WO2007134376A1 - A system and method for encouraging activity - Google Patents

A system and method for encouraging activity Download PDF

Info

Publication number
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
Authority
WO
WIPO (PCT)
Prior art keywords
accordance
user
activity
computing system
users
Prior art date
Application number
PCT/AU2007/000681
Other languages
French (fr)
Inventor
Laurel Papworth
Original Assignee
Lightbride Pty 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 AU2006902676A external-priority patent/AU2006902676A0/en
Application filed by Lightbride Pty Ltd filed Critical Lightbride Pty Ltd
Priority to EP07718927A priority Critical patent/EP2035908A1/en
Priority to AU2007252287A priority patent/AU2007252287A1/en
Publication of WO2007134376A1 publication Critical patent/WO2007134376A1/en

Links

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION 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
    • G06Q30/00Commerce
    • G06Q30/02Marketing; 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

The present invention provdes a system for encouraging activity in an individual. The system includes a receiving module arranged to receive monitoring data and an exchange module arranged to allow access to utilise the monitoring data.

Description

A SYSTEM AND METHOD FOR ENCOURAGING ACTIVITY
FIELD OF THE INVENTION
The present invention generally relates to a system and method for encouraging an activity, such as a physical or a mental activity.
BACKGROUND OF THE INVENTION
The popular uptake of television, electronic and video games, and the Internet has encouraged a sedentary lifestyle. This in turn has resulted in a large increase in the incidence of obesity and associated medical conditions.
In particular, with the more recent advent of "online communities" , where people with similar interests share ideas, thoughts and/or converse with others in real time, from the comfort of their own home, it has become increasingly difficult to motivate people to undertake traditional physical activities, such as sport.
Many children, in particular, are very computer savvy and avidly participate in online communities. 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. However, over-usage of the Internet can encourage a sedentary lifestyle and contribute to the attendant problem of childhood obesity.
SUMMARY OF THE INVENTION
In a first aspect, 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. There may be provided a trading module arranged to allow users to trade the online currency and the 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.
In a second aspect, 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. In a third aspect, 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.
DETAILED DESCRIPTION OF THE DRAWINGS
Notwithstanding any other forms which may fall within the scope of the present invention, a preferred embodiment will now be described, by way of example only, with reference to the accompanying drawings in which:
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; and
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.
DESCRIPTION OF A SPECIFIC EMBODIMENT
The present invention, in a specific embodiment, provides a system and method for encouraging physical activity in individuals, and particularly children.
The last few years have seen an exponential growth of the Internet and a corresponding growth in an Internet based culture, where social interaction, learning and consumption occur partly or indeed largely via the Internet. This phenomenon has been aided by the development of sophisticated web browsers, instant messenger/chat software, online bulletin and forum sites, interactive and networked games, blogs and the more recent convergence of mobile telephone and Internet technologies.
The move towards more sophisticated interaction between users on the Internet has resulted in the creation of "online communities" or "social networks" . 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. In the context of the present specification, the term online community and the term social network is used interchangeably.
As such, children have not only enthusiastically embraced Internet technology, but have also become increasingly reliant on Internet technology as a source of education and social interaction. In effect, many children now live a significant proportion of their lives in an "online world" . The attraction of the online world is its relative anonymity, coupled with the ability to access large amounts of information and potentially interact with thousands, if not millions, of other people.
This in turn has led to an increasingly sedentary lifestyle. Adult and childhood obesity is approaching epidemic proportions in many western countries, including the US and Australia. Conventional attempts to encourage adults and children to participate in traditional sporting and social activities have had mixed results. For example, it has been found that children now spend less time watching television programs, and more time on the Internet. This in turn has decreased the effectiveness and usefulness of traditional media (television and radio) advertising campaigns which encourage children and adults to exercise.
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.
Referring to Figure 1, there is shown a system in accordance with an embodiment of the present invention. 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.
In more detail, 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. For example, in the embodiment described herein, 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. For example, 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.
In some further examples, 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. As the user follows the simulation, 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
USB cable. 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: 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 .
It will be understood that while the examples given above refer to the monitoring of activities that are essentially physical in nature, the system and method of the present invention may also be utilised as a means to encourage learning and/or mental activity. For example, 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 Bluetooth™ 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) .
It will be understood that in other embodiments, the device may upload through a communications network. For example, if the device is built into a mobile phone, the results may be sent via a short message (SMS) to a module
(such as a base station) in the communications network, which then routes the message to the online community. In this case, the receiving module may be the base station in the communications network which routes the message to the computing system.
It will be understood that in the present context, the phrase "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:
Communication technology involved in Online Community-
Delayed Instant Asynchronous Synchronous
1-2-1 email, static pages Instant Messenger
1-2 -many listserv, blog Broadcast
Many-2 -manyforum, wikis Chat room virtual world
DistributedWidgets , gadgets, RSS snippets APIs
Table I : Technologies utilised in an online community
Once the information is received by the online community, it may be stored in a database and may be converted into a measure that is more easily understandable to a user. For example, 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.
In some embodiments, points may also be accumulated through the completion of online tasks, such as the successful completion of educational games or puzzles.
It will be understood that conventional identification or login protocols may be utilised to control access to the online community. For example, a child may be asked to provide a login ID and a password. Alternatively, the device may incorporate a unique ID, which is uploaded with the collected information each time an upload is initiated.
In an alternative embodiment, the collected information and/or points may not be stored in a database.
Instead, 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 λ converted' by a conversion module so that the exchange module may utilise the converted information for any one of a number of purposes. For example, 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 .
Alternatively, 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. Alternatively, in some embodiments, the points may be redeemable for tangible rewards, such as promotional clothing, tickets to sporting or entertainment events, discount coupons, CDs or DVDs. In yet another embodiment, users may use their points to access and play games.
In a particular embodiment aimed at children, 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.
