US20140378223A1 - Interactive electronic game results as health indicators - Google Patents

Interactive electronic game results as health indicators Download PDF

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Publication number
US20140378223A1
US20140378223A1 US14/480,201 US201414480201A US2014378223A1 US 20140378223 A1 US20140378223 A1 US 20140378223A1 US 201414480201 A US201414480201 A US 201414480201A US 2014378223 A1 US2014378223 A1 US 2014378223A1
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Prior art keywords
information
processing device
gameplay session
game
remote
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US14/480,201
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Ajit Pendse
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pomdevices LLC
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pomdevices LLC
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Publication date
Priority claimed from US13/102,300 external-priority patent/US20110281597A1/en
Priority claimed from US13/104,371 external-priority patent/US8427302B2/en
Priority claimed from US13/151,572 external-priority patent/US20110301969A1/en
Priority claimed from US13/151,528 external-priority patent/US8409013B2/en
Priority claimed from US13/217,649 external-priority patent/US20120050066A1/en
Application filed by pomdevices LLC filed Critical pomdevices LLC
Priority to US14/480,201 priority Critical patent/US20140378223A1/en
Publication of US20140378223A1 publication Critical patent/US20140378223A1/en
Assigned to pomdevices, LLC reassignment pomdevices, LLC ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: PENDSE, AJIT
Abandoned legal-status Critical Current

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    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F1/00Details not covered by groups G06F3/00 - G06F13/00 and G06F21/00
    • G06F1/16Constructional details or arrangements
    • G06F1/1613Constructional details or arrangements for portable computers
    • G06F1/1632External expansion units, e.g. docking stations
    • GPHYSICS
    • G08SIGNALLING
    • G08BSIGNALLING OR CALLING SYSTEMS; ORDER TELEGRAPHS; ALARM SYSTEMS
    • G08B25/00Alarm systems in which the location of the alarm condition is signalled to a central station, e.g. fire or police telegraphic systems
    • G08B25/01Alarm systems in which the location of the alarm condition is signalled to a central station, e.g. fire or police telegraphic systems characterised by the transmission medium
    • G08B25/016Personal emergency signalling and security systems
    • GPHYSICS
    • G16INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR SPECIFIC APPLICATION FIELDS
    • G16HHEALTHCARE INFORMATICS, i.e. INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR THE HANDLING OR PROCESSING OF MEDICAL OR HEALTHCARE DATA
    • G16H40/00ICT specially adapted for the management or administration of healthcare resources or facilities; ICT specially adapted for the management or operation of medical equipment or devices
    • G16H40/60ICT specially adapted for the management or administration of healthcare resources or facilities; ICT specially adapted for the management or operation of medical equipment or devices for the operation of medical equipment or devices
    • G16H40/67ICT specially adapted for the management or administration of healthcare resources or facilities; ICT specially adapted for the management or operation of medical equipment or devices for the operation of medical equipment or devices for remote operation
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M1/00Substation equipment, e.g. for use by subscribers
    • H04M1/72Mobile telephones; Cordless telephones, i.e. devices for establishing wireless links to base stations without route selection
    • H04M1/724User interfaces specially adapted for cordless or mobile telephones
    • H04M1/72403User interfaces specially adapted for cordless or mobile telephones with means for local support of applications that increase the functionality
    • H04M1/72418User interfaces specially adapted for cordless or mobile telephones with means for local support of applications that increase the functionality for supporting emergency services
    • H04M1/72424User interfaces specially adapted for cordless or mobile telephones with means for local support of applications that increase the functionality for supporting emergency services with manual activation of emergency-service functions
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W4/00Services specially adapted for wireless communication networks; Facilities therefor
    • H04W4/90Services for handling of emergency or hazardous situations, e.g. earthquake and tsunami warning systems [ETWS]
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/10Protocols in which an application is distributed across nodes in the network
    • H04L67/1095Replication or mirroring of data, e.g. scheduling or transport for data synchronisation between network nodes
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M2242/00Special services or facilities
    • H04M2242/04Special services or facilities for emergency applications
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W4/00Services specially adapted for wireless communication networks; Facilities therefor
    • H04W4/12Messaging; Mailboxes; Announcements
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W4/00Services specially adapted for wireless communication networks; Facilities therefor
    • H04W4/80Services using short range communication, e.g. near-field communication [NFC], radio-frequency identification [RFID] or low energy communication
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W88/00Devices specially adapted for wireless communication networks, e.g. terminals, base stations or access point devices
    • H04W88/02Terminal devices
    • H04W88/06Terminal devices adapted for operation in multiple networks or having at least two operational modes, e.g. multi-mode terminals

Definitions

  • a portable patient computing device remote from a caregiver receives first information for a first gameplay session spanning a first time range, the first information including at least one of a numerical score resulting from the first gameplay session, an in-game achievement resulting from the first gameplay session, or play duration resulting from the first gameplay session.
