Interactive gaming system

Present systems and methods are directed to an interactive gaming system that includes a first game environment that includes user input devices that receive first user inputs indicative of team/individual performance of a first set of players, and a second game environment that includes user input devices that receive second user inputs indicative of team/individual performance of a second set of players. The interactive gaming system includes a controller that receives the first and second user inputs, accesses dynamic user profiles that correspond the first and the second set of players, updates the dynamic user profiles based on the first and second user inputs, selects a third set of players from the first and second set of players to qualify for a third game environment, and instructs the third game environment based on a subset of the dynamic user profiles that correspond to the third set of players.

FIELD OF THE DISCLOSURE

The present disclosure relates generally to the field of gaming systems. More specifically, embodiments of the present disclosure relate to methods and equipment utilized to manage and generate interactive multi-player gaming systems.

BACKGROUND

Gaming systems may be included in amusement parks to enhance the experience for guests. Amusement parks typically include a variety of attractions (e.g., rides, interactive game environments, restaurants, shops, and shows) that provide park guests with entertainment. Certain attractions, such as interactive game environments, may appeal to park guests because they are competitive in nature. The winner may be an individual or a group of people. However, determining which player is the winner may be based on only performance in one game environment without regard to their performance throughout other game environments or attractions in the amusement park. For example, a player may engage with both an individual-based interactive game environment and a team-based interactive game environment, but it may be complex to track performance in different types of games. In particular, it may be difficult to integrate individual scores with team scores across interactive game environments to determine an overall winner or a team of winners. Accordingly, there is a need to track performance across various interactive game environments, regardless of whether the interactive game environment is team-based or individual-based.

SUMMARY

In accordance with one embodiment, an interactive gaming system includes a first game environment that includes user input devices that receive first user inputs indicative of team performance and individual performance of each player of a first set of players in the first game environment. The interactive gaming system also includes a second game environment that includes user input devices that receive second user inputs indicative of the team performance and the individual performance of each player of a second set of players in the second game environment. The interactive gaming system also includes a controller that includes a memory device and a processor that receives the first user inputs and the second user inputs and executes instructions stored on the memory device. The instructions cause the processor to access dynamic user profiles, such that each of the dynamic user profiles corresponds to each player of the first set of players and the second set of players. The instructions also cause the processor to update the plurality of dynamic user profiles based on the first user inputs and the second user inputs, select a third set of players from the first set of players and the second set of players to qualify for a third game environment based on the dynamic user profiles, and provide instructions to the third game environment based on a subset of the dynamic user profiles, such that the subset of the dynamic user profiles correspond to the third set of players.

In accordance with another embodiment, an interactive gaming system includes user-associated devices that each interact with the game environment and transmit user signals indicative of an identity of a user providing the user interaction. The interactive gaming system also includes interactive game elements that communicate with the user-associated devices and transmit sensor signals indicative of a characteristic of the user interaction with the game environment and the identity of the user providing the user interaction. Furthermore, the interactive gaming system includes a controller that includes a memory device and a processor that receives the sensor signals and executes instructions stored on the memory device. The instructions cause the processor to access a profile of the user, update the game environment based on the profile and the sensor signals, and compare the profile of the user to other profiles, such that each of the other profiles correspond to other users in the game environment. In addition, the instructions cause the processor to determine a score of the user in the game environment based on the comparing, provide an indication that the user has qualified for entry into a special game environment based on the score, and associate the user profile with a valid entry to the special game environment.

In accordance with yet another embodiment, an interactive gaming system includes user-associated devices associated with a first team, such that the user-associated devices interact with a game environment and transmit signals indicative of a characteristic of user interaction with the game environment and indicative of an identity of a user providing the interaction. The interactive gaming system also includes a controller, that includes a memory device and a processor, such that the processor receives the signals and executes instructions stored on the memory device, such that the instructions cause the processor to access a first team profile of the first team and a second team profile of a second team in the game environment, configure the game environment based on the first team profile and the second team profile, determine a first score for the first team and a second score for the second team based on the signal, update the first team profile and the second team profile based on the corresponding score, and generate a ranking of the first team relative to the second team.