In the specific embodiment described herein, 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. 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. It will also be understood that embodiments of the present invention may be incorporated into a larger online community (such as part of the MSN™ service or the Yahoo!™ service) , as a way to ensure that children return to the online community on a regular basis. For example, by offering avatars in return for completing physical activity, children not only engage in physical activity on a regular basis, but also need to return to the community on a regular basis to exchange their points for tangible rewards, as new avatars are created over time. This allows the online community to provide children with regular updated information on health issues, etc., thereby providing not only an immediate incentive to return (though the provision of desirable new awards and/or content) , but also new and useful information on each return.
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. For example, 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 .
In another embodiment, 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) .
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. For example, where forums are provided, 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:
• Advertisements and promotions;
• Information about meetings and events;
• Maps and FAQs ;
• Medical or community development information; • News items;
• Photos, videos, links, jokes;
• Messages;
• Artwork and competitions;
• Stories and anecdotes; and • Any other user generated content.
By interacting with other children online, many children will also become involved in healthy competition with others, thereby encouraging them to increase their physical activity.
Referring to Figure 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
200b and 202b, and trading points 200c and 202c. Each of these interactions (namely 200a, b, c and 202a, b, c) is enabled by interacting with a loyalty/rewards database 204. 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) .
It will be understood that whilst the embodiment described herein refers to a system designed to encourage children to exercise, the system finds much wider application in any number of different situations. The system may also be used to encourage mental activity, by providing rewards in return for solving puzzles, crosswords, mathematical problems, etc.
In another different application, another embodiment of the invention may be utilised to encourage and reward positive behaviour in adults. For example, adults may also have their exercise regimes monitored, in return for substantive prizes or cash rewards.
Example
An example of the present invention is now given, in order to more clearly describe the invention. The example given will focus on children. In the example given, it is assumed that there are two children, Grace and Giles. 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. In the reward trading/redemption system, 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.
In the example, there are two children. Grace is 9 years old and enjoys dancing, singing and downloading music. She creates funny photos and likes to do puzzles online. Grace uploads her funny photos and participates in the children's forums.
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 .
In the embodiment, Grace and Giles both view the HUBHIVE website and create a profile. They are given 100 KOINZ for joining the program.
Grace then connects her Konami Dance Mat and, in the opening screen, enters her unique profile ID that indicates her new profile at HUBHIVE community. Once she finishes dancing, she selects UPLOAD KOINZ and her new account at HUBHIVE allocates reward KOINZ for exercising.
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.
Giles does something similar - after playing with Sony EyeToy and motion sensor games he selects UPLOAD KOINZ (his Sony Playstation™ is connected to the
Internet) . His unique Userld ensures that the KOINZ go directly into his HUBHIVE community profile.
Each child now has 900 KOINZ - 100 from joining and 800 from exercising. By returning to their HUBHIVE community profile and filling in additional fields - such as how often they eat pizza, how much they like to play football - they can earn another 20 KOINZ.
With nearly 1000 KOINZ they can now start to purchase, donate or interact in the community.
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! While she is online, she reads Giles' blog helping people to understand how to create Spryte comic strips and while she doesn't want to download any of them, she thinks the information is helpful and in-depth and votes 1 KOINZ for his information. Giles sends her a personal message thanking her and they agree to join each other's friends list - 1 KOINZ to each one.
Not all activity needs to take place on HubHive websites or HubHive affiliated websites. A member can place a few lines of code in their own website to receive donation of KOINZ for information, to take place in ratings and rankings, or to continue to create a social network. So Giles' blog may be on Google Blogspot or MySpace but he has inserted code that gains him rewards for being an N affiliated' member. When Grace comes to his 3rd party blog site, and votes or ranks his information, the code inserted in the page identifies Giles, captures the activity as well as Grace's userID and registers the request for a transfer of KOINZ . Later, Grace chooses to look for music. There is a HUBHIVE Community Auction House where the music is loaded by sponsors or garage bands put up their own MP3s or podcasts. For 1100 KOINZ she can λbuy' an MP3 tune. She also sees some of Giles' comic strips and decides to buy a few to show her friends at school - 10 KOINZ each. Giles meantime has finished playing with his Playstation and is now creating some avatars and comic strips. His avatars are little characters with a mixture of Japanese anime and American icons including a Wild West character that has a ten gallon hat on his head.
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.
At this point Grace has gained KOINZ for joining the HUBHIVE community, undertaking a real world activity and uploading the results to the HUBHIVE community, participating in the community (entering the competition) , creating user generated content (the photo) and allowing the HUBHIVE community to use it, voting/rating/donating on Giles' blog and social networking by creating a friend. Grace spent KOINZ on downloading a tune that she wanted.
Giles gained KOINZ for joining the HUBHIVE community, undertaking a real world activity and uploading the results to the community, uploading user generated content (avatars) to the auction house, creating user generated content in the form of writing for his blog and to a forum - which may be an HubHive blog or may be remotely hosted with a link back to the HubHive community, e) social networking - linking to Grace.
Therefore, in summary, there are a number of manners in which users may interact with the embodiment or with each other to gain or spend 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.
Reward external online community activity: Even if the activity takes place on another community for example Google's Blogspot blogs yet has a javascript or other trackback code for linking back to the HubHive community member, the member gets KOINZ. SPEND REWARDS:
Donate rewards to other members for their content . 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 .
Firstly, the embodiment provides a mechanism for rewarding traditionally offline activities. As a corollary, the embodiment rewards activity and communication between members irrespective of where they are located.
Secondly, 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 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. Of course, it will be understood that variations may be made to the present invention to take account of the particular needs and the required outcomes for any particular social group, whether they be children or adults, able or disabled people, and small variations and modifications may be made to the system to take into account age, cultural or any other differences. Such variations and modifications would be obvious to a person skilled in the art and therefore fall within the scope of the present invention. It will also be understood that embodiments of the invention may be operated utilising any type of computing system or any type of network. For example, an embodiment of the system may be operated on a single computing server, or may be a service that is spread across multiple servers. The system may be composed of one or multiple software applications, modules, routines, libraries or application programming interfaces, which may reside on one or multiple computing systems. Such variations and modifications would be apparent to a person skilled in the art.

