Abstract
A portable handheld and/or wearable screenless electronic game (10) device with at least one proximity sensor. The proximity sensor detects a proximity of the game device (10) to an object (10b) and/or detects a proximity of the object (10b) to the game device (10), such that the game device (10) detects a relative proximity between the game device (10) and the object (10b). The game device (10b) changes game state or configuration in dependence on a proximity trigger signal, the proximity sensor providing the proximity trigger signal when the object (10b) is detected within a minimum threshold relative proximity to the game device (10).
Claims
1. A portable handheld screenless electronic game device comprising at least one proximity sensor, the proximity sensor being configured to detect a proximity of the game device to an object and/or to detect a proximity of the object to the game device, such that the game device is configured to detect a relative proximity between the game device and the object, wherein the game device is configured to change game state or configuration in dependence on a proximity trigger signal, the proximity sensor providing the proximity trigger signal when the object is detected within a minimum threshold relative proximity to the game device; and wherein the object comprises a second portable handheld screenless electronic game device, such that a first game device is configured to detect a proximity of a second game device relative to the first game device, with the first game device being configured to change game state or configuration in dependence on the proximity detection; wherein the game device is configured to emit light omnidirectionally.
2. The game device of claim 1, wherein the minimum threshold comprises a distance range of the game device and a temporal element, whereby the minimum threshold comprises the object being within a minimum distance range of the game device for a minimum length of time.
3. The game device of claim 1, wherein the game device comprises a discrete electronic device configured for use only in proximity-based games, the proximity-based games being dependent on the physical proximity of the actual device relative to the object; and wherein the game device is devoid of a graphical user interface.
4. The game device of claim 1, wherein the game device comprises a movement or motion sensor; and wherein the game device is configured to change game state or configuration in dependence on a trigger event, the trigger event comprising a movement or action with or on the game device, such as a change in orientation of the game device.
5. The game device of claim 1, wherein the proximity threshold is configurable or reconfigurable, such as in dependence on one or more of: a game or type of game being played; and/or a role and/or phase in the game being played with the device.
6. The game device of claim 5, wherein the proximity threshold is configured to vary automatically, such as in dependence upon a variation in game and/or role; and also wherein the proximity threshold is manually adjustable, such as by a user or a master user/controller.
7. (canceled)
8. An array of game devices according to claim 1, the array comprising at least a first game device and a second game device, wherein the first game device is configured to detect a proximity of the second game device when it is within the proximity threshold of the first game device; and wherein the second game device is configured to detect the first game device when it is within a second proximity threshold, the second proximity threshold being associated with the second device.
9. The array of game devices of claim 8, wherein the proximity threshold of the first device and the second proximity threshold of the second device are the same, such as where the proximity threshold of both devices is configured to be triggered by a same signal strength and/or relative distance therebetween.
10. The array of game devices of claim 8, wherein the first and second game devices are configured to be triggered differently, such as whereby the first and second proximity thresholds are different.
11. The array of game devices of claim 8, wherein the proximity detection comprises an identification element and mutual proximity detection by both the first and second game devices prior to performing an action based upon the proximity trigger; and wherein a role and/or score of each device is dependent upon a proximity event and the game devices are each configured to perform mutual proximity detection to ensure synchronised triggering of each device simultaneously.
12. (canceled)
13. The array of game devices of claim 8, wherein the status or configuration of each game device is indicated by one or more of: visually indicated; an emission of light; audio and/or haptic indication; continuously indicated; temporarily or periodically indicated.
14. The array of game devices of claim 8, wherein each game device if configured for use without requiring any display or screen-based feedback, such as via an external device.
15. The array of game devices of claim 8, wherein the first game device is configured to be locally networked, such as with the second game device and optionally an external device.
16. The game device of claim 1, wherein the game device comprises a round, handheld form for gripping by a single hand, selected from one of: a torous form; and a spherical form; and the game device is configured to be thrown.
17. (canceled)
18. The game device of claim 1, wherein the game device is configured to emit different colours of light in dependence on the state or configuration of the game device, with the emitted colour varying as the game device status or configuration changes.
19. (canceled)
20. The game device of claim 1, wherein the game device is configured to be used in one or more of: an indoor setting; an outdoor setting; a swimming pool.
21. The game device of claim 1, wherein the game device is configured to be incorporatingly housed in an article, wherein the article is one or more of: a pre-existing household article; at least partially transmissive for light and/or sound; partially translucent, semi-transparent, or transparent.
22. The game device of claim 1, wherein the game device is configurable to be used in multiple modes of operation, the modes of operation selected from one or more of: copycat type game mode; treasure hunt game mode; blindfold games; standard games; night-time games; chase-type games; tag or tig; Last-man-standing; Zombie tag; proximity rugby; proximity American football; proximity handball.
23. The game device of claim 1, wherein the game device comprises an aerial for proximity sensing, the aerial being located within the game device such that the aerial is not masked by a user when the user holds or uses the game device.
24. A wearable screenless electronic game device comprising at least one proximity sensor, the proximity sensor being configured to detect a proximity of the game device to an object and/or to detect a proximity of the object to the game device, such that the game device is configured to detect a relative proximity between the game device and the object, wherein the game device is configured to change game state or configuration in dependence on a proximity trigger signal, the proximity sensor providing the proximity trigger signal when the object is detected within a minimum threshold relative proximity to the game device; and wherein the object comprises a second wearable screenless electronic game device, such that a first game device is configured to detect a proximity of a second game device relative to the first game device, with the first game device being configured to change game state or configuration in dependence on the proximity detection; wherein the game device is configured to emit light omnidirectionally.
