WO2007134376A1 - A system and method for encouraging activity - Google Patents
A system and method for encouraging activity Download PDFInfo
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- WO2007134376A1 WO2007134376A1 PCT/AU2007/000681 AU2007000681W WO2007134376A1 WO 2007134376 A1 WO2007134376 A1 WO 2007134376A1 AU 2007000681 W AU2007000681 W AU 2007000681W WO 2007134376 A1 WO2007134376 A1 WO 2007134376A1
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- WIPO (PCT)
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- accordance
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- activity
- computing system
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce
- G06Q30/02—Marketing; Price estimation or determination; Fundraising
Definitions
- the present invention generally relates to a system and method for encouraging an activity, such as a physical or a mental activity.
- Online communities can provide many benefits, such as exposure to new and challenging ideas and a relatively safe environment in which to be exposed to such ideas.
- over-usage of the Internet can encourage a sedentary lifestyle and contribute to the attendant problem of childhood obesity.
- the present invention provides 1.
- a system for rewarding an activity performed by a user comprising a computing system on a network accessible by a plurality of users, the computing system including a receiving module arranged to receive monitoring data from a device arranged to monitor the activity performed by the user, and an exchange module arranged to allow users to utilise the monitoring data to redeem and exchange rewards .
- the computing system may include a database arranged to store the monitoring data.
- the computing system may further include a conversion module arranged to convert the monitoring data to an integer value that is stored in the database.
- the integer value may represent an online currency that is redeemable for tangible rewards.
- the activity may be a physical activity, a mental activity or a combination thereof.
- the system may include identification means arranged to identify the user of the device, such as an identification string capable of being transferred by the device to the computing system, where in one embodiment, the identification means is an alphanumeric string provided by a user on transferring monitoring data to the computing system.
- the computing system may be a remote server accessible by a user via a web interface, or it may be a distributed computing service distributed across a plurality of computing systems and/or devices.
- the computing system may include a messenger application arranged to allow a plurality of users to communicate with each other and one or more forums arranged to post information provided by a plurality of users.
- the present invention provides a device for monitoring the activity of a user, comprising means to measure at least one parameter pertaining to the physical exertion of the user, wherein the at least one parameter may be stored in the device, for transfer to a system in accordance with a first aspect of the invention.
- the present invention provides a method of encouraging activity, comprising the steps of providing at least one user with a device capable of monitoring at least one parameter related to the physical exertion of the user and saving information related to the parameter, and providing a computing system capable of interfacing with the device to receive the information related to the parameter, the computer system being located on a network accessible by a plurality of users, whereby the user may use the information related to the parameter towards the receipt of a reward or exchange the information with at least one of the plurality of users.
- Figure 1 depicts a system in accordance with an embodiment of the present invention
- Figure 2 is a diagram depicting the interaction between users of a system in accordance with an embodiment of the present invention.
- Figure 3 is a device capable of receiving information pertaining to an activity performed by a user, in accordance with an embodiment of the present invention.
- the present invention in a specific embodiment, provides a system and method for encouraging physical activity in individuals, and particularly children.
- Online communities and social networks are sites (such as, but not limited to, websites) where users can interact in a sophisticated manner with other users.
- online community and social network is used interchangeably.
- the embodiment of the invention described herein provides a system which utilises elements of the online world coupled with elements of the "offline world" in order to encourage children to take part in physical and mental activities.
- the system includes a portable device (which may be at least one of devices 100a, 100b, 100c, lOOd or 10Oe) , which are arranged to communicate over a network, such as the Internet 102, with a server, such as a loyalty database 104.
- the server may also include an online community 106 with the capability to provide rewards to the user, which may be downloadable to the at least one device 100a, b, c, d or e.
- the embodiment comprises a portable device arranged to monitor a specific (or a number of specific) activities performed by the child in a quantifiable manner.
- the device is a pedometer (which may be incorporated into another device, such as a Tamagotchi, a wrist watch, a personal diary, a mobile phone or any other suitable electronic device) which is arranged to monitor the number of steps walked by the child in a given period of time.
- the number of steps taken by a child is a quantifiable metric which can be saved in a suitable electronic format, such as in volatile memory, or a persistent memory store.