Claims

THE CLAIMS DEFINING THE INVENTION ARE AS FOLLOWS :
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.
2. A system in accordance with Claim 1, wherein the computing system includes a database arranged to store the monitoring data.
3. A system in accordance with Claim 1 or Claim 2, wherein the computing system further includes a conversion module arranged to convert the monitoring data to an integer value that is stored in the database.
4. A system in accordance with Claim 3, wherein the integer value represents an online currency that is redeemable for tangible rewards .
5. A system in accordance with claim 4, further including a trading module arranged to allow users to trade the online currency and the tangible rewards.
6. A system in accordance with any one of claims 1 to 5, wherein the activity is a physical activity.
7. A system in accordance with any one of claims 1 to 5, wherein the activity is a mental activity.
8. A system in accordance with any one of Claims 1 to 7, further including identification means arranged to identify the user of the device.
9. A system in accordance with Claim 8, wherein the identification means is an identification string capable of being transferred by the device to the computing system.
10. A system in accordance with Claim 8, wherein the identification means is an alphanumeric string provided by a user on transferring monitoring data to the computing system.
11. A system in accordance with any one of the preceding claims, wherein the computing system is a remote server accessible by a user via a web interface.
12. A system in accordance with any one of the preceding claims, wherein the computing system further includes a messenger application arranged to allow a plurality of users to communicate with each other.
13. A system in accordance with any one of the preceding claims, wherein the computing system further includes a forum arranged to post information provided by a plurality of users.
14. 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 any one of Claims 1 to 13.
15. A device in accordance with Claim 14, wherein the device is a multi-function device.
16. A device in accordance with Claim 14, wherein the device is a mobile telephone.
17. A device in accordance with Claim 14, wherein the device is a children's toy.
18. A device in accordance with any one of Claims 11 to 14, wherein the monitoring is performed by a pedometer.
19. A device in accordance with any one of Claims 14 to 18, wherein the monitoring is performed by a heart rate monitor.
20. 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 .
PCT/AU2007/000681 2006-05-18 2007-05-18 A system and method for encouraging activity WO2007134376A1 (en)