Description
[0048] An embodiment of the present disclosure will now be described by way of example only and with reference to the accompanying drawings, in which:
[0049] FIG. 1 shows a first example of an array of devices according to the present disclosure;
[0050] FIG. 2 shows a charging station for the devices of FIG. 1, together with an external control device;
[0051] FIG. 3 shows the device of FIG. 1 in a partially-disassembled configuration
[0052] FIG. 4 shows the device of FIG. 3 in an assembled configuration;
[0053] FIG. 5 illustrates a method according to the present disclosure;
[0054] FIGS. 6a, 6b and 6c schematically illustrate a sequence of possible operation of the device of FIG. 3;
[0055] FIGS. 7a, 7b, 7c and 7d schematically illustrate a sequence of a first possible operation of the array of devices of FIG. 1;
[0056] FIGS. 7e, 7f, 7g, 7h schematically illustrate a sequence of a second possible operation of the array of devices of FIG. 1;
[0057] FIG. 8 schematically shows the device of FIG. 1 in a user's hand;
[0058] FIG. 9 illustrates a pair of users using two of the devices;
[0059] FIG. 10 illustrates a group of users using a plurality of the devices;
[0060] FIG. 11 shows a pair of users using two of the devices at a water setting;
[0061] FIG. 12 shows a single user using a pair of the devices to play a solo game;
[0062] FIG. 13 shows a group of users using a plurality of the devices, including devices in a wearable configuration;
[0063] FIG. 14 shows another example of a device according to this disclosure;
[0064] FIG. 15 shows a schematic layout of components of the device of FIG. 14;
[0065] FIG. 16 shows another example of a device according to this disclosure;
[0066] FIG. 17 shows the device of FIG. 16 schematically incorporated in an article;
[0067] FIG. 18 shows the device of FIG. 16 schematically incorporated in another article;
[0068] FIG. 19 shows the device of FIG. 16 schematically incorporated in another article;
[0069] FIG. 20 shows another example of a device according to this disclosure;
[0070] FIG. 21 shows an accessory for use with the device of FIG. 21;
[0071] FIG. 22 an array of the devices of FIG. 20 in use in a water setting;
[0072] FIG. 23 shows the array of the devices of FIG. 22 in use and also stored with accessories in a storage structure;
[0073] FIG. 24 shows a plurality of the devices of FIG. 20 together with a plurality of the accessories of FIG. 21;
[0074] FIG. 25 shows the device of FIG. 20 together with another accessory;
[0075] FIG. 26 shows the device of FIG. 20 together with another accessory;
[0076] FIG. 27 shows the storage structure of FIG. 23 together with a plurality of the devices of FIG. 20 and a plurality of the accessories of FIG. 21;
[0077] FIG. 28 shows a variation on the storage structure of FIG. 27;
[0078] FIG. 29 shows a schematic of a mode or game of use of the device of FIG. 20;
[0079] FIG. 30 shows a schematic of a further mode or game of use of a plurality of the devices of FIG. 20;
[0080] FIG. 31 shows a schematic of a further mode or game of use of a plurality of the devices of FIG. 20;
[0081] FIG. 32 shows a schematic of a further mode or game of use of a plurality of the devices of FIG. 20;
[0082] FIG. 33 shows a schematic of a further mode or game of use of a plurality of the devices of FIG. 20;
[0083] FIG. 34 shows a schematic of a further mode or game of use of a plurality of the devices of FIG. 20; and
[0084] FIG. 35 shows a schematic of a further mode or game of use of a plurality of the devices of FIG. 20.
[0085] There is herein described a game device 10 in accordance with an embodiment of the present invention. Referring to FIG. 1 shows a first example of an array of devices 10 according to the present disclosure.
[0086] Here, the game devices 10 are configured for both wireless WiFi/WLAN signal receipt/transmission and also Bluetooth?/WPAN signal receipt/transmission. The game devices 10 are configured with proximity sensors. Here, game devices 10 use Bluetooth beacons to detect the proximity of other game devices 10. The Bluetooth does not actually have to establish communications in all game modes. For example, in at least some game modes, it just needs to see/detect another beacon on a game device 10, detect its strength and then respond to it. The game devices 10 are configured with loudspeakers. In at least some examples, the speakers are configured to indicate changes in game mode, primarily to the player holding the game device 10. In some examples, the speaker is also loud enough to reach far afield players to provide indication to other players. The game devices 10 are configured with omni-directional visual indicators: here, in the form of lights that illuminate the game device 10 (shown here in an orb/sphere form)to provide indication of the player's status to other players. The game devices 10 are configured with networking ability. Here, the game devices 10 are configured to use wifi to communicate their status to other game devices 10 and/or to a host external controller 36 that is controlling the game. In at least some examples, the networked game devices 10 and/or the external control device 36 decide one or more of: the player status; who is tagged and who is not; when the game is over; and optionally communicate changes in the game to the game device/s 10 involved.
[0087] Here, the core of processing and communications is provided by an ESP 32 control module which includes memory, Bluetooth? (for near field Bluetooth proximity detection), wifi. The game devices 10 are configured with a vibration transducer to indicate changes in game to the player (e.g. to the player holding/wearing the game device 10).
[0088] The example game device 10 shown here comprises: Neopixel LED's, Vibration transducer, speaker and a user game selection interface in the form of pushbuttons (not visible). An external control device 36, such as a mobile phone or a tablet with an appropriate app, is required here to setup and select the games. The external control device 36 is not required for the performance of the games; and does not even need to be present (e.g. networked with the game devices 10) for the performance or completion of the games.
[0089] FIG. 2 shows a charging station 35 for the devices 10 of FIG. 1, together with an example external control device 36. The charging station 35 is configured to charge multiple devices 10 simultaneously. In the example shown here, each core module 12 of each device is disassembled or detached from the device 10 for charging on the charging station 35. The core modules 12 can be connected for charging, here by simply inverting the core modules 12 and placing on the charging station 35 to dock. The charging station 35 is connected (not shown) to a mains electricity source (e.g. 200-240V ac); and recharges the battery/cells in each core module 12 when it is connected in the charging station 35, such as with electrical contact pins or induction charging. In at least some examples, the core modules 12 are charged with aid of magnetic charging clips. Power status of each core module 12 can be indicated on the charging station 35 and/or each core module 12 itself (e.g. using the core module's lighting indicators 18). In at least some examples, power and charging information of each game device 10 is accessible via the external control device 36.
[0090] The external control device 36 here is a mobile telephone with a bespoke software or App installed for communication with the devices 10. The external control device 36 can be used before and/or after games, such as to configure games and/or devices 10. For example, the external control device 36 here is used to select the type of game prior to commencement of the game. Here, once selected, the external control device 36 communicates the type of game and the parameters to each of the game devices 10 for the game. For example, each device 10 receives parameters relating to the type of game, the role, at least initially, of that device 10 in the game; and other parameters such as for proximity thresholds (e.g. distance, signal strength, temporal element of proximity threshold). Here, the external control device 36 communicates wirelessly with each game device 10, such as with one of the 802.11 protocols (e.g. 802.11-2020 or earlier). During the game, the game devices 10 communicate with each other using short-range WiFi (Bluetooth? here), operating effectively as a proximity sensor and also optionally transmitting data between devices, such as to indicate roles, teams, etc. of each respective game device 10. Here, the external control device 36 can be used at the end of the game to check scores or results, depending on the nature of the game selected. The external control device 36 is not required during the performance of the game: all in-game control and feedback is provided directly by the game device 10. For at least some games, the result or score can be indicated without referring to the external control device 36. For example, in games such as last-man-standing or elimination-type games, whereby the winner is the last person (game device 10) to remain (e.g. to have their game device 10 remain uncaught, in original configuration/colour the longest), then that winner can self-evident by the displayed state of the game device 10 directly (e.g. the last game device 10 of that colour left, such as game device 10e in FIG. 7d).
[0091] In at least some examples, the external control device 36 is not required for playing games, with the games being capable of initiated, performed and completed with the game device/s 10 without any input from the external control device 36. For example, the game device/s 10 may be configured or configurable to operate in a default game mode, last-saved in memory game mode or a game mode may be selectable with only a game device 10 or game devices 10such as based upon actions performed with a game device (e.g. a predefined movement or movements to select a particular game mode or to toggle between game modes; or to scroll sequentially between game modes).
[0092] It will be appreciated that multiple control devices 36 can be used with the array of devices 10. For example, different types of external control device, such as mobile telephones, tablets, bespoke external controllers, laptops, etc., can be used to communicate with the array of devices 10.
[0093] Information/data on/about each of the game devices 10 can be accessed from the external control device 36. For example, the external game device 10 can provide information on one or more of: power status, game history, positioning history, role history, etc. of each game device 10. The external control device 36 comprises the only graphical user interface here (e.g. touchscreen, display screen and/or keypad) for inputting and/or outputting information from the game devices 10. Here, the game devices 10 as such are devoid of display screens, touchscreens, keypads or programming buttons.