  • the portable patient computing device receives second information for a second gameplay session spanning a second time range that begins after an end of the first time range, the second information including at least one of a numerical game score resulting from a second gameplay session, a game achievement resulting from the second gameplay session, or play duration resulting from the second gameplay session.
  • the portable patient computing device either identifies a trend based on the collected first and second information, or passes the first and second information to a remote caregiver computing device for remote trend identification.
  • the portable patient computing device may analyze the third information using the identified trend.
  • the portable patient computing device may pass the third information to the remote caregiver computing device for remote analysis. Either the portable patient computing device or the remote caregiver computing device (or both) notifies a caregiver according to the analysis.
  • patient broadly to mean any individual person whose activities are monitored consistent with the present disclosure.
  • caregiver broadly to mean any person who receives notifications related to patient activities consistent with the present disclosure.
  • Caregiver thus may include but is not limited to a doctor, nurse, other healthcare professional, friend, neighbor, family member, etc.
  • home as in the patient's home, broadly to refer to any location where the patient spends much of their time.
  • FIG. 1 illustrates a system to collect interactive game results of gaming systems in the household for identifying health changes at a remote location.
  • FIG. 2 illustrates an example method for using the caregiver computing device and/or the patient computing device shown in FIG. 1 .
  • FIG. 1 illustrates a system to collect interactive game results of gaming systems in the household for identifying health changes at a remote location.
  • the system 100 includes a portable patient computing device 8 operated by a patient in the home and a caregiver computing device 6 operating in a remote location.
  • the portable patient computing device 8 contains processing device 11 to obtain game results generated by in-home gameplay by the patient.
  • the system 100 also includes one or more of the other gaming system(s) 7 A-D that are communicatively coupled to the processing device 8 over at least one network (such as LAN 18 ).
  • the gaming systems 7 A-D can include, but are not limited to, a networked gaming console connected to a display such as a television, a networked personal computer having a game stored thereon, a networked portable gaming device such as a cell phone having a game stored thereon, or any other gaming system.
  • the system can include a gaming system 7 E operated by the portable patient computing device itself, e.g. a manufacturer installed game or user downloaded game that utilizes an input/output interface of the device 8 for gameplay.
  • the portable computing device 8 is configured to obtain game results of in-home gameplay of at least one of the gaming systems 7 A-E.
  • the game results from gaming systems 7 A-D are collected solely over the LAN 18 .
  • one of the gaming systems 7 A-D may upload gaming results to a game server, and in those cases the portable patient computing device 8 can be configured to collect gaming results over the WAN 16 from the gaming server instead or in addition to collection over the LAN 18 .
  • portable ones of the gaming systems 7 A-D such as a cell phone may be played outside the home.
  • the game results may be collected over the WAN 16 at any time, or in other cases collected over the LAN 18 when the portable gaming system 7 C comes in range.
  • the processing device 11 can be configured to, at various times, extract information from the gaming systems 7 A-E.
  • the extracted information can include, but is not limited to, score/achievements, frequency of play, duration of play, etc.
  • the various times for extraction could be scheduled or requested ad hoc by the caregiver computing device 6 .
  • networked devices may initiate a communication, or “push” data when they have activity to report. For example, a gaming console may report a score at the conclusion of a game.
  • the processing device 11 processes the information to identify a trend based on the raw information from gaming systems 7 A-E. It should be apparent that any known form of trend analysis can be used.
