd been tasked with getting the patient active, has been kidnapped by the Free Radicals and has been taken to Obeez City where she is now being held prisoner by AG. This makies it impossible for the patient to be active as all motor control is under the control of Sara Bellum. AG believes if he can knock out the driver of activity he'll defeat the SOT once and for all.
  • the Team members realize that Sara is critical to their mission and the only way that the patient can be saved in the long term is if they can rescue Sara Bellum from the clutches of AG in Obeez City and get the patient active once again.
  • VY must have acquired all of these fighting skills and weapons in the VOK otherwise AG will simply adopt a style/weapon which VY is not familiar or equipped with and defeat the player plunging Sara Bellum into the vat of boiling fat dooming the patient to death in the process.
  • a Health Probe vehicle is provided for use to travel around the body. In it's current form, lacks someone to pilot it, sufficient fuel to complete the full mission, adequate armor and weapons to defeat their enemy, so all agree that a rapid action is required.
  • the user must navigate the vehicle via the Four Chambers to gather the required data to arm, fuel and protect themselves and the HP. They will use the Bloodstream to travel around the body and this will also be another way they explore the body.
  • the player controls the HP to enter the inferior vena cava. Due to fuel levels, 02 concentrations, etc. within the Health Probe the shortest possible route to get to the VOK to equip themselves.
  • the game zone displays alveoli air sacks, where the exchange of C02 / 02 is occurring and blue blood, now appears to be red blood, indicating that the bloodstream is flooded with ample supplies of 02 as oxygen exchange is taking place.
  • the HP travels forward as the path widens to venuoles, then increase in size to the pulmonary vein draining back into the Four Chambers, left atria into left ventricle, then the HP is pumped out of the aorta via systemic circulation, taking ascending aorta to the VOK.
  • the gaming zone shows large sections of the exterior of the VOK appear to have suffered damage and the doctor informs them that the patient may have suffered an earlier • complication of a minor stroke, which is why Glukagon and Insulyn have been unable to communicate with Kor Tex or Sera Bellum. This represents a prior cerebral hemorrhage.
  • BBB Blood Brain Barrier
  • VOK is a dark, fortress and appears to be protected by intermittent electric currents that race across the surface, except for the damaged area. The doctor explains that this is the brain synapses firing with any thoughts from the patient, and although unconscious the brain is still active. VOK could be grey in colour (made up of grey matter) and the walls are constructed in such away that you can see the folds and fissures that make up brain tissue.
  • the entrance is fronted by two very large doors that only open partially allowing the entry of the Fuel Cells.
  • a demonstration is provided showing what happens to an "unworthy" aspirant that tries to cross the BBB (for example, one of the piranha type viruses could try to enter the brain and be torn to bits by Tryptophan and Serotonin).
  • this indicates to the user that they must answer the health question correctly, which then allows a Fuel Cell to be used to access the VOK.
  • the user is provided with 3 minutes of time until the air runs out.
  • the VOK is represented by an old, dark, dusty vault, (which has suffered visible damage from the previous stroke) but includes the information required to save this body.
  • the VOK has a three tiered wall (alcove) stretching upwards as far as the eye can see - ENERGYZONE or Nutrition - POWERZONE or fitness - ENGL EERLNGZONE or body structure. KorTex, the wizard and "Master of the Ages", explains what questions must be answered before the game can continue.
  • each section in the VOK will have boxes numbered 1-5 (or 15 questions each level) with a series of True and False questions. They must answer ALL questions in each section prior to moving onto the next section. There is a time limit monitored so that if the time elapses, any questions not attempted will be forfeited. Example questions are set out below.
  • the user navigates along the major femoral artery path, which looks like a rushing stream through a canyon, they activate the Stealth Mode (if gained in the VOK) so as not to alert Kortizol, who using his scythes / talons to damage the walls of the bloodstream, restricting the flow of blood which is forcing increased pressure response back towards the heart. Without Stealth Mode Kortizol can turn destroy the HP resulting in death and the end of game. Sara Bellum will therefore instruct the team to engage Stealth Mode upon approach and select the Amino Ray with which to engage Kortizol, which is achieved by shooting the respective character using the ray weapon .
  • the doctor advises to drink more water.
  • the body is hydrated, which will take a short time to arrive but will soon make travel that much easier. As they arrive in the area they view the damage, and decide they need to begin damage control initiatives quickly.
  • An Arterial shunt to reinforce the extensive damage done to the walls of the femoral artery by Kortizol can be used. If VY didn't answer the question correctly in the VOK and the arterial shunt isn't acquired the damage that had already been done by Kortizol would result in the walls of the femoral artery breaching and the patient hemorrhaging to death - Game Over.