[0094] FIG. 3 shows the device 10 in a partially-disassembled configuration. The cores 12 can be disassembled from the housings 14 without requiring any tools. For example, with bayonet-type or screwthread mechanical connections; and/or snap-fits or other mechanical reversible attachments or locks, the core modules 12 can be selectively assembled and disassembled from the housings 14.
[0095] The device 10 comprises a speaker 20 in the core module 12 to, for example, indicate changes in game device 10 status or game mode. The speaker 20 is configured to primarily communicate to the player holding the ball. In at least some examples, the speaker 20 is utilised to indicate a/the location of the game device 10. For example, in at least some game modes the speaker 20 can emit a pulsed sound or beep. The length of beep and/or interval between beeps may be indicative of a status, such as a location and/or temporal element of the game. For example, the interval may become shorter as a separation distance between the game device 10 to an object (such as a second game device 10) becomes shorter. In at least some games, the speaker 20 may be configured to indicate a location of the game device 10 to other users/players (e.g. not the user/holder of the game device 10, or at least not solely the user/holder of the game device 10). For example, in at least some game modes, the speaker 20 may emit a sound signal to indicate a location of the game device 10 (and its user/holder) to other players. The speaker 20 can emit a sound, such as a regularly-pulsed sound to assist in revealing a location of the game device 10 to other playerssuch as during blindfold games, standard games, night-time games. The emitted sound may be dependent upon the game device's 10 status or role. For example, multiple game devices 10 operating in a same team may all emit a similar sound; with game devices 10 of an opposing team/s 10 all emitting a different sound. In at least some examples, the emitted sound may comprise spoken word, such as in a default or selected language. The spoken word may be indicative of a game mode and/or game device 10 status. In at least some examples, the speaker 20 provides an indication of the game mode for selection of the game mode by the game device directly 10such as through a particular or predefined movement, sequence of movement or operation of the game device 10 (or e.g. a touch/push button or the like). For example, as the user effectively scrolls through a range of game modes (e.g. by rotating, shaking or otherwise manipulating the game device 10 in predefined fashion), the speaker 20 audibly indicates the selected game mode/s during scrolling.
[0096] The game device 10 also has a haptic indicator (not shown) in the core module 12, such as a haptic motor (vibration transducer) in the core module 12. The haptic indicator is used to indicate status, mode and change/s thereof to the user/holder of the game device 10.
[0097] Here, the game device 10 has a gyro/s and accelerometer/s for detecting orientations and movements of the game device 10. These are mounted within the core module 12, along with a PCB control module; which includes memory, Bluetooth?, wifi and rechargeable battery cells.
[0098] FIG. 4 shows the device of FIG. 3 in an assembled configuration. The housings 14 provided a protective shield for the core modules 12; helping protect the core modules 12 from impact, water ingress, dirt ingress, etc. In addition, the housings 14 here provide a formed grip, effectively allowing the game device 10 to be gripped in any orientation by a single hand, even of a young child. The housing 14 defines the exterior of the game device 10 as a spherical shape, with a diameter in a range of 7 cm-20 cm. In at least some examples, the game device 10 is provided with a set of multiple housings 14. Accordingly, here the game device 10 has a spherical, ball or orb shape. The core module 12 can be paired with housings 14 of different sizes and/or shapes. For example, a range of spherical housings 14 can be provided, allowing, for example, selection of an optimal size (e.g. spherical diameter) for a particular user and/or game. The surface material of the housing 14 provides a relatively high coefficient of friction with skin, in both wet and dry conditions. Accordingly, the housing 14 assists in ensuring secure grip by users. The housings 14 define light guides, providing light paths from the core module 12 to distribute light evenly around the exterior surface of the housing 14. Accordingly, the housings 14 direct light from the light sources 18 (e.g. LEDs) of the core modules to effectively emit light from the device 10 spherically, such that the game device appears as a glowing orb. The core module 12 has a plurality of light sources 18 arranged evenly around its circumference. The light sources 18 are controlled by a controller in the core module 12. In combination with the light guiding of the housing 14, the light sources 18 provide an omnidirectional visual indicator. Accordingly, the light sources 18 are controlled to provide indication of the game device's 10 (user thereof) status to other playersand also directly to the user holding or using that game device 10. Indication can be in the form of one or more of, such as combinations of: coloured light; pulsed or flashing light; combinations of colours of light. For example, the light source 18 may be configured to constantly emit a particular colour (e.g. red or blue) to indicate a first status or role of the game device 10. A change in status, or a changed status can be indicated by a change in constant colour (e.g. from blue to red). In at least some examples, the light emission may be pulsed or flashing; or may vary between constant and flashing (e.g. to indicate a change in status); and/or the nature of flashing (e.g. pattern, frequency, period, duration of flash, etc.) may be varied. The status of the device 10 may be indicated by a sequence. For example, the sequence may comprise a sequence of different coloured lights and/or pulses (e.g. a number of pulses, indicative of status). The light source may comprise a plurality of types (e.g. different LEDs of different colours) and/or multicolour light source (e.g. multicolour, or tricolour/RGB LED). In at least some examples, or some game modes, the game device may indicate a plurality of colours simultaneously (e.g. one hemisphere may appear as a first colour and the other, second hemisphere as a second, different colour).
[0099] Furthermore, the housings 14 here also ensure a spacing between portions of the core module 12 and a user's hand. Accordingly, the housings 14 here help prevent or mitigate shielding of antennae (not shown) in the core modules 12. In at least some examples, the core module 12 has an arrangement of antennae to also mitigate shielding by a user's hand/s. For example, pairs of differently oriented antennae in the core module 12 can mitigate against shielding of one of the antennae by a hand/s.
[0100] FIG. 5 illustrates a method according to the present disclosure. In a simple operation mode, the game device 10 starts a game in a first status or configuration 32, until the game device 10 is triggered 34 (e.g. by activating a proximity sensor, such as with another object, such as a second game device encroaching within a proximity threshold). Upon triggering, the game device 10 is reconfigured to a second status or configuration 37.
[0101] Referring now to FIGS. 6a, 6b and 6c, there is schematically illustrated a sequence of possible operation of the device of FIG. 3, such as with the method of FIG. 5. Each game device 10a, 10b emits a short-range WiFi signal (Bluetooth? here), indicated by the concentric rings 11a, 11b emanating from each respective game device 10a, 10b. The rings 11a, 11b are indicative of the 3D signal strength, lessening with increasing distance from each game device 10a, 10b. As shown here, the Bluetooth? signal from each device 10a, 10b is similar, dissipating similarly in strength with increasing distance from the respective game device 10a, 10b. As shown initially in FIG. 6a, each game device 10a, 10b is sufficiently remote from the other game device 10b, 10a that there is no discernible signal detectable at the other game device 10a, 10b; or at least the signals are of insufficient strength to meet a threshold, such as associated with a proximity threshold. During the course of a game, the game devices 10a, 10b move, such as with the user/holder of the first game device 10a chasing the user/holder of the second game device 10b. Relative movement between the game devices 10a, 10b is schematically depicted in the transition from FIG. 6a to FIG. 6b. In FIG. 6b, the game devices 10a, 10b are relatively closer together. However, the distance is still too great for the other game device 10b, 10a to detect the Bluetooth? signal; or at least the signals are of insufficient strength to meet the proximity threshold. As the game progresses, the chaser with the first game device 10a manages to get closer to the chased user/holder with the second game device 10b, as schematically depicted in the transition from FIG. 6b to FIG. 6c.