  • the processing device 11 can compare new information extracted from one of the devices 7 A-E to the identified trend. If the new information varies from the identified trend by a predetermined threshold, the processing device 11 transmits a certain type of notification (a health alert) to a caregiver. The transmitted notification can use SMS/text messaging, email, and/or other forms of communication. If the new information does not vary from the identified trend by the predetermined threshold, the processing device 11 can still transmit a result of the trend analysis to the caregiver, although this would not be a health alert type notification.
  • An identified trend could be based on frequency of completed gameplay sessions, and a detected variation from the trend could be represented by the lack of new gameplay results at a time expected based on the trend.
  • the analysis based on the trend can also check a variance in the gameplay results from one gaming system and correlate that variance with gameplay results from other gaming systems, and based on this comparison, determine whether or not a threshold limit has been reached. For example, a person who usually plays a portable gaming device may occasionally spend more time playing a gaming console. Lack of gaming results from the portable gaming device might be compensated by the gaming results from gameplay using the gaming console (meaning no health alert is sent). Or, perhaps input from another source indicates no gameplay with any of the gaming systems, which would mean that the health alert does get sent.
  • the content of the uploaded notification can include results of the trend analysis to be used by the caregiver in monitoring cognitive health (or for that matter any form of health) of the patient.
  • the notification can be configured to highlight new deviations from existing trends and/or to characterize such new deviations by associating at least some of the trends with symptoms and characterize symptoms.
  • the stored trend may be located in a memory of the portable patient computing device 8 .
  • the processing device 11 may update the stored trend from time to time. An update can occur at a scheduled time no matter how much or how little new information is available, or may occur in response to receiving a certain amount of new information.
  • portable patient computing device 8 and the processing device 11 in one example of the system 100 , it is noted that other examples can include a caregiver computing device 6 containing processing device 22 . Some or all of the functions described above by the processing device 11 can be performed by the processing device 22 as part of a distributed scheme.
  • the processing device 11 can upload the raw information extracted from the gaming systems 7 A-E via SMS/text messaging, email, and/or other forms of communication.
  • the processing device 22 determines a trend based on all of the raw information currently available on the computing device 6 .
  • the processing device 22 stores the determined trend data on a local memory or a network accessible remote memory.
  • the processing device 22 can compare the new raw information to the stored trend data. According to the comparison, the processing device 22 can notify a caregiver, which may include displaying a message on a display attached to the computing device 6 .
  • the present disclosure includes daily (or other period) gameplay monitoring.
  • the system then builds a database of information over time.
  • the database can then be analyzed for trends and deviations from those trends, and the results could be communicated to appropriate parties such as caregivers or medical facilities.
  • the database can be located on a portable patient computing device or on a network device remote from the portable patient computing device, or even distributed across multiple network devices including the portable patient computing device.
  • Trends can be determined through a moving average algorithm such that both acute and longitudinal changes can be detected. Some specific embodiments would not only provide status and alerts, but could include recommended actions for both the caregiver and the patient.
  • FIG. 2 illustrates an example method for using the caregiver computing device and/or the patient computing device shown in FIG. 1 .
  • a game session is initiated by a patient, either at the preference of the patient ( 201 A) or the caregiver ( 201 B).
  • Gameplay can be on any interactive electronic device, such as the computing device 8 or a remote interactive electronic device.
  • information from the gaming session is stored in the computing device 8 or the networked gaming system.
  • analysis of the stored information is requested.
  • the analysis can be requested by the device 6 at any time or automatically initiated as part of a preset schedule.
  • the analysis typically includes comparison of the information from a most recent gaming session to information from at least one previous session.
  • the stored information can then be analyzed, for example by the computing device 8 , for trends and deviations from those trends.
  • Trends can be determined through a moving average algorithm such that both acute and longitudinal changes can be detected. Some specific embodiments would identify trends and deviations therefrom in the analysis, but could also identify recommended actions for both the caregiver and the patient.
  • results of the analysis are distributed based on predefined settings. For example, the results of the analysis can be sent to a stored list of recipients.
  • the device 6 may be included as a recipient.
  • the device 8 can also include a notification 205 A-B based on any identified recommend actions resulting from the analysis.
  • the notification can be sent differently (for example by phone call instead of email) and/or be sent to a relevant emergency response group.