- the device may be utilised to monitor any physical characteristic which may be an indicator of increased physical activity.
- the device may be a heart rate monitor instead of a pedometer, or it may be a treadmill or other exercise device, arranged to count the number of steps taken by the child.
- the device may be:
- a Dance Mat A mat placed on the floor including footprints to show where the user's feet must go.
- the TV screen or PC monitor shows a simulation that must be followed while a song is being played.
- the mat connects to the TV and/or PC through cables.
- a score is accrued and displayed at the end of each song.
- a menu option allows the user to upload the points gained to a member database. The points are then collated under the user's profile.
- a Pedagotchi An electronic handheld pet. The pet includes a variety of games and activities . One of the activities is a pedometer that is activated by pressing a button. After the user accrues pedometer points, they place the pet in a base station that is connected to a PC via a
- the synchronisation software offers the option for the user to upload the accrued pedometer points to a member database. The points are then collated under the user's profile.
- An example of a pedagotchi is shown in Figure 3. The example provided is merely illustrative of the type of device that may be utilised.
- a pedamobile is similar to a pedagotchi (see above) excepting that the pedometer is activated on a mobile phone, as an option under GAMES in the MENU. After the workout activity, the pedometer points are SMS 'd via a MENU option to the member database.
- the points are collated under the user's profile .
- the system and method of the present invention may also be utilised as a means to encourage learning and/or mental activity.
- one of the following devices may be utilised to gather quantifiable data regarding a mental attribute of an activity performed by a child.
- a VoteScore A handheld device with a keypad and a number of coloured buttons. The user votes by inputting a vote subject code into the device and pressing a coloured button (green for yes, red for no, orange not sure, etc) . The information may then be uploaded to a database. This device may be used for providing opinions, or for answering questions in a multiple-choice format.
- a ScanGame The user drinks or eats a food with a barcode on the packaging.
- An infrared device scans the bar code which may then be saved in a database. The saved information may then be used to issue rewards, collect statistical information, etc.
- a BookScore An educational device. The user reads a book that has a special code - for example book number 1401. They then enter this code into a handheld device, and then start to answer the questions at the back of the book. The device tallies the score. The user then places the device in a base station and uploads the score to their user's profile in the member database.
- An iPointer Allows users to explore a defined area, pointing and learning at will. Users point iPointer' s hand-held device at an item of interest and press a button. Informed of the user's position through a combination of GPS and digital compass information, the geospatial database identifies the target and sends information over a wireless network to be displayed in text, visuals and audio for the user. The user answers multiple choice questions about the location and correct answers are assessed and uploaded to the user's profile for additional points to be awarded.
- the device preferably has an interface (such as a USB, serial, infra-red or BluetoothTM interface) arranged to allow upload of the monitoring information from the memory to the online community (via a receiving module) .
- the receiving module may be a computing system (such as a personal computer) .
- the device may upload through a communications network.
- the results may be sent via a short message (SMS) to a module
- SMS short message
- the receiving module may be the base station in the communications network which routes the message to the computing system.
- online community is used to describe a computing system (comprised of one or more servers and/or services) which allows users to interact with each other and become part of a recognised “group” .
- This may take any one of a number of forms, including but not limited to, a bulletin board, a website with or without a series of forums, a web portal arranged to access information in a database, an Instant Messaging application arranged to connect with other users, a peer to peer network, a computing system connected to a conventional communications network (such as a mobile or fixed telephone network) and/or any combination of the above.
- the online community may be comprised of any combination of disparate components or technologies, such as the components described in Table I below:
- the information may be stored in a database and may be converted into a measure that is more easily understandable to a user.
- the number of steps taken in a day may be named "points" , giving the metric an image of being a valuable, tradeable commodity.
- There may also be provided an algorithm or formula for converting the collected information into points (or some other measure) . For example, it may be decided that 100 steps taken (as measured by a pedometer) equals 1 point in the online community.
- the points are associated with a login of identification code, which uniquely identifies the user.
- points may also be accumulated through the completion of online tasks, such as the successful completion of educational games or puzzles.
- the collected information and/or points may not be stored in a database.