[0102] In at least some examples, the devices do not need to complete communication, such as by pairing following a Bluetooth handshake. Rather, the mere detection of the signal (another signal) of sufficient strength triggers the (each) game device 10a, 10b to determine that it is within the proximity threshold of another game device 10b, 10a. This trigger can be used to determine and optionally change the status or game role of the (each) game device 10a, 10b. For example, where the second game device 10b is initially in a pursued configuration/role, the status may change to that of chaser/pursuer upon detection of the signal of sufficient strengthsuch as when the first game device 10a is sufficiently proximal to the second game device 10b, as depicted in FIG. 6c.
[0103] In at least some examples, the first and second game devices 10a, 10b handshake and pair, such as to form a network (e.g. a WPAN), when the game devices 10a, 10b are sufficiently proximal (e.g. FIG. 6c). The game devices 10a, 10b can exchange data over the WPAN, such as relating to identity, status, game role, device parameters (e.g. power, history, points, etc.).
[0104] Accordingly it will be appreciated that the game devices 10a, 10b can be effectively smart-balls for use in chase-type games.
[0105] Referring now to FIGS. 7a, 7b, 7c and 7d, there is schematically illustrated a sequence of a possible operation of the array of devices 10a, 10b, 10c, 10d, 10e of FIG. 1. The basic principle of operation is generally similar to that depicted in FIGS. 6a, 6b and 6c. For example, the transition from FIG. 7a to FIG. 7b depicts a relative movement between the first game device 10a and the second game device 10b, with the second game device 10b changing status triggered by detection/receipt of the signal from the first device 10a being sufficiently proximal. Accordingly, it will be appreciated that the game devices 10a, 10b, 10c, 10d, 10e can be used to perform games, such as Group Tag/Last-man-standing/Zombie tag. As with the example in FIGS. 6a, 6b and 6c, the devices may not need to pair or form a network in at least some games: the mere detection of a sufficient signal may be adequate for completion of the game, with the Bluetooth merely functioning as a proximity sensor. As shown here, the winner of the game can be the last game device 10e to remain in the initial configuration, being the last game device to remain sufficiently far away from any other game device 10a, 10b, 10c, 10d performing the chasing (e.g. the proximity sensor threshold of the Bluetooth receiver never being met for this game device 10e).
[0106] In other examples, the game devices 10a, 10b, 10c, 10d, 10e may form a network upon signal detection (e.g. a WPAN following Bluetooth pairing) and/or a WLAN (e.g. with a wireless network between the game devices 10a, 10b, 10c, 10d, 10e). For example, a game may operate with the following procedure/operation: [0107] 1. All players take a Ball 10a, 10b, 10c, 10d, 10e with an initial status, such as a same-colour (e.g. green illumination). [0108] 2. 3,2,1, GO!One tagger is selected at random, such as by an external control device 36, or by the game devices 10a, 10b, 10b, 10d, 10e networked together (e.g. via a WLAN); and that selected game device changes status, such as to a different colour from the others (e.g. red illumination), such as depicted in FIG. 7a. [0109] 3. They run around and when the tagger 10a gets within proximity (around 1-2 m, depending upon predefined settings) of another player 10b, that other player is taggedand their game device 10b also turns red and they become another tagger (e.g. FIG. 7b, 7c). [0110] 4. After some time there are many taggers and only one free person 10e left and they are the winner (e.g. FIG. 7d).
[0111] FIGS. 7e, 7f, 7g, 7h schematically illustrate a sequence of another possible operation of the array of devices of FIG. 1. Here, the game devices 10a, 10b, 10c, 10d, 10e are configured to change status upon triggering of the proximity sensor of each device 10a, 10b, 10c, 10d, 10e. As shown here, the operation of the game devices 10a, 10b, 10c, 10d, 10e is such that there is only a single chaser/tagger at any one time. Here, the game devices 10a, 10b, 10c, 10d, 10e exchange data: by Bluetooth pairing when proximal and/or WLAN. Accordingly, when the game device's proximity sensor is triggered, the game device 10a, 10b, 10c, 10d, 10e identifies the other game device 10a, 10b, 10c, 10d, 10e and determines the role/configuration of that other game device 10a, 10b, 10c, 10d, 10e. If the other game device 10a is the tagger/chaser (e.g. FIG. 7e), then the game devices 10b, 10c, 10d, 10e are being reconfigured to become the tagger/chaser and the original tagger/chaser 7a is reconfigured to become a pursued/chased role, such as illustrated in the transition from FIG. 7e to FIG. 7f; and subsequently in the transitions from FIGS. 7f to 7g and from 7g to 7h. In the operation shown here, if the other game device 10b, 10c, 10d, 10e in proximity is not the tagger/chaser, then the game devices 10b, 10c, 10d, 10e are not being reconfigured to become the tagger/chaser and the original tagger/chaser 10a remains configured as the tagger/chaser. It will be appreciated that where a WLAN is also utilised, in addition to the Bluetooth (functioning as proximity sensor), data may be exchanged between game devices 10 over the WLAN even when the game devices 10 are not sufficiently proximal to trigger the proximity sensor. The WLAN typically has a much greater range that the Bluetooth or other short-range signal for proximity sensing.
[0112] It will be appreciated that there can be a temporal aspect to the determination: for example, the proximity sensor needs to be triggered for a minimum length of time to complete reconfiguration of each game device 10a, 10b to its new status/rule. In at least some examples, the game devices 10a, 10b, 10c, 10d, 10e are configured to prohibit tag-backs (chasing/catching the immediately-preceding chaser/tagger) within a defined period, such as 30 seconds or 2 minutesto allow the previous tagger/chaser to avoid being immediately re-tagged. The game devices 10a, 10b, 10c, 10d, 10e are configurable to entirely prohibit tag-backs in at least some game modes.
[0113] Accordingly an example game, such as a game of knock-out tag, may operate with the following procedure/operation: [0114] 1. All players take a game device 10a, 10b, 10c, 10d, 10e in an initial configuration (e.g. all with blue illumination). [0115] 2. 3,2,1, GO!One tagger 10a is selected at random, such as by an external control device 36, or by the game devices 10a, 10b, 10b, 10d, 10e networked together (e.g. via a WLAN); and that selected game device 10a changes status, such as to a different colour from the others (e.g. red illumination), such as depicted in FIG. 7e. [0116] 3. They run around and when the tagger 10a gets within proximity (around 1 m, depending upon predefined settings) of another player 10b, that other player 10b is taggedand their game device 10b turns red and they become the new, sole tagger (e.g. FIG. 7b, 7c), with the previous tagger 10a changing status to pursued (e.g. changes to blue illumination). [0117] 4. The new sole tagger 10b has 30 seconds to tag someone or they are out of the game for that round. The time limit to tag someone else reduces as the game progresses.
[0118] It will be appreciated that there can be more than one tagger/chaser. For example, in at least some configurable game modes, the game operates with at least two simultaneous taggers. The game devices 10a, 10b, 10c, 10d, 10e are also configurable for team operation; such as with two or more teams.