  • the device 8 also sends trend information in process 205 C, which will be stored in a database in process 207 once received by the device 6 .
  • the typical portable device is likely to include one or more processors and software executable on those processors to carry out the operations described.
  • software herein in its commonly understood sense to refer to programs or routines (subroutines, objects, plug-ins, etc.), as well as data, usable by a machine or processor.
  • computer programs generally comprise instructions that are stored in machine-readable or computer-readable storage media.
  • Some embodiments of the present invention may include executable programs or instructions that are stored in machine-readable or computer-readable storage media, such as a digital memory.
  • a “computer” in the conventional sense is required in any particular embodiment.
  • various processors, embedded or otherwise may be used in equipment such as the components described herein.
  • memory associated with a given processor may be stored in the same physical device as the processor (“on-board” memory); for example, RAM or FLASH memory disposed within an integrated circuit microprocessor or the like.
  • the memory comprises an independent device, such as an external disk drive, storage array, or portable FLASH key fob.
  • the memory becomes “associated” with the digital processor when the two are operatively coupled together, or in communication with each other, for example by an I/O port, network connection, etc. such that the processor can read a file stored on the memory.
  • Associated memory may be “read only” by design (ROM) or by virtue of permission settings, or not.
  • a “software product” refers to a memory device in which a series of executable instructions are stored in a machine-readable form so that a suitable machine or processor, with appropriate access to the software product, can execute the instructions to carry out a process implemented by the instructions.
  • Software products are sometimes used to distribute software. Any type of machine-readable memory, including without limitation those summarized above, may be used to make a software product. That said, it is also known that software can be distributed via electronic transmission (“download”), in which case there typically will be a corresponding software product at the transmitting end of the transmission, or the receiving end, or both.

Abstract

In one example, a portable patient computing device receives results of a plurality of gaming sessions of a patient using a local or remote interactive electronic gaming system. The portable patient computing device identifies a trend based on the game results, or passes the game results to a caregiver computing device for remote trend identification. After the portable patient computing device receives a result of a new gaming session of the patient using a local or remote interactive gaming system, the portable patient computing device either analyzes the newly received result using the identified trend, or passes the newly received result to the remote caregiver computing device for remote analysis, or both. A caregiver of the patient is notified according to a result of the analysis.

Description

  • This application is a continuation of U.S. patent application Ser. No. 13/218,378 filed on Aug. 25, 2011, entitled MOBILE PANIC BUTTON FOR HEALTH MONITORING SYSTEM, which is a non-provisional of U.S. Provisional Application No. 61/378,540 filed on Aug. 31, 2010, entitled: MOBILE PANIC BUTTON FOR HEALTH MONITORING SYSTEM, and a continuation in part of U.S. Non-provisional application Ser. No. 13/151,528 filed on Jun. 2, 2011, entitled: INTERACTIVE ELECTRONIC GAME RESULTS AS HEALTH INDICATORS, and a continuation in part of U.S. Non-provisional application Ser. No. 13/151,034 filed on Jun. 1, 2011, entitled: META SMS/TEXT DATA EXTRACTION, and a continuation in part of U.S. Non-provisional application Ser. No. 13/104,371 filed on May 10, 2011, entitled: ACTIVITY TREND DETECTION AND NOTIFICATION TO A CAREGIVER, and a continuation in part of U.S. Non-provisional application Ser. No. 13/102,300 filed on May 6, 2011, entitled: AIDED CONSTRUCTION OF SMS STATUS MESSAGES TO CAREGIVERS, and a continuation in part of U.S. Non-provisional application Ser. No. 13/151,572 filed on Jun. 2, 2011, entitled: MONITORING ELECTRONIC DEVICE USAGE IN A MANAGED HEALTHCARE ENVIRONMENT, and a continuation in part of U.S. Non-provisional application Ser. No. 13/217,649 filed on Aug. 25, 2011, entitled: MOBILE DEVICE USER INTERFACE FOR HEALTH MONITORING SYSTEM, each of which is incorporated herein by reference in its entirety.
  • COPYRIGHT NOTICE
  • ©2010-2011 pomdevices, LLC. A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all copyright rights whatsoever. 37 CFR §1.71(d).