- the user may be required to use the points as soon as they are uploaded. This may be done to ensure that a user can only utilise the points on a daily basis, thereby encouraging a minimum amount of daily activity.
- the information once uploaded, may then be used as a medium of exchange, through the use of an exchange module.
- the information may be appropriately ⁇ converted' by a conversion module so that the exchange module may utilise the converted information for any one of a number of purposes.
- the online community may be operated and overseen by a school, which uses the online community as a vehicle for publishing results and comparing students. As such, children can compete for the title of the most activity in a day, a week, etc. Children who reach a predetermined level of activity may be rewarded for their effort .
- a health organisation such as the Diabetes Association or the Heart Foundation may wish to operate a rewards scheme, where points accumulated over a period of ' time can be redeemed for rewards.
- the rewards may be redeemable through an online shop, which allows the user to spend his or her points.
- the points may be spent on virtual or intangible rewards, such as avatars, ring-tones, screensavers, games, downloadable music or applications.
- the points may be redeemable for tangible rewards, such as promotional clothing, tickets to sporting or entertainment events, discount coupons, CDs or DVDs.
- users may use their points to access and play games.
- accumulated points may be exchanged for mobile telephone ring-tones, "avatars”, “pixels”, or other "electronic” intangible products. These intangible rewards may be downloaded onto the child' s computing system, or their device, depending on the type of device utilised.
- the online community is targeted at children, and involves the provision of online "pets” or avatars as a reward for completing physical or mental activity.
- the online shop may also include trading facilities, such as a bank and an auction house, to allow children to save points and trade points and electronic goods amongst themselves.
- trading facilities such as a bank and an auction house
- This provides the subsidiary advantage of teaching children about the value of goods/money, in a relatively safe and risk free environment, in addition to instilling a mental association between reward and effort.
- embodiments of the present invention may be incorporated into a larger online community (such as part of the MSNTM service or the Yahoo!TM service) , as a way to ensure that children return to the online community on a regular basis.
- the online community may also incorporate many other features, in order to increase the long-term appeal of the community and thereby encourage children to return.
- the online community may allow children to swap avatars and other rewards amongst themselves, thereby fostering a community feel, so that children visit the website not only to collect rewards, but also to interact with others .
- prizes may be swapped directly from one device to another (e.g. if the device is a mobile phone or a Tamagotchi, children may be able to wirelessly send avatars to each other, once they have initially downloaded the avatar from the online community) .
- forums there may also be provided forums, instant messaging software, and other communication means, which all work in a synergistic manner to ensure that children are attracted to the online community not only for the prizes, but also for the ongoing social interaction with other children.
- the forums may allow a child to post or display any suitable information including ideas, issues and questions.
- the forums may also act as a space to meet and greet new users and congregate to discuss topics.
- the users can initiate subgroups (guilds, tribes, virtual families) and arrange events and competitions. Forums are linked to the user's profile - any messages posted by the user draws on their username and their status is shown in the forums.
- the forums may also include, but are not limited to:
- FIG. 2 there are depicted two users and their interaction with a system in accordance with an embodiment of the invention.
- the two users 200 and 202 can engage in a series of activities represented, including gaining points 200a and 202a, spending points
- the loyalty/rewards database can either return rewards in a form that can be spent "in game” 206 (e.g. by receiving an electronic avatar) or by returning external rewards 208 (e.g. promotional clothing) .
- another embodiment of the invention may be utilised to encourage and reward positive behaviour in adults.
- adults may also have their exercise regimes monitored, in return for substantive prizes or cash rewards.
- the online community is a website known as or branded as "HUBHIVE" . It is a portal that includes a number of different modules, such as a set of forums, a set of chat rooms, and also a reward trading/redemption system (i.e. an exchange module) which is coupled to a receiving module.
- a reward trading/redemption system i.e. an exchange module
- the 'currency' utilised is termed "KOINZ”.
- KOINZ are a virtual currency which has an intrinsic monetary value, in that it can be exchanged for both tangible and intangible rewards.
- Giles is 12 years old and fairly sedentary. His only activity is playing with his Playstation and PC although he will get up and move around to play golf with his new motion sensor remote for the Playstation. He plays online games with other players and also likes to create comic strips and avatars .