DETAILED DESCRIPTION

The systems and techniques described herein include an interactive gaming system, including various game environments that enhance the gaming experience for players. The game environments may include immersive games that a user (e.g., player) may engage with, for example, to accumulate points, compete with other players, accomplish role-playing tasks, and the like. The interactive gaming system may be incorporated into amusement parks. Typically, amusement parks include a wide variety of amusement park attractions that provide entertainment to a diverse audience of park guests. For example, an amusement park may include amusement park attractions such as ride systems, live performances, interactive characters, music performances, and the like. While the present systems and techniques are discussed as applied to amusement parks, it should be noted that the present systems and techniques may be applied to gaming conventions, arcades, attractions on cruise ships, and the like.

Furthermore, the overall gaming experience for a player may be enhanced by providing an interactive gaming system that includes a variety of game environments and various experience-enhancing features that facilitate the interaction of the player with the game environment, while allowing for the saving of data for later play and the integration of data (e.g., individual scores and team scores) across various different types of game environments at different instances in time. It may be complex to integrate individual scores with team scores across interactive game environments taking place at different times and locations across an amusement park to determine an overall winner or a team of winners. By using the score from one game environment to determine a qualifier in a different game environment, the overall game experience may feel like an interconnected journey whereby game play provides a narrative across various game environments. The interactive gaming system may include any suitable number of interactive smaller games (hereinafter referred to as a game environment, e.g., “a first game environment” or “a second game environment”). For example, the smaller games may include missions or tasks that are smaller than a larger game, such as fighting a specialized monster or accomplishing a task that requires smaller games to be completed beforehand. Accessing the larger game (e.g., fighting a specific monster) may be determined by the player's performance in the smaller games.

Embodiments of the present disclosure relate to an interactive gaming system that updates and manages a dynamic user profile for each player in the interactive gaming system to track the experiences of the players throughout the amusement park. In particular, each of the dynamic user profiles tracks the score of a corresponding player in the interactive gaming system and integrates the scores across the various game environments of the interactive gaming system at or near real-time. The dynamic user profile of each player may provide individual scores and team scores, among other data, after or during interaction with each game environment by each player. Furthermore, the dynamic user profile may provide an overall team score and individual score, among other data, associated with the players in the overall interactive gaming system.

In addition, the dynamic user profile may facilitate the retrieving and storage of data associated with the gaming system, such as the overall team score, the individual scores, experience points, and the like. The players engaging with the gaming system may interact with the interactive gaming system via one or more user-associated devices. For example, the players may receive user-associated devices (e.g., wearable sensors) that may be worn by the players (e.g., around their wrist) to facilitate the accumulation of experience points, the team score, and the individual score, thereby facilitating updating the dynamic user profile corresponding to the player wearing a corresponding user-associated device. As such, an individual dynamic user profile may be linked to a corresponding user-associated device, such that the sensor signal transmitted by the user-associated device includes identification information for the dynamic user profile.

FIG. 1is a schematic representation of an amusement park10, in accordance with present embodiments. In particular, the amusement park10includes an interactive gaming system30. The amusement park10includes a control system12, a wireless communication system16(e.g. wireless receivers), user-associated devices20(e.g., a wearable sensor bracelet that includes accessible data and communication features) that may facilitate tracking the position of a player22, and other components that coordinate with one another in accordance with the techniques described herein, as will be described in detail below. In particular, the communication system16may facilitate communication between the user-associated devices20, the game environments, and the control system12by facilitating the transfer of data between these features of the amusement park. It should be noted that present embodiments facilitate the integration of data by updating a dynamic user profile24across various game environments by continuously updating the dynamic user profile24for each player22(e.g., at or near real-time), for example, based on player performance in the various game environments.