  • BACKGROUND OF THE INVENTION
  • Early detection of a decline in health, especially cognitive health, in an older adult can be critical for effective treatment. Checkups at medical facilities can be useful for early detection, but are sometimes too infrequent to provide immediate detection of a decline in health, especially cognitive health where declines can happen rapidly and without being easily noticed by friends and family.
  • Systems for monitoring health remotely with respect to the medical facilities, for example monitoring health in the home, do exist. Some of these existing systems fail to make adequate use of resources that may already be available in the home of the older adult, which can result in these existing systems being prohibitively expensive and/or difficult to deploy. Some of these existing systems monitor only physical health indicators, such as a heartbeat, but do not monitor cognitive health indicators, such as cognitive agility.
  • SUMMARY OF THE INVENTION
  • In one example, a portable patient computing device remote from a caregiver receives first information for a first gameplay session spanning a first time range, the first information including at least one of a numerical score resulting from the first gameplay session, an in-game achievement resulting from the first gameplay session, or play duration resulting from the first gameplay session. The portable patient computing device receives second information for a second gameplay session spanning a second time range that begins after an end of the first time range, the second information including at least one of a numerical game score resulting from a second gameplay session, a game achievement resulting from the second gameplay session, or play duration resulting from the second gameplay session.
  • The portable patient computing device either identifies a trend based on the collected first and second information, or passes the first and second information to a remote caregiver computing device for remote trend identification. After the portable patient computing device receives third information for a third gameplay session spanning a third time range that begins after an end of the second time range, the third information including at least one of a numerical game score resulting from the third gameplay session, a game achievement resulting from the third gameplay session, or play duration resulting from the second gameplay session, the portable patient computing device may analyze the third information using the identified trend. The portable patient computing device may pass the third information to the remote caregiver computing device for remote analysis. Either the portable patient computing device or the remote caregiver computing device (or both) notifies a caregiver according to the analysis.
  • In this application and the claims, we use the term “patient” broadly to mean any individual person whose activities are monitored consistent with the present disclosure. We use the term “caregiver” broadly to mean any person who receives notifications related to patient activities consistent with the present disclosure. “Caregiver” thus may include but is not limited to a doctor, nurse, other healthcare professional, friend, neighbor, family member, etc. And we use the term “home,”, as in the patient's home, broadly to refer to any location where the patient spends much of their time.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 illustrates a system to collect interactive game results of gaming systems in the household for identifying health changes at a remote location.
  • FIG. 2 illustrates an example method for using the caregiver computing device and/or the patient computing device shown in FIG. 1.
  • DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS
  • FIG. 1 illustrates a system to collect interactive game results of gaming systems in the household for identifying health changes at a remote location.
  • The system 100 includes a portable patient computing device 8 operated by a patient in the home and a caregiver computing device 6 operating in a remote location. The portable patient computing device 8 contains processing device 11 to obtain game results generated by in-home gameplay by the patient.
  • The system 100 also includes one or more of the other gaming system(s) 7A-D that are communicatively coupled to the processing device 8 over at least one network (such as LAN 18). The gaming systems 7A-D can include, but are not limited to, a networked gaming console connected to a display such as a television, a networked personal computer having a game stored thereon, a networked portable gaming device such as a cell phone having a game stored thereon, or any other gaming system. Furthermore, the system can include a gaming system 7E operated by the portable patient computing device itself, e.g. a manufacturer installed game or user downloaded game that utilizes an input/output interface of the device 8 for gameplay.
  • The portable computing device 8 is configured to obtain game results of in-home gameplay of at least one of the gaming systems 7A-E. In some examples, the game results from gaming systems 7A-D are collected solely over the LAN 18. In other examples, one of the gaming systems 7A-D may upload gaming results to a game server, and in those cases the portable patient computing device 8 can be configured to collect gaming results over the WAN 16 from the gaming server instead or in addition to collection over the LAN 18. Also, in other examples portable ones of the gaming systems 7A-D such as a cell phone may be played outside the home. In some cases the game results may be collected over the WAN 16 at any time, or in other cases collected over the LAN 18 when the portable gaming system 7C comes in range.