- Grace also has a pedometer Tamagotchi pet that counts her rewards for dancing. She receives KOINZ for carrying her pedometer pet with her while dancing. Grace knows that she has a maximum of 1000 KOINZ that she can upload a day from exercise. Moderate exercise will achieve those KOINZ easily.
- Grace decides to enter a competition where she has to submit a funny photo of a family member exercising. She chooses to take a photo of the family dog Rex in her dad's jogging shorts and with a baseball cap on. She hopes her dad doesn't mind! With help from an older sister, Grace is able to put a witty balloon comment on the photo and uploads the photo to the competition. For entering the competition, Grace gets 300 KOINZ. Later, when the competition is over, Grace uploads the photo (without the balloon comment) , into the HUBHIVE Community Auction House so that other members can 'buy' her photo for 8 KOINZ each download. She figures it's a cute photo and other members might like to play around with it too!
- Giles sends her a personal message thanking her and they agree to join each other's friends list - 1 KOINZ to each one.
- Giles uploads his avatars to the Auction House with a buyout of 10 KOINZ on each one. His favourite one, he selects the SELL ONCE button and puts a starting price of 200 KOINZ on it. Now he knows that for 3 months he mustn't load that avatar up again. Someone somewhere might want it as a unique avatar. After three months, it's time for new ones anyway! He also submits some technical information on the anime forum about creating avatars and gains 20 KOINZ for each article/thread he submits.
- avatars user generated content
- GAIN REWARDS GAIN REWARDS
- Reward for real life activities integrating into the community The activity from real world (exercise) to online (community based) rewards in KOINZ.
- - Reward for submitting content to the community The reward for generating content (blogs, photos, forums) is KOINZ .
- Reward internal community interaction The reward for interacting in the community - social networking, friends lists, submitting articles, responding to forums and blogs, ranking/rating others blogs and user generated content is KOINZ.
- KOINZ can be spent as donation to sites/information that the member likes. Occasionally this is a non-zero sum based activity.
- the member who votes or gives a rank or rating gets KOINZ for voting, the member receiving the vote also gets KOINZ. Downloading a video gains both members KOINZ.
- Reward KOINZ can be spent on downloads of sponsored products such as TV programs and music. Or user-generated products e.g. videos, avatars, programs. Primarily pixel rewards (downloadable) , occasionally real life physical products (T-shirts) . Again, KOINZ can be spent on user generated products such as podcasts, video, photos and mashups . From time to time, sponsored products will be offered and indicated as such - Sony videos, Apple iTunes . - The option for trading KOINZ for cash is possible to enable redemption for KOINZ for real world products with inherent real cash responsibilities (e.g. postage costs) .
- the embodiment described herein provides a system and method for rewarding member loyalty to an online community. Such a method and system provides a number of advantages .
- the embodiment provides a mechanism for rewarding traditionally offline activities.
- the embodiment rewards activity and communication between members irrespective of where they are located.
- rewards may take the form of content generated by other members of the community. That is, the rewards points (KOINZ) act in a manner analogous to a currency, as the transaction is not always between the provider and the member, but may also be between two or more members .
- the rewards points (KOINZ) act in a manner analogous to a currency, as the transaction is not always between the provider and the member, but may also be between two or more members .
- the embodiment allows a number of desirable behaviours to be taught or reinforced, including: • Rewarding offline activities that integrate into an online presence. This aspect has been specifically developed to encourage children to exercise with an activity monitoring toy that will award points. • Rewarding online activities that involve communication and interaction with other community members. This has been specifically developed to encourage children to be social with other children. It is irrelevant whether the communication takes place on a 'community supported or affiliate' service or on a non- affiliated 3rd part service (e.g. Google, Yahoo!). • KOINZ can be redeemed for real-world currency or items, thereby teaching children about the value of saving, budgeting and other money and finance skills.