In an embodiment, the dynamic user profile24may include data associated with a first game environment26and a second game environment28for each player22. The dynamic user profile24may be associated with player (i.e., user) identification information, such as an identity of a park guest. Furthermore, the dynamic user profile24may also include data associated with the interactive gaming system30, which includes the first game environment26and second game environment28. Specifically, the first game environment26may include an interactive game environment where various players22are split up into teams and interact with haptic sensors by tapping the haptic sensors. Tapping the haptic sensors at a certain time (e.g., in response to them lighting up), causes the player22who tapped the sensor to accumulate points stored as individual scores21, team scores23, and experience points25, as an example. In addition, the second game environment28may include large screens and small screens that may receive user inputs (e.g., tactile inputs from the hands of the players22) into a user interface to assemble a puzzle, as an example. The players22are assigned individual scores21, team scores23, and experience points25based on finding puzzle pieces and adequately placing them on the puzzle, as an example. The points and scores may be communicated to the control system12, which stores the dynamic user profiles24, so that the dynamic user profiles24are updated. The first game environment26and the second game environment28are discussed in detail with regards toFIGS. 3 and 4, respectively.

In an embodiment, the user-associated device20may receive individual scores21and team scores23for a player accomplishing tasks in the game environments (e.g., tapping haptic sensors, finding puzzle pieces, assembling the puzzle, etc.). For example, the player22may receive a higher score relative to another player22for tapping more haptic sensors than the other player22. In addition, the user-associated devices20may receive experience points25, as data, based on the characteristics of the game environment. For example, the player22may encounter an animated figure or game character, such as a farm animal, during the first game environment26, such that the user-associated device20may detect that the player22faced the farm animal. That is, the farm animal may be associated to the player22and as stored information in the dynamic user profile24as experience points25, such that the farm animal may appear in a later game environment based on the experience points25.

Generally, when players22arrive at the amusement park10, they interact with a ticketing location32(e.g., amusement park front desk, kiosk, guest service counter, park gate) where the players22(e.g., park guests) may be provided with entry credentials, such as ticketing information (e.g., tickets)34, user-associated devices20, a park map, interactive gaming system instructions, and amenities instructions.

In an embodiment, players22may enter and be provided entry into the amusement park10after receiving their ticketing information34and the user-associated devices20. Specifically, as illustrated inFIG. 1, players22may enter through a first entryway36to begin interacting with the first game environment26. Alternatively, the players22may enter through a second entryway38to begin interacting with the second game environment28. Certain embodiments of the disclosure include different locations of the first game environment26and the second game environment28. However, the first game environment26and the second game environment28may be at the same location with an overlap of game space. Furthermore, while certain embodiments of the disclosure are illustrated in conjunction with a user-associated device20that may be worn by the player22(e.g., around their wrist), it should be understood that the disclosed techniques may be implemented with user-associated devices20that are configured to wirelessly communicate guest information (e.g., identification information for the player22linked to the dynamic user profile24, signals indicative of interaction with the game environment) to various control systems around the amusement park, such as pocket-carried devices, handheld devices, user input devices such as joysticks, trigger-based devices, wands, or mobile devices. In an embodiment, the user-associated devices (e.g., the wearable sensors) are waterproof.

In an embodiment, scores and experience points may be ascertained by players by viewing displays40provided at numerous locations throughout the amusement park10. At the entrance to the game environments (e.g., the first game environment26and the second game environment28) of the interactive gaming system30, displays40may display information accessed from the dynamic user profiles24for the players22. The dynamic user profiles24provided on the display40may be selectively displayed. For example, the displays40may include a user interface that players22may navigate through to display selective data (e.g., only team scores23, only individual scores21associated with the first game environment26). Further, at the exit or completion of the first game environment26and the second game environment28, the dynamic user profiles24may be displayed based on selections in the user interface of the viewing displays40. For example, the exit area of the first game environment26may include the display40that may provide a summary of the players' performance in the first game environment26and display the updated dynamic user profiles24(e.g., incorporating individual scores21, team scores23, and experience points25accumulated through participation in the first game environment26).