[0119] FIG. 8 schematically shows the device 10 of FIG. 1 in a user's hand. The game device 10 comprises a portable electronic game device, which is shown here as a handheld game device. The game device 10 is configured for gripping by the hand, with the housing 14 of the game device 10 comprising a relatively high coefficient of friction with skin, in both dry and wet conditions. In at least some examples, the housing 14 has a surface roughness and/or a water contact angle compatible with relatively high skin friction in wet and/or dry conditions. In this example, the game device 10 is configured to be held in one and/or two hands. When gripped by either one or both hands, a substantial portion/s of the game device 10 remains uncovered by the hand/s. The uncovered portion/s assist in permitting passage of light and/or sound from the game device 10.
[0120] As shown in FIG. 9, the uncovered, exposed portions of the game devices 10a, 10b enable a pair of users using the respective devices 10a, 10b to readily view the other's game device 10b, 10a. Accordingly, each user can easily view the status of the other's game device 10b, 10a, typically that of either a teammate or opponentas generally visible from the status. Each user can also readily view their own respective gaming device 10a, 10b to check their own game status. In contrast to other devices, such as mobile phones or other devices with screens/displays, the present gaming devices 10a, 10b convey instantaneous information, without requiring reading of text, symbols or other complex information, or the like. Accordingly, the present gaming devices 10a, 10b encourage active movement of users, without inhibition or danger of diverting vision or attention whilst moving/running, etc.
[0121] FIG. 10 illustrates a group of users using a plurality of the devices. Here, the game devices 10a, 10b, 10c, 10d, 10e can be used in various, selectable game modes of operation, such as either of the game modes depicted in FIGS. 7a though 7d or FIG. 7e through 7h respectively; and optionally other games, such as described below.
[0122] FIG. 11 shows a pair of users using two of the devices at a water setting; The game device 10 here is waterproof, rated to at least IP68. It will be appreciated that the game devices 10 depicted here can effectively be used as smart balls for various games, including catch and pass games.
[0123] For example, a plurality of game devices 10 can be used for playing proximity rugby (or proximity American football, or handball or the like), such as along the following lines: [0124] 1. All participants take a game device 10, there is a first (e.g. blue illuminated) team and a second (e.g. green illuminated) team. [0125] 2. There is a line of game devices 310 for the first team (e.g. green smart balls) lying on the ground at one end of the play space and a line of game devices 310 for the second team (e.g. blue balls) at the other. [0126] 3. The players start at their home line. 3,2,1, GO!One random player starts with possessiontheir game device is selected at random and changes status (e.g. their ball turns to red illumination). [0127] 4. They must get the selected game device (e.g. red ball) to the opposite side's home line. [0128] 5. On the way they can switch pass to other players in their team by getting into proximity: accordingly the selected game device 310 can effectively be passedwithout physically passing the game device 310 as such (e.g. the match ball can be electronically passed to teammates, without any physical exchange of game devices 310). [0129] 6. The selected game device 310, effectively the match ball, can be stolen/intercepted by the opposite team by getting into proximity of the selected game device 310 (e.g. red ball), at which time their game device 310 will become the selected game device, effectively the match ball (e.g. their ball will turn red). [0130] 7. A team can score a try by getting the selected game device 310 (e.g. red illuminated ball) to the home line of the opposing team.
Other games may involve the plurality of game devices 10 used for playing chaos orienteering (or confusion orienteering, chaos/confusion tig/tag or the like), such as along the following lines: [0131] 1. Target game devices 310 (e.g. balls) are placed around the play space. Each target game device 310 has a different illumination (e.g. Red, Yellow, Blue, Green, etc.). [0132] 2. Each player must get in proximity of each target game device 310 to collect all the colours (e.g. red, blue, green and yellow) then all and the first player to collect all colours wins. [0133] 3. As target game devices 10 (e.g. colours) are collected the quadrants of the players ball change to match the colours collected so they know what they need. [0134] 4. In at least some examples, the challenge is created by the fact that the target game devices 10 are changing their colour for every 3 players that taps on it so you might not get the colour you expect.
Other games may involve the plurality of game devices 10 used for playing blindfolded tig/tag or the like (historically called blind man's buff), such as along the following lines: [0135] 1. One player is selected as the tigger/tagger and is blindfolded and equipped with a game device 10 (e.g. match ball). [0136] 2. The other players hold their game devices 10 (e.g. target balls) and try to evade the blindfolded tigger/tagger. The other players game devices 10 occasionally emit a small sound at random to aid the blindfolded tigger/tagger in locating the others. [0137] 3. When the blindfolded tigger/tagger gets sufficiently close to another player, the respective game devices' 10 proximity sensors are triggered, and the blindfolded tigger/tagger has caught them and the game is finished and that person becomes the new blindfolded tigger/tagger.
Other games may involve the plurality of game devices 10 used for playing minefield type games, such as along the following lines: [0138] 1. A large array of game devices 10 (e.g. configured as blue balls) are laid out on the ground. One game device 10 (e.g. configured as a yellow ball) is selected as the treasure in the middle. [0139] 2. Players must pick their way through the array of game devices 10 (e.g. blue balls) and get to the treasure game device 10 (e.g. yellow ball) in the centre without setting off one of the mines (other game devices 10, such as the blue balls)by getting too close to a mine (e.g. avoiding getting within the proximity threshold of the mine game devicesblue balls). In at least some examples, the mines game devices 10 are not illuminated so that no one knows which is live or notor the mines game devices 310 could change to not all being activated at the one time meaning that a player must run through the temporarily clear zone to reach the target game device 310 in the centre.
[0140] FIG. 12 shows a single user using a pair of the devices 10a, 10b to play effectively a solo game, although the second game device 10b may have been hidden by another person (not shown). It will be appreciated that such a hunt-type game may be played solo or by multiple players. For example, an example treasure hunt game could be played with multiple game devices 10 as follows: [0141] 1. One player hides some red Treasure balls 10b. [0142] 2. Other players enter the play space and must find and move their ball 10a to be proximal to each of the treasure balls 10b. [0143] 3. Once all the treasure balls 10b are found that player wins. [0144] 4. The treasure balls 10b could emit a small sound to aid in locating based on conditions such as the proximity of the seeker (e.g. frequency of beeping increasing with increasing proximity of player's ball 10a). [0145] 5. The players balls 10a could glow red when they get close to a treasure ball in a warmer/colder type of way. In at least some examples, the player's ball 10a emits spoken text to say warmer or colder to aid that ball's userand optionally also notify/alert other players to a possible location of a treasure ball 10b. [0146] 6. Optionally, the treasure balls 10b may need to be found sequentially.
[0147] It will be appreciated that other games may be played entirely solo with a single game device 10. For example, a single game device 10 may be configurable to play games requiring the user/player to perform actions; especially actions in a particular sequential order. For example, the game device 10 may instruct the user to perform one or more of: shake, twist, throw, run, bounce, jump, spin, etc. The game device may emit audio and/or haptic and/or visual instructions. For example, a particular colour of the game device may correspond to a particular action (e.g. game device changing to a first colour, or flashing a first colour, or colour sequence, may correspond to a first action, such as shake, and a second colour signal may correspond to a second action, such as throw). The instructions may be multimodal (e.g. an audio instruction may accompany a corresponding visual and/or haptic instruction signal).