Abstract
Description
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Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP07718927A EP2035908A1 (en) | 2006-05-18 | 2007-05-18 | A system and method for encouraging activity |
AU2007252287A AU2007252287A1 (en) | 2006-05-18 | 2007-05-18 | A system and method for encouraging activity |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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AU2006902676A AU2006902676A0 (en) | 2006-05-18 | A system and method for encouraging activity | |
AU2006902676 | 2006-05-18 |
Publications (1)
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WO2007134376A1 true WO2007134376A1 (en) | 2007-11-29 |
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PCT/AU2007/000681 WO2007134376A1 (en) | 2006-05-18 | 2007-05-18 | A system and method for encouraging activity |
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EP (1) | EP2035908A1 (en) |
AU (1) | AU2007252287A1 (en) |
WO (1) | WO2007134376A1 (en) |
Cited By (9)
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WO2008092035A3 (en) * | 2007-01-25 | 2008-10-09 | Hope Lab Foundation Inc | Activity monitor with incentive features |
US7892145B2 (en) | 2008-02-29 | 2011-02-22 | Hopelab Foundation, Inc. | Rhythm rope |
US8196930B2 (en) | 2008-02-29 | 2012-06-12 | Hopelab Foundation, Inc. | Moovdisk |
US8267694B1 (en) | 2008-06-27 | 2012-09-18 | Lamka Anthony J | Health and fitness systems |
US8321192B2 (en) * | 2005-06-20 | 2012-11-27 | Virgin Healthmiles, Inc. | Computer Method and system for promoting health, wellness, and fitness with multiple sponsors |
US8346524B2 (en) | 2005-06-20 | 2013-01-01 | Virginia HealthMiles, Inc. | Interactive, internet supported health and fitness management system |
WO2013025747A2 (en) * | 2011-08-17 | 2013-02-21 | Vonage Network, Llc | Systems and methods for making awards based on telephony activity |
US9633574B2 (en) | 2013-05-03 | 2017-04-25 | Kimberly-Clark Worldwide, Inc. | Systems and methods for managing the toilet training process of a child |
US9633569B2 (en) | 2013-05-03 | 2017-04-25 | Kimberly-Clark Worldwide, Inc. | Systems and methods for managing the toilet training process of a child |
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2007
- 2007-05-18 EP EP07718927A patent/EP2035908A1/en not_active Withdrawn
- 2007-05-18 WO PCT/AU2007/000681 patent/WO2007134376A1/en active Application Filing
- 2007-05-18 AU AU2007252287A patent/AU2007252287A1/en not_active Abandoned
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US20040259630A1 (en) * | 2000-10-20 | 2004-12-23 | Marcel Huard | Method and apparatus for the rewarding of the interest of a user in an activity |
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Cited By (12)
Publication number | Priority date | Publication date | Assignee | Title |
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US8321192B2 (en) * | 2005-06-20 | 2012-11-27 | Virgin Healthmiles, Inc. | Computer Method and system for promoting health, wellness, and fitness with multiple sponsors |
US8346524B2 (en) | 2005-06-20 | 2013-01-01 | Virginia HealthMiles, Inc. | Interactive, internet supported health and fitness management system |
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WO2008092035A3 (en) * | 2007-01-25 | 2008-10-09 | Hope Lab Foundation Inc | Activity monitor with incentive features |
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US8267694B1 (en) | 2008-06-27 | 2012-09-18 | Lamka Anthony J | Health and fitness systems |
WO2013025747A2 (en) * | 2011-08-17 | 2013-02-21 | Vonage Network, Llc | Systems and methods for making awards based on telephony activity |
WO2013025747A3 (en) * | 2011-08-17 | 2013-05-16 | Vonage Network, Llc | Systems and methods for making awards based on telephony activity |
US9691077B2 (en) | 2011-08-17 | 2017-06-27 | Vonage America Inc. | Systems and methods for making awards based on telephony activity |
US9633574B2 (en) | 2013-05-03 | 2017-04-25 | Kimberly-Clark Worldwide, Inc. | Systems and methods for managing the toilet training process of a child |
US9633569B2 (en) | 2013-05-03 | 2017-04-25 | Kimberly-Clark Worldwide, Inc. | Systems and methods for managing the toilet training process of a child |
Also Published As
Publication number | Publication date |
---|---|
EP2035908A1 (en) | 2009-03-18 |
AU2007252287A1 (en) | 2007-11-29 |
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