In an embodiment, the control system12may receive an indication that the player22has entered any one of the game environments (e.g., the first game environment26and the second game environment28). This may be achieved by detecting, via passive sensors (e.g., located at entryways36,38), the presence of the user-associated devices20. The passive sensors may communicate the data, via the communication system16, to the control system12. Moreover, the control system12includes a processor42, a memory device44, and a storage device46. In an embodiment, the control system12may be communicatively coupled to each of the game environments and the various features associated with the amusement park10(e.g., the user-associated devices20).

In an embodiment, each of the game environments may include respective game control systems47that may be communicatively coupled to the control system12. The game control systems47each include a processor42, memory device44, and storage device46.

In addition, the amusement park10may include a base station control system48that may facilitate the control of the control system12and the various game control systems47. The base station control system48includes a processor42, memory device44, and storage device46. The base station control system48may serve as a quality check point, whereby the conditions of the amusement park10are monitored. For example, the base station control system48may receive data from the control system12or the various game environments. An operator of the base station control system48may manually control the various game environment and other aspects of the amusement park10.

Specifically, the processor42may be used to execute software, such as software for receiving data indicative of the performance of the various players22and updating the dynamic user profiles24corresponding to each player22. Furthermore, the processor42may update the dynamic user profiles24at or near real-time by integrating individual and team data (e.g., individual score21, team score23, and experience points25) across the various game environments. Moreover, the processor42may include multiple microprocessors, one or more “general-purpose” microprocessors, one or more special-purpose microprocessors, and/or one or more application specific integrated circuits (ASICS), or some combination thereof. For example, the processor42may include one or more reduced instruction set (RISC) processors.

The memory device44may include a volatile memory, such as random access memory (RAM), and/or a nonvolatile memory, such as ROM. The memory device44may store a variety of information and may be used for various purposes. For example, the memory device44may store processor-executable instructions (e.g., firmware or software) for the processor44to execute, such as instructions for updating the dynamic user profiles24in response to receiving data indicative of the performance of teams and individuals across various game environments. In an embodiment, the instructions stored in the memory device44may cause the processor42to update the dynamic user profiles24based on the individual score21, team score23, and experience points25accumulated by participating in the first game environment26or second game environment28.

The storage device(s)46(e.g., nonvolatile storage) may include read-only memory (ROM), flash memory, a hard drive, or any other suitable optical, magnetic, or solid-state storage medium, or a combination thereof. The storage device(s)46may store data (e.g., dynamic user profiles24corresponding to each of various players22), instructions (e.g., software or firmware for ranking the players22based on their individual scores21, experience points25, and/or team scores23), and any other suitable information. In an embodiment, the storage device46may store dynamic user profiles24for later use. For example, the dynamic user profiles24of the players22may be stored on the storage device(s)46for later use.

In addition, the players, may exit the interactive gaming system30, for example, to go eat at a restaurant49, and their dynamic user profile24may be stored on the storage device(s)46for later use. In addition, the players22may interact with other aspects of the amusement park10not associated with the interactive gaming system30, such as the water slide50, while wearing their user-associated device20, and their dynamic user profile24will be maintained (e.g., will not be erased and reset). As mentioned above, the players22may wear their user-associated device20for the duration of their stay in the amusement park10, and while they interact with the water slide50(e.g., because the user-associated device20may be waterproof) or other attractions in the amusement park10. Furthermore, the player22may altogether exit the amusement park10, and when the player22returns during their next visit, their dynamic user profile24may be available because it may be stored on the storage device(s)46.