[0148] FIG. 13 shows a group of users using a plurality of the devices 10b, 10c, 10d, 10e in a wearable configuration; worn here on the user's arm. Noting that in other examples the game devices 10b, 10c, 10d, 10e may be otherwise worn (e.g. on a leg, torso, in a pocket, bag or the like). The game device may be attachable. The game device may be attachable with an accessory, such as a strap, band, garment or the like (not shown). Here, the game may involve a version of proximity rugby, American football, handball or the like. For example, a player with the game ball 10a may be effectively tackled by an opposing team player coming sufficiently close to trigger the proximity sensor of the game ball 10a and/or the ball's possessor's game device (e.g. game device 10b as shown in FIG. 13). The player in possession may then receive an indication they have been tackled (e.g. visual and/or haptic and/or audio signal from the game ball 10a and/or their own worn game device 10b); and that player may then have a limited time in which to try to pass the game ball 10a to a teammate. Possession may be won by the opposing team by intercepting the thrown game ball 10a and/or of the game ball 10a is dropped and/or if a certain number of tackles are completed; and/or if a tackled player is unable to complete a successful pass within the limited time (which may be determined by the game ball 10a and/or other game devices 10b, 10c, 10d, 10e). A proximity tackle may be defined or interpreted as a tackle similarly to other sports, such as rugby league, American football, handball, or any other sport.
[0149] In at least one example, the game devices 10a, 10b, 10c, 10d, 10e may be used in a version of dodgeball, with a general outline of play as follows: [0150] 1. Each player wears a ball 10 on their wrist or armband (see e.g. FIG. 13). [0151] 2. Other players target the original players with another thrown ball and if the ball passes sufficiently close that player is caught, or co-opted to the team or similar. [0152] 3. In at least some examples, the targets for the throwing player could change dynamically to add interest.
[0153] FIG. 14 shows another example of a device 110, generally similar to the device 10 shown in FIG. 1, with similar features denoted by similar reference numerals incremented by 100. Accordingly the device 110 comprises a core module 112 and a housing 114, with description of every feature not being duplicated here for brevity. As shown here, the core module 112 forms a greppable handle, protruding belong the spherical housing 114, even when assembled. Accordingly, when gripped, substantially an entirety of the surface of the housing 114 is visible, around 360? laterally and from above. FIG. 15 shows a schematic layout of components of the device of FIG. 14, with LEDs 118 for light emission along with an audio speaker 120; and also a rechargeable battery 126, vibration transducer 124; and a control PCB 122 which houses gyro/s and accelerometer/s for detecting orientations and movements of the game device 10 and memory, Bluetooth?, wifi components. In the example shown here, electrical contact pins 128 are provided for charging the battery 126. In this, and other, example, re/charging of the game device 110 does not require any disassembly, such as disconnection of the core module 112 from the housing 114.
[0154] FIG. 16 shows another example of a device 210, here shown as a generally cubic device, smaller than that shown in FIGS. 1 and 14. The device 210 shown in FIG. 16 is more similar to that of FIG. 14 than FIG. 1, in that the device 210 here effectively comprises a single unit not disassemblable or disconnectable in use into discrete housing and core components. The device 210 comprises similar functionality to that of those shown in FIGS. 1-15.
[0155] FIG. 17 shows the device of FIG. 16 schematically incorporated in an article 240a, shown here as a plush or cuddly toy, such as a teddy bear. The article can be used for playing games, such as the treasure hunt described above; or shown in FIG. 12. It will be appreciated that the article 240a can be solid, so as effectively not to emit any illuminated light from the device 210. In such examples, the device may provide indications to users at least primarily via audio and/or haptic output from the game device 210. In addition, or alternatively, the location or proximity of the article 240a or game device 210 can be indicated with the output from another game device (not shown in FIG. 17). For example, the article may be used in games such as the treasure hunt described above, or shown in FIG. 12. In at least some examples, the article can be at least partially transmissive, or even partially translucent, semi-transparent or even transparent. The article 240a here is configured for receiving the game device 210, such as with a suitably sized and dimensioned compartment, optionally closable. In some examples, the article 240a comprises an appropriate interface/s for output/s from the game device 210, such as a transparent window/s and/or apertures for light and sound transmission respectively. In at least some other examples, the article 240a is an existing article already possessed or otherwise obtained by the user.
[0156] FIG. 18 shows the device of FIG. 16 schematically incorporated in another article 240b, shown here as a rugby ball. The article can be used to play any of the games described above, such as any of the tig/tag/chase games; or any other games. For example, the article 240b in the form of the rugby ball is particularly suitable for the above described dodgeball or proximity rugby. The rugby ball article 240b effectively provides an additional protective housing for the game device 210. Accordingly, the game device 210 may be even better able to withstand shocks, accelerations associated with being thrown, kicked, dropped or otherwise physically manipulated than in at least some other examples. In at least some examples, the protection provided by the article 240b can replace that of a separate or separable housing 14 of the game device 210, with effectively only a core module provided as the game device 210 in the article 240b.
[0157] FIG. 19 shows the device of FIG. 16 schematically incorporated in another article 240c, shown here as a soccer ball. The article 240c may be particularly suited to games where a single player does not continuously hold the game device 210, such as involving throwing, catching, kicking, floating, rolling, bowling or the like.
[0158] The articles 240b, 240c of FIGS. 18 and 19 may comprise similar properties to the article 240a of FIG. 17. For example, in at least some examples of the articles 240n, 240c of FIGS. 18 and 19, they are at least partially transmissive, or even partially translucent, semi-transparent or even at least partially transparent. For example, at least some of the panels of the rugby ball 240b and/or soccer ball 240c may be transparent. It will be appreciated that the articles 240a, 240b, 240c here have securable openings to insert and remove the game devices 240a, 240b, 240c as required, such as for charging. In other examples, the game devices 240a, 240b, 240c are at least semi-permanently secured within the articles 240a, 240c, 240c.
[0159] FIG. 20 shows another example of a device 310, generally similar to the device 210 shown in FIG. 16, with similar features denoted by similar reference numerals incremented by 100. Accordingly the device 310 comprises a housing 314 and LEDs 318, with description of every similar feature not being duplicated here for brevity. The game device 310 here is waterproof, rated to at least IP68. The device 310 functions similarly to preceding examples, with a proximity sensor (e.g. Bluetooth), gyro/s, accelerometer/s and audio and haptic outputs (as well as visual from the LEDs 318). The device 310 here is a torus or ring-shape, with an open hole 360 in the centre; and the housing 314 (with internal core module 312) extending fully around the entire circumference of the opening 360.