  • The processing device 11 can be configured to, at various times, extract information from the gaming systems 7A-E. The extracted information can include, but is not limited to, score/achievements, frequency of play, duration of play, etc. The various times for extraction could be scheduled or requested ad hoc by the caregiver computing device 6. In other embodiments, networked devices may initiate a communication, or “push” data when they have activity to report. For example, a gaming console may report a score at the conclusion of a game.
  • Once the processing device 11 has obtained the raw information from gaming systems 7A-E as described above, in the present example the processing device 11 processes the information to identify a trend based on the raw information from gaming systems 7A-E. It should be apparent that any known form of trend analysis can be used.
  • Having identified a trend, the processing device 11 can compare new information extracted from one of the devices 7A-E to the identified trend. If the new information varies from the identified trend by a predetermined threshold, the processing device 11 transmits a certain type of notification (a health alert) to a caregiver. The transmitted notification can use SMS/text messaging, email, and/or other forms of communication. If the new information does not vary from the identified trend by the predetermined threshold, the processing device 11 can still transmit a result of the trend analysis to the caregiver, although this would not be a health alert type notification. An identified trend could be based on frequency of completed gameplay sessions, and a detected variation from the trend could be represented by the lack of new gameplay results at a time expected based on the trend.
  • In the case of the patient playing more than one gaming system, the analysis based on the trend can also check a variance in the gameplay results from one gaming system and correlate that variance with gameplay results from other gaming systems, and based on this comparison, determine whether or not a threshold limit has been reached. For example, a person who usually plays a portable gaming device may occasionally spend more time playing a gaming console. Lack of gaming results from the portable gaming device might be compensated by the gaming results from gameplay using the gaming console (meaning no health alert is sent). Or, perhaps input from another source indicates no gameplay with any of the gaming systems, which would mean that the health alert does get sent.
  • The content of the uploaded notification can include results of the trend analysis to be used by the caregiver in monitoring cognitive health (or for that matter any form of health) of the patient. In some examples, the notification can be configured to highlight new deviations from existing trends and/or to characterize such new deviations by associating at least some of the trends with symptoms and characterize symptoms.
  • The stored trend may be located in a memory of the portable patient computing device 8. The processing device 11 may update the stored trend from time to time. An update can occur at a scheduled time no matter how much or how little new information is available, or may occur in response to receiving a certain amount of new information.
  • Having now described the portable patient computing device 8 and the processing device 11 in one example of the system 100, it is noted that other examples can include a caregiver computing device 6 containing processing device 22. Some or all of the functions described above by the processing device 11 can be performed by the processing device 22 as part of a distributed scheme.
  • For example, in one distributed scheme, the processing device 11 can upload the raw information extracted from the gaming systems 7A-E via SMS/text messaging, email, and/or other forms of communication. Periodically or upon request, the processing device 22 determines a trend based on all of the raw information currently available on the computing device 6. The processing device 22 stores the determined trend data on a local memory or a network accessible remote memory. Then, as the portable patient computing device 8 feeds new raw information to the computing device 6, the processing device 22 can compare the new raw information to the stored trend data. According to the comparison, the processing device 22 can notify a caregiver, which may include displaying a message on a display attached to the computing device 6.
  • It should be apparent that the above example is just one example of distributing functions between the processing device 11 and the processing device 22. In other examples the functions can be distributed in any combination.
  • The present disclosure includes daily (or other period) gameplay monitoring. The system then builds a database of information over time. The database can then be analyzed for trends and deviations from those trends, and the results could be communicated to appropriate parties such as caregivers or medical facilities. The database can be located on a portable patient computing device or on a network device remote from the portable patient computing device, or even distributed across multiple network devices including the portable patient computing device.
  • Trends can be determined through a moving average algorithm such that both acute and longitudinal changes can be detected. Some specific embodiments would not only provide status and alerts, but could include recommended actions for both the caregiver and the patient.
  • FIG. 2 illustrates an example method for using the caregiver computing device and/or the patient computing device shown in FIG. 1.
  • In process 200 a game session is initiated by a patient, either at the preference of the patient (201A) or the caregiver (201B). Gameplay can be on any interactive electronic device, such as the computing device 8 or a remote interactive electronic device. In process 202 information from the gaming session is stored in the computing device 8 or the networked gaming system.