Furthermore, the players22may accumulate experience points25, individual scores21, and team scores23in the various game environments (e.g., the first game environment26and the second game environment28). In an embodiment, accumulating an individual score21, a team score21, or experience points25that are above respective threshold values may permit the players22to qualify to participate in the game finale52(e.g., a third game environment) of the interactive gaming system30. Instead of accessing a game finale, in an embodiment, users may access any special game after accumulating a suitable individual score21, a suitable team score23, or suitable experience points25. For example, access to the special game (e.g., the game finale52) may require that players22have a team score23and/or individual score21greater than other players22or above a threshold value. In an embodiment, the players may acquire keys during their participation in the first game environment26and the second game environment28that may grant the players22access to the game finale52. The keys may be virtual keys stored in the dynamic user profile24or real-world objects. In an embodiment, the control system12or the user-associated device20may receive an indication that the player22acquired the key. For example, the user-associated device20may include a light device (e.g., a dedicated LED light) that emits light in response to the player22acquiring the key.

In an embodiment, the game finale52is personalized based on the experience points25accumulated by the players22throughout their participation in the interactive gaming system30. That is, the control system12may receive data (e.g., experience points) associated with the player22. The data may be stored and associated with the player22for later use (e.g., in the game finale52). For example, the player22may interact with a certain character (e.g., a villain character) in one or more previous game environments, whereby the control system12associates the certain character with the player22and stores the association on the storage device46, and displays the character again during the game finale52. As such, the game finale52may be different (e.g., personalized) when players22reach the game finale52, because the players22may arrive at the game finale52with different dynamic user profiles24associated to them (e.g., different individual scores21, different experience points25, and different teams scores23). The game finale52may be a team-based game environment, an individual-based game environment, or some combination thereof.

Turning toFIG. 2, depicted is a block diagram of the various game environments of the interactive gaming system30ofFIG. 1. That is, in the illustrated embodiment, various players22associated with the first game environment26, the second game environment28, and the nth game environment54may compete individually or as teams with opponents (e.g., other players22) to accumulate individual scores21, team scores23, and/or experience points25. The nth game environment54refers to the nth game environment included in the interactive gaming system30. For example, when the interactive gaming system30has seven game environments, the nth game may refer to the third, fourth, fifth, sixth, or seventh game environment. The user-associated devices20may facilitate updating of the dynamic user profiles24, based on player performance in the game environments, by allowing the player22wearing the user-associated device20to interact with the game environments. The user-associated devices20may then transmit data to the control system12for processing, whereby the control system12accesses and updates the dynamic user profile24. In an embodiment, the first game environment26, the second game environment28, and the nth game environment54may be qualifying games for a game finale52, where a final winner may be determined.

In an embodiment, the interaction of the user-associated devices20with interactive game elements63of the game environments may generate the signals that are indicative of the interaction. For example, the interactive game elements63may sense proximity of each user-associated device20or may wirelessly (e.g., via a transceiver) capture identification information from user-associated devices20in range of the interactive game element63. Sensed interactions with the interactive game element63that are time-stamped together with a captured identification code or information are associated together to link the interaction to the player22and the player's user-associated device20. For example, the characteristic of the interaction may be that the player22has moved to a correct location in the game environment. Other types of interactive game elements63may include optical sensors, pressure sensors, cameras, etc. The interactive game elements63may pass the interaction information and the associated identification information of the player22that performed the interaction to the control system12to update the dynamic user profile24. Accordingly, in certain embodiments, one or both of the interactive game elements63or the user-associated device20may provide signals indicative of interaction with the game environment.

In an embodiment, the players22may interact with the interactive gaming system30without the user-associated device20. As such, the players22without the user-associated device20may not be associated to a dynamic user profile24because the dynamic user profiles are associated to a user-associated device20of the player22. Accordingly, the player22without the user-associated device20(e.g., which may be worn by the player22) may not accumulate scores and points used to update a corresponding dynamic user profile24. However, the players22may interact with the various game environments to compete individually or as a team without the user-associated device20. Indeed, in an embodiment, the game environments may include players with the user-associated device20and other players22without the user-associated device20.