[0160] The device 310 here is configured for aquatic use, particularly in swimming pools or sea water. The device 310 has a pair of textured, profiled rubber grip sections 319 to encourage gripping at these particular portions of the device. Gripping the device here assists in maintaining intermediate portions of the ring of the device (e.g. on right hand edge and left hand edge as shown in FIG. 20) free from coverage by hands. Accordingly, signal emission from these portions may be enhanced or at least unimpeded. For example, visual and/or audio game device status signals may be readily emitted from these portions of the device 310. Additionally or alternatively, one or more of the device's antennae (e.g. for WiFi and/or Bluetooth) may be at least partially located in these exposed, uncovered, non-grip sections so as to reduce or at least mitigate any shadow effect/s associated with a user's hand/s. It will be appreciated that the devices 10, 110, 210, 310 could each be used in modes of operation as disclosed for any other example, embodiment, claim or aspect as described herein. Accordingly, the device 310 shown in FIG. 20 may be configurable for use in proximity rugby, tig or any other suitable game. Where the device 310 here is a ring-shape, configured for aquatic use, it will be appreciated that those games may also be played in an aquatic setting (see e.g. FIG. 22). The ring-shape may assist in single- and/or double-handed gripping in at least some instances; and/or particular modes of use, such as particular throwing games (e.g. quoits, Frisbee?-type games, etc.).
[0161] FIG. 21 shows an accessory 350 for use with the device 310 of FIG. 21. Here, the accessory 350 is a floatation aid for selectively attaching to the game device 310. The accessory 350 has openings or notches 354 for selectively securing the accessory 350 to the game device 310. The accessory 350 here also includes visual instructions for at least one particular game or use of the accessory 350 in combination with the game device 310. In at least some examples, the float may comprise an identifier, such as bar code, QR code, RFID or other tag. The identifier may be used to automatically configure that game device 310 attached to the accessory 350 for performance of that game. For example, the accessory 350 may comprise a tag automatically detectable by the game device 310 when the accessory 350 and game device 310 are in very close proximity (e.g. less than 50 cm, or even less than about 10 cm in some examples). In at least some examples, the identifier 352 is scannable by the game device 310 and/or an external control device 36, such as that shown in FIG. 2. Here, where the accessory 350, when attached to the game device 310, provides the game device 310 with additional positive buoyancy, then that combined accessory 350 and game device 310 may be particularly suited to games involving floating game devices. For example, the game device 310 may be positioned remotely in a body of water (e.g. by placement or safely throwing, etc.); and the user/player may have a limited time to retrieve the game device 310 to complete the challenge, or earn a point or reward. Accordingly, it will be appreciated that the game device 310 can be used as a single standalone device for solo play. In addition, multiple players may be able to play games with the single game device 310, such as sequentially and/or simultaneously seeing which player can retrieve the game device 310 within the shortest time.
[0162] FIG. 22 shows an array of the devices 310 of FIG. 20 in use in a water setting. As well as being able to perform games as described elsewhere, the game device 310 may be configurable for use in a class or group arrangement or network. The game devices 310 may all be similarly configured to each other, such as to provide similar outputs or feedback in response to particular movements or actions, such as defined actions or movements performed in a particular time frame or window. Alternatively, at least one of the game devices 310 may be configured as a master game device 310, such as that of a teacher or instructor. The master game device 310 may effectively transmit instructions to the other game devices 310, such as over a WLAN to which all of the game devices 310 are connected. Accordingly, the game devices 310 may receive advance and/or contemporaneous instructions, such as for the game device 310 to perform a particular action or function. For example, following a defined action or movement of the master game device, the other game devices 310 may receive WLAN or WPAN signal/s detailing the action or function, such as providing a limited time period or window for the user to complete the action or function, with the game device's gyro/s and/or accelerometer/s detecting absolute or relative success in completion of the action or function within the time period or window. Feedback on the action or function may be provided, such as directly to the user (e.g. visual/audio/haptic feedback) and/or indirectly, such as communicated over the WPAN or WLAN to the master device and/or an external control device; and/or retrospectively retrieved from the memory of the game device/s 310 and/or the external control device.
[0163] FIG. 23 shows the array of the devices 310 of FIG. 22 in use and also stored with accessories 350a, 350b, 350c, 353 in a storage structure 370. The storage structure 370 here is a portable storage structure, on wheels, for conveniently transporting a multiplicity of the game devices 310 together to and around the pool setting. Different types of accessory 350, 353, 354 can provide different adaptations of the game devices 310. A same type of accessory, such as the floating accessory 350, may be provided in several configurations 350a, 350b, 350csuch as for performing different games or modes with the game device 310. For example, a first floating accessory 350a may comprise instructions (visually and/or electronically, such as via a scannable identifier) for a first floating game; whilst second and third floating accessories 350b, 350c may comprise instructions (visually and/or electronically, such as via a scannable identifier) for respective second and third floating game.
[0164] FIG. 24 shows a plurality of the devices of FIG. 20 together with a plurality of the accessories of FIG. 21. Here several game devices 310 and accessories 350 350, 353 have been connected together to form a floating ring shape 357 for use in specific games. The physical interconnectability of the accessories 350, 353, 354 may provide an intrinsic gameability, particularly for younger users, enabling the game devices 310 and/or accessories 350, 353, 354 to be used effectively as a construction toy.
[0165] FIG. 25 shows the device 310 of FIG. 20 together with another accessory 354. Here, the accessory 354 when assembled with the game device 310 (by simple reversible snapfit) provides the game device 310 with increased resistance to movement, particularly through water. Accordingly, the accessory 354 effectively converts the game device 310 to a drag game device 310, which may be particularly suited to specific games and/or exercises in water. For example, the accessory 354 may be particularly suited to games or movements, such as for improving swimming, diving and/or cardiovascular exercise.
[0166] FIG. 26 shows the device of FIG. 20 together with another accessory 356. Here, the accessory 356 when assembled with the game device 310 (by simple reversible snapfit) provides the game device 310 with increased resistance to movement, particularly through water; and also increased positive buoyancy. Accordingly, the accessory 356 effectively converts the game device 310 to a floating drag game device 310, which may be particularly suited to specific games and/or exercises in water. For example, the accessory 356 may be particularly suited to games or movements, such as for improving swimming, diving, cardiovascular exercise and/or aerobic exercise.
[0167] FIG. 27 shows the storage structure 370 of FIG. 23 together with a plurality of the devices of FIG. 20 and a plurality of the accessories of FIG. 21. The storage structure 370 is configured to store the multiplicity of game devices 310 together. This particular example 370 is configured to store the game devices 310. In at least some examples, the storage structure is configured to electrically charge the multiplicity of game devices 310.
[0168] FIG. 28 shows a similar storage structure 372 to that 370 of FIG. 27. The storage structure here 372 is configured to store and transport the multiplicity of game devices 310 together. This particular example 372 is configured to transport, store and electrically charge the game devices 310. The storage structure 372 can be readily transported away from the water setting to an electricity connection point (e.g. mains socket), where the storage structure 372 has an electrical connection for charging the multiplicity of game devices 310 simultaneously (e.g. via induction charging or electrical connection pins located on the respective storage hooks or arms for each game device 310).