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
AU2006902676A AU2006902676A0 (en) 2006-05-18 A system and method for encouraging activity
AU2006902676 2006-05-18

Publications (1)

Publication Number Publication Date
WO2007134376A1 true WO2007134376A1 (en) 2007-11-29

Family

ID=38722853

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/AU2007/000681 WO2007134376A1 (en) 2006-05-18 2007-05-18 A system and method for encouraging activity

Country Status (3)

Country Link
EP (1) EP2035908A1 (en)
AU (1) AU2007252287A1 (en)
WO (1) WO2007134376A1 (en)

Cited By (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
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

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6193631B1 (en) * 1995-12-14 2001-02-27 Paul L. Hickman Force script implementation over a wide area network
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
US20060025282A1 (en) * 2004-07-28 2006-02-02 Redmann William G Device and method for exercise prescription, detection of successful performance, and provision of reward therefore
US20060066449A1 (en) * 2004-09-08 2006-03-30 Industrial Widget Works Company RFMON: devices and methods for wireless monitoring of patient vital signs through medical sensor readings from passive RFID tags
WO2006034571A1 (en) * 2004-09-27 2006-04-06 Claude Choquet Body motion training and qualification system and method

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6193631B1 (en) * 1995-12-14 2001-02-27 Paul L. Hickman Force script implementation over a wide area network
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
US20060025282A1 (en) * 2004-07-28 2006-02-02 Redmann William G Device and method for exercise prescription, detection of successful performance, and provision of reward therefore
US20060066449A1 (en) * 2004-09-08 2006-03-30 Industrial Widget Works Company RFMON: devices and methods for wireless monitoring of patient vital signs through medical sensor readings from passive RFID tags
WO2006034571A1 (en) * 2004-09-27 2006-04-06 Claude Choquet Body motion training and qualification system and method

Cited By (12)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
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
US20130117041A1 (en) * 2005-06-20 2013-05-09 Virgin Healthmiles, Inc. Computer method and system for promoting health, wellness, and fitness with multiple sponsors
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
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

Similar Documents

Publication Publication Date Title
EP2035908A1 (en) A system and method for encouraging activity
US8088002B2 (en) Transfer of rewards between websites
US9516074B2 (en) Transfer of items between social networking websites
JP5912531B2 (en) Online simulation and network applications
US20100099471A1 (en) Network-Based Contests Having Multiple Participating Sponsors
US20140273721A1 (en) System, method and apparatus for providing interactive and online experience with toys containing unique identifiers
US20090132357A1 (en) Transfer of rewards from a central website to other websites
US20140213333A1 (en) Puzzle-Based Interaction System For Eliciting A Desired Behavior
Tuten et al. Do social advergames affect brand attitudes and advocacy?
EP2845157A2 (en) Methods and systems for a multi-user competition
JP6320687B2 (en) Information processing system, information processing apparatus, program, and display method
US8612302B2 (en) Credit swap in a virtual world
Fitz-Walter et al. Exploring the effect of achievements on students attending university orientation
Lo et al. The relationship between online game playing motivation and selection of online game characters–the case of Taiwan
Palomba How high brand loyalty consumers achieve relationships with virtual worlds and its elements through presence
Wearing et al. Exploring adolescent computer gaming as leisure experience and consumption: some insights on deviance and resistance
Pellikka Gamification in social media
Montgomery et al. The digital food marketing landscape: challenges for researchers
JP2006201985A (en) Method for constructing streetscape on net and operating system
Liu et al. Gamified point system based on mobile devices
Hansen Brands inspiring creativity and transpiring meaning: An ethnographic exploration of virtual world play
KR20010110623A (en) A method for inducing user's site participation
CA2643584C (en) Transfer of rewards and other items between websites
Chester et al. Digital Food Marketing to Children and Adolescents
Tegtmeier et al. How gamification rewards college-aged consumer loyalty: one click at a time

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 07718927

Country of ref document: EP

Kind code of ref document: A1

DPE1 Request for preliminary examination filed after expiration of 19th month from priority date (pct application filed from 20040101)
NENP Non-entry into the national phase

Ref country code: DE

WWE Wipo information: entry into national phase

Ref document number: 2007718927

Country of ref document: EP

WWE Wipo information: entry into national phase

Ref document number: 2007252287

Country of ref document: AU

ENP Entry into the national phase

Ref document number: 2007252287

Country of ref document: AU

Date of ref document: 20070518

Kind code of ref document: A