  • In process 203A or 203B, analysis of the stored information is requested. The analysis can be requested by the device 6 at any time or automatically initiated as part of a preset schedule. The analysis typically includes comparison of the information from a most recent gaming session to information from at least one previous session.
  • The stored information can then be analyzed, for example by the computing device 8, for trends and deviations from those trends. Trends can be determined through a moving average algorithm such that both acute and longitudinal changes can be detected. Some specific embodiments would identify trends and deviations therefrom in the analysis, but could also identify recommended actions for both the caregiver and the patient.
  • In process 204 results of the analysis are distributed based on predefined settings. For example, the results of the analysis can be sent to a stored list of recipients. The device 6 may be included as a recipient.
  • Along with sending the results, the device 8 can also include a notification 205A-B based on any identified recommend actions resulting from the analysis. In the case of an emergency 206, the notification can be sent differently (for example by phone call instead of email) and/or be sent to a relevant emergency response group. The device 8 also sends trend information in process 205C, which will be stored in a database in process 207 once received by the device 6.
  • It will be apparent to those having skill in the art that many changes may be made to the details of the above-described embodiments without departing from the underlying principles of the invention. For example, the scope of the present invention should, therefore, be determined only by the following claims.
  • Most of the equipment discussed above comprises hardware and associated software. For example, the typical portable device is likely to include one or more processors and software executable on those processors to carry out the operations described. We use the term software herein in its commonly understood sense to refer to programs or routines (subroutines, objects, plug-ins, etc.), as well as data, usable by a machine or processor. As is well known, computer programs generally comprise instructions that are stored in machine-readable or computer-readable storage media. Some embodiments of the present invention may include executable programs or instructions that are stored in machine-readable or computer-readable storage media, such as a digital memory. We do not imply that a “computer” in the conventional sense is required in any particular embodiment. For example, various processors, embedded or otherwise, may be used in equipment such as the components described herein.
  • Memory for storing software again is well known. In some embodiments, memory associated with a given processor may be stored in the same physical device as the processor (“on-board” memory); for example, RAM or FLASH memory disposed within an integrated circuit microprocessor or the like. In other examples, the memory comprises an independent device, such as an external disk drive, storage array, or portable FLASH key fob. In such cases, the memory becomes “associated” with the digital processor when the two are operatively coupled together, or in communication with each other, for example by an I/O port, network connection, etc. such that the processor can read a file stored on the memory. Associated memory may be “read only” by design (ROM) or by virtue of permission settings, or not. Other examples include but are not limited to WORM, EPROM, EEPROM, FLASH, etc. Those technologies often are implemented in solid state semiconductor devices. Other memories may comprise moving parts, such as a conventional rotating disk drive. All such memories are “machine readable” or “computer-readable” and may be used to store executable instructions for implementing the functions described herein.
  • A “software product” refers to a memory device in which a series of executable instructions are stored in a machine-readable form so that a suitable machine or processor, with appropriate access to the software product, can execute the instructions to carry out a process implemented by the instructions. Software products are sometimes used to distribute software. Any type of machine-readable memory, including without limitation those summarized above, may be used to make a software product. That said, it is also known that software can be distributed via electronic transmission (“download”), in which case there typically will be a corresponding software product at the transmitting end of the transmission, or the receiving end, or both.
  • Having described and illustrated the principles of the invention in a preferred embodiment thereof, it should be apparent that the invention may be modified in arrangement and detail without departing from such principles. We claim all modifications and variations coming within the spirit and scope of the following claims

Claims (12)

1. A personal portable device, comprising:
a housing structured to be worn on a person or handheld; and
a processing device located inside the housing; and
a first long range network interface coupled to the processing device, the first long range interface configured to communicative couple the personal portable device to a remote device over a first remote network;
a second network interface that is different than the first long range network interface, the second network interface coupled to the processing device;
wherein the processing device is configured to:
responsive to coupling the second network interface to a second local area network that is different than the first remote network, identify consumer electronic equipment of the second local area network;
obtain first information responsive to identifying the consumer electronic equipment of the second local area network;
wherein a portion of the first information originates from the identified consumer electronic equipment and is received over at least one of the first or second network interfaces, wherein said portion of the first information includes least one of a numerical score resulting from a first gameplay session using the identified consumer electronic equipment, an in-game achievement resulting from the first gameplay session, or play duration resulting from the first gameplay session; and
performing a trend analysis using the portion of the first information.