[0169] FIG. 29 shows a schematic of a mode or game of use of the device 310 of FIG. 20. Here the game device 310 is schematically illustrated as a baton, although it will be appreciated that the game can be played with the ring-shaped game device 310 of FIG. 20. It will also be appreciated that in at least some examples, the game device 310 may be provided in a baton formsuch as that schematically shown in FIGS. 29-35. The gamer depicted in FIG. 29 requires the user to perform a specified action within a certain time period. For example, an audio instruction of lift, dunk, push, swivel clockwise, swivel anti-clockwise may be sequentially issued by the game device 310, with the user required to perform the instructed action with a defined time window after that respective audio instruction. The performance of the action may be detected by the game device's gyro/s and/or accelerometer/s. The game may progress with increasing complexity of instructed actions and/or shortening of time windows and/or requiring increasing accuracy of movement. The sequence and/or parameters (e.g. time windows and/or accuracy and/or development/progression thereof) may remain the same in consecutive games. Alternatively, at least the sequence of instructions may vary in consecutive games (e.g. dunk may be first instruction, then swivel clockwise, then lift, etc.). Points may be awarded for each correctly-performed action. A game may be lost or ended when the user fails to satisfactorily perform the instructed action within the required time window. Feedback of the instructed action and/or indication of successful completion thereof and/or a points tally, etc. may be indicated visually (e.g. colour or colour change of game device 310) and/or audially (e.g. beep or spoken word, etc.) and/or haptic (e.g. number of vibrations corresponding to a particular action or score). This game can be performed solo, with a single user with at least one game device 310 (optionally multiple game devices 310, such as one in each hand). Additionally, or alternatively, this game can be performed with a group, such as with multiple game devices 310 connected in a WPAN, WLAN or similar.
[0170] FIG. 30 shows a schematic of a further mode or game of use of a plurality of the devices 310 of FIG. 20. Here the game is a form of mine racer whereby each game device 310 changes status (e.g. colour) if it is not retrieved/neutralised within a certain predefined time period. The game device may detect retrieval/neutralisation with one or more of its sensors. For example, neutralisation may be detected by a sufficient change in orientation of the game device detected by one or more gyro/s or an accelerometer/s. The game can be played with a single player or with multiple players and optionally multiple teams, particularly when multiple game devices 310 are used together. The game can be initiated here with an action involving the game devices 310, such as tapping the game devices 310 together.
[0171] FIG. 31 shows a schematic similar to that of FIG. 30 of a further mode or game of use of a plurality of the devices 310 of FIG. 20. Here, the game is a music-based game (e.g. Beat It), with audio instructions being provided in the form of a particular note or sound, each note or sound corresponding to an associated action. As shown here, a single user can perform the game with multiple game devices 310 (e.g. a pair) with the absolute and/or relative movement of each game device 310 determining a sufficiency of completion of each action, which may be rated on a scale (e.g. from nice to excellent or similar) dependent on conformance within tolerance windows. The level of difficulty can be varied, such as increasing difficulty by reducing acceptable tolerance of movements/actions and/or reducing time interval for performing suitable movement/actions. It will be appreciated that multiple users could perform the same game simultaneously, with each user's game devices being networked locally, for example; and/or the audio instructions (e.g. sounds/notes/music) being provided centrally, such as by a master game device 310 and/or an external control device.
[0172] FIG. 32 shows a schematic similar to that of FIG. 29 of a further mode or game of use of a plurality of the devices 310 of FIG. 20. Here, the selected game mode is of a treasure hunt similar to that described above (e.g. w.r.t. FIG. 12). As shown here, the game devices 310 have been configured to sink (e.g. with an accessory 353, or otherwise). In other examples, the game devices 310 for the treasure hunt may comprise a positive buoyancy (e.g. with aid of an accessory 350, 356); a neutral buoyancy; or a mixture of floating and sunk game devices 310 with the game devices 310 being retrieved or found at their surface or submerged locations. It will be appreciated that, in addition or as an alternative to audio instruction, the instructions as depicted in FIG. 30 may be conveyed to the user/s in printed form, such as on an accessory 350 and/or an instruction card and/or viewable on a screen, such as via an external control device (noting that the game device 310 is expressly screen-less).
[0173] FIG. 33 shows a schematic similar to that of FIG. 30 of a further mode or game of use of a plurality of the devices 310 of FIG. 20. Here, the game is a type of capture-the-flag whereby the aim of each team is to retrieve all of the game devices 310 of a single team to within proximity of their team's master game device 310a. The winning team is that which retrieves all of the designated game devices 310 (e.g. by colour) first. Each master game device 310a can determine whether the other game devices 310 (of correct team/colour) are within sufficient proximity. Variations of the game can include flag defenders, whereby if a user from another team (carrying or wearing a game device 310 set for that another team) is tackled by a defender (e.g. defender with game device 310 of opposing team manages to get within sufficient proximity of that user).
[0174] FIG. 34 shows a schematic similar to that of FIG. 29 of a further mode or game of use of a plurality of the devices 310 of FIG. 20. Here, rather than an individual game device 310 issue a sequence of instructions or actions to be sequentially followed, the sequence of actions to be followed is indicated by a plurality of game devices 310. For example, the networked game devices 310 can light up or change colour (and/or provide other indication, such as audibly) sequentially. The user is then required to retrieve or perform an action with each game device 310 in the sequence indicatedrequiring the user to remember the sequence and then perform the actions (e.g. retrieval) in the correct order within a defined time window/s.
[0175] FIG. 35 shows a schematic similar to that of FIG. 34 of a further mode or game of use of a plurality of the devices 310 of FIG. 20. Here, rather than a sequence in order, the user is required to remember which game devices 310 were initially shown in which colour; and tries to group all game devices of a same colour together (when the game devices 310 colour has become non-illuminated). The game can effectively be similar to pelmanism card game, with variations allowing more than two variations (e.g. with three colours rather than the two shown in FIG. 35); and/or solo or team play and/or with floating/sunk game devices 310.
[0176] It should be understood that the embodiments described herein are merely exemplary and that various modifications may be made thereto without departing from the scope of the invention. For example, where the game device is shown as a spherical object held in one hand, other embodiments may comprise different shapes and holding configurations, such as annular or wearable.
[0177] It will be appreciated that embodiments of the present invention can be realised in the form of hardware, software or a combination of hardware and software. Any such software may be stored in the form of volatile or non-volatile storage such as, for example, a storage device like a ROM, whether erasable or rewritable or not, or in the form of memory such as, for example, RAM, memory chips, device or integrated circuits or on an optically or magnetically readable medium such as, for example, a CD, DVD, magnetic disk or magnetic tape. It will be appreciated that the storage devices and storage media are embodiments of machine-readable storage that are suitable for storing a program or programs that, when executed, implement embodiments of the present invention. Accordingly, embodiments provide a program comprising code for implementing a system or method as disclosed in any aspect, example, claim or embodiment of this disclosure, and a machine-readable storage storing such a program. Still further, embodiments of the present disclosure may be conveyed electronically via any medium such as a communication signal carried over a wired or wireless connection and embodiments suitably encompass the same.
[0178] All of the features disclosed in this specification (including any accompanying claims, abstract and drawings), and/or all of the steps of any method or process so disclosed, may be combined in any combination, except combinations where at least some of such features and/or steps are mutually exclusive.
[0179] Each feature disclosed in this specification (including any accompanying claims, abstract and drawings), may be replaced by alternative features serving the same, equivalent or similar purpose, unless expressly stated otherwise. Thus, unless expressly stated otherwise, each feature disclosed is one example only of a generic series of equivalent or similar features.
[0180] The invention is not restricted to the details of any foregoing embodiments. The invention extends to any novel one, or any novel combination, of the features disclosed in this specification (including any accompanying claims, abstract and drawings), or to any novel one, or any novel combination, of the steps of any method or process so disclosed. The claims should not be construed to cover merely the foregoing embodiments, but also any embodiments which fall within the scope of the claims, including with equivalence as appropriate.