  • the user is advised to perform repair work on the vessel walls using a Shunt Kit. On completion the user controls the HP to travel back along the bloodstream towards Body HQ.
  • the user must acquire the Fuel Cells to continue their mission and that a diversion to the Fuel Cell storage silo is required to release some stored energy.
  • the uiser is instructed that the storage silo is the only other place, aside from the blood stream, that Fuel Cells can be acquired.
  • the liver is also the toxic waste processing plant - that is why alcohol damages liver. Plus the Kidneys have also experienced damage, which is indicated to be caused by Sir O'sis.
  • the user controls a "drag hook” to catch the end point which will cause the net to break its confines and release the nutrients into the blood stream to energize the body, the HP and also its occupants.
  • Insulyn Due to the excessive amount of nutrients flooding the bloodstream, Insulyn finds himself being overworked as the numbers of nutrients being stored are reduced and so to do the numbers of "Insulyns". This is reflective of the way in which the body reacts when a meal is eaten, that the way the body reacts to carbohydrates, protein, and fat, which generally cause an "Insulin" response.
  • the user continues to receive reports of other emergencies arising out in the body where the Free Radicalz are mounting an offensive on cells of the body with a suppressed immunity caused by the illness affected body.
  • the WBC are overwhelmed by the Free Radicalz which is reaping havoc on the body's immune system.
  • the user must therefore combat the Free Radicalz with an influx of Anti- Oxidantz. They report this back to Mission Control.
  • Diabeetz has been at work already, because the body's cells have been unable to uptake the available Fuel Cells and Insulyn is working overtime (and ineffectively) to overcome this problem.
  • MC is concerned about this and has dispatched the Anti Oxidantz to mobilise and assist with limiting damage being caused and also to improve immune function by aiding the WBC. This element must be controlled or other health issues will ravage the body.
  • Insulyn is captured by Diabeetz and taken to Obeez City, which must be counteracted in level 2 by returning to the VOK to seek more equipment and knowledge.
  • Cholesterol has two parts: a. HDL (high density lipoprotein) - which is "good” cholesterol b. HDL - which is “bad” cholesterol. c. LDL (low density lipoprotein) - which is “good” cholesterol d. LDL - is "bad” cholesterol and HDL is “good” cholesterol.
  • Fats can be either saturated or unsaturated. The following statement is more accurate in relation to fats: a. The characters are "bad” and every effort should be made to eliminate them from your diet. b. Saturated fats aren't really a problem, it is the unsaturated fats we need to be careful of. c. Saturated fats are generally of a plant origin. d. Unsaturated fats are generally of a plant origin and actually have some beneficial effects on your heart.
  • Exercise can reduce blood pressure by: a. Lowering certain hormones in the body that constrict blood vessels. b. Increasing the width of some blood vessels. c. Helping to reduce body weight and blood lipid profiles. d. All of the above.
  • Ostoporosis refers to: a. ankle problems b. a thinning of the bones as a consequence of a loss of bone mineral (calcium) deposition. c. breaking bones. d. knee problems.
  • Exercise can help offset the incidence of osteoporosis by: a. Stimulating/maintaining bone deposition as a consequence of muscular contraction. b. Forcing you to crave better foods that are rich in calcium c. This is a fallacy, exercise has no effect on the effects on osteoporosis. Decreasing your body weight which subsequently puts less stress on your bones.
  • Example of true/false answer questions are as follows:
  • Blood pressure is a measure of the pressure acting on the walls of the blood vessels.
  • T The systolic blood pressure refers to the pressure in the blood vessels when the heart pumps.
  • the diastolic blood pressure refers to the pressure in the blood vessels when the heart relaxes.

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JP2006504021A JP2006524068A (ja) 2003-04-24 2004-04-23 ゲーム
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WO2012029034A1 (en) * 2010-09-02 2012-03-08 Koninklijke Philips Electronics N.V. Intuitive presentation of ventilation effectiveness
JP7655577B2 (ja) * 2023-07-14 2025-04-02 株式会社コナミアミューズメント ゲームシステム、ゲーム制御方法およびプログラム

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WO1999032201A1 (en) * 1997-12-22 1999-07-01 Health Hero Network, Inc. Multi-player interactive electronic game for health education
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US20150251091A1 (en) * 2012-09-27 2015-09-10 Gree, Inc. Server, method of controlling a server, and program
US9764235B2 (en) * 2012-09-27 2017-09-19 Gree, Inc. Server, method of controlling a server, and program
US10561938B2 (en) 2012-09-27 2020-02-18 Gree, Inc. Server, method of controlling a server, and program
US11241618B2 (en) 2012-09-27 2022-02-08 Gree, Inc. Server, method of controlling a server, and program
US11759706B2 (en) 2012-09-27 2023-09-19 Gree, Inc. Server, method of controlling a server, and program

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