2. The personal portable device of claim 1, wherein the processing device is further configured to pull the portion of the first information from the identified consumer electronic equipment of the local area network.
3. The personal portable device of claim 1, wherein the processing device is further configured to:
obtain second information including at least one of a numerical game score resulting from a second gameplay session that is different than the first gameplay session, a game achievement resulting from the second gameplay session, or play duration resulting from the second gameplay session;
compare the second information to a trend associated with the portion of the first information; and
notify a user responsive to the comparison.
4. The personal portable device of claim 3, wherein notifying a user responsive to the comparison includes displaying information on display screen of the portable computing device.
5. The personal portable device of claim 1, further comprising a memory device located inside the housing, the memory device coupled to the processing device, the memory device storing a game;
wherein the second gameplay sessions results from operation of said game of the memory device of the personal portable device.
6. The personal portable device of claim 3, wherein the processing device is further configured to check for a difference between a first result corresponding to the comparison of the second information to the trend and a first result corresponding to the trend analysis;
responsive to detecting a difference, compare the difference to a threshold limit; and
transmit a caregiver notification over the first long range network interface to the remote device based on a result of the comparison of the difference to the threshold limit.
7. An apparatus, comprising:
a processing device; and
a first long range network interface coupled to the processing device, the first long range interface configured to communicative couple the processing device to a remote device over a first remote network;
a second network interface that is different than the first long range network interface, the second network interface coupled to the processing device;
wherein the processing device is configured to:
responsive to coupling the second network interface to a second local area network that is different than the first remote network, identify consumer electronic equipment of the second local area network;
obtain first information responsive to identifying the consumer electronic equipment of the second local area network;
wherein a portion of the first information originates from the identified consumer electronic equipment and is received over at least one of the first or second network interfaces, wherein said portion of the first information includes least one of a numerical score resulting from a first gameplay session using the identified consumer electronic equipment, an in-game achievement resulting from the first gameplay session, or play duration resulting from the first gameplay session; and
performing a trend analysis using the portion of the first information.
8. The apparatus of claim 7, wherein the processing device is further configured to pull the portion of the first information from the identified consumer electronic equipment of the local area network.
9. The apparatus of claim 7, wherein the processing device is further configured to:
obtain second information including at least one of a numerical game score resulting from a second gameplay session that is different than the first gameplay session, a game achievement resulting from the second gameplay session, or play duration resulting from the second gameplay session;
compare the second information to a trend associated with the portion of the first information; and
notify a user responsive to the comparison.
10. The apparatus of claim 9, wherein notifying a user responsive to the comparison includes displaying information on a local display screen.
11. The apparatus of claim 7, further comprising a memory device coupled to the processing device, the memory device storing a game;
wherein the second gameplay sessions results from operation of said game of the memory device.
12. The apparatus of claim 9, wherein the processing device is further configured to check for a difference between a first result corresponding to the comparison of the second information to the trend and a first result corresponding to the trend analysis;
responsive to detecting a difference, compare the difference to a threshold limit; and
transmit a caregiver notification over the first long range network interface to the remote device based on a result of the comparison of the difference to the threshold limit.
US14/480,201 2010-08-31 2014-09-08 Interactive electronic game results as health indicators Abandoned US20140378223A1 (en)

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US13/102,300 US20110281597A1 (en) 2010-05-11 2011-05-06 Aided construction of sms status messages to caregivers
US13/104,371 US8427302B2 (en) 2010-05-18 2011-05-10 Activity trend detection and notification to a caregiver
US201113151034A 2011-06-01 2011-06-01
US13/151,572 US20110301969A1 (en) 2010-06-07 2011-06-02 Monitoring electronic device usage in a managed healthcare environment
US13/151,528 US8409013B2 (en) 2010-06-02 2011-06-02 Interactive electronic game results as health indicators
US13/218,378 US8890656B2 (en) 2010-08-31 2011-08-25 Mobile panic button for health monitoring system
US13/217,649 US20120050066A1 (en) 2010-08-26 2011-08-25 Mobile device user interface for health monitoring system
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