In an embodiment, the individual scores21, the team scores23, and the experience points25may be updated at or near real-time, in response to the players22accomplishing game tasks in their respective game environments based on the interaction of the players22and the corresponding user-associated devices20with the game environments. In particular, the dynamic user profile24for each player may be updated continuously based on updates to the individual score21, team score23, and experience points25. The updates to the dynamic user profile24may be based on data received by the user-associated device20and transmitted to the control systems12and/or the game control system47. In an embodiment, the dynamic user profile24may update, starting when the player22begins to wear their user-associated device20at time to, until the player stops wearing the user-associated device20at time tn. For example, the players22in the first game environment26may augment their individual score21by tapping the haptic sensors of the first game environment26at suitable times (e.g., when the haptic sensors light up). As such, the individual score21may be based on the interaction of the user-associated device20with the first game environment26(e.g., the interaction with the haptic sensors).

The winner or winners of the game environments may qualify for the game finale52. In an embodiment, the players22who find keys56throughout their participation in the various game environments (e.g., the first game environment26, the second game environment28, and the nth game environment54), may qualify for the game finale52. The key56may be an electronic image displayed around the game environments, and when the player22taps their user-associated device20against the key56, the key56may be stored and associated to the player who tapped on the key56.

Alternatively or in addition, the winners of the various game environments may be given keys56in addition to experience points25, individual scores21, and team scores23as rewards for winning their game environments (e.g., by accomplishing game tasks, accumulating the highest individual score21, accumulating the highest team score23). The winners given keys56may be individual winners, a team of winners (e.g., multiple players22), or some combination thereof. For example, the first game environment26may include one winner58who may receive one key56, the second game environment28may include two winners60who may each receive one key56, and the nth game environment54may include three winners62who may each receive one key56. In the exemplary depicted embodiment, the winners58,60,62corresponding to each of the game environments are each labeled with a star. Accordingly, in the exemplary depicted embodiment, the game finale52may include six total winners (e.g., first winner58, second winner60, and third winner62) who qualify to engage with the game finale52.

In an embodiment, the players may need to receive a target number of keys56(e.g., one key or three keys) before the players22are allowed access into the game finale52. As such, the keys56may grant the winners58,60, and62access to the game final52. The user-associated devices20of each winner may receive the indication that the key(s)56was received, such that the user-associated device20may update the dynamic user profile24to include that the key56was received. Indeed, the keys56may be associated with the dynamic user profiles24of that user-associated device20.

In an embodiment, the user-associated devices20may serve as devices that may grant players22access to the various game environments (and the game finale52). For example, the winners58,60, and62may scan their user-associated device20at the entrance of the game finale52to gain access to the game finale52. Accordingly, in an embodiment, player access to the finale52may be granted by the winner scanning their user-associated device20at the entrance of the game finale52, whereby the game control system47or the control system12may determine that the user-associated device20(e.g., and the winner wearing the user-associated device20) is associated with the key56and may gain access to the game finale52.

As mentioned above, the players22may accumulate experience points25and scores (e.g., team scores23and individual scores21) through their participation in the various game environments of the interactive gaming system30. Specifically, the winners58,60, and62may be associated with respective experiences and scores (e.g., respective experience points25, respective individual scores21, and respective team scores23) that the control system12(or the control system47) may identify and use to customize the game finale52according to the respective experiences and scores of the dynamic user profiles. In the depicted embodiment, the winners58,60, and62and their respective experience points25, individual scores21, and team scores23are used to personalize the game finale52. For example, after the winners58,60, and62present their keys56to the entrance of the game finale52(e.g., by tapping their user-associated devices20against the entrance), the control system12may process the experience points and scores associated with the winners58,60, and62to generate a game finale52based on the experience points and scores. That is, the difficulty of the game environment, the objective of the game environment, the type of game environment (e.g., team-based or individual-based), and other game parameters may be based on the experience points and scores of the winners58,60, and62participating in the game finale52.

In an embodiment, the game finale52may include a game objective of fighting off a final monster character70(e.g., a displayed avatar). The winners58,60, and62may collectively work as a team to fight the final monster70, while simultaneously augmenting their individual scores21, which may be used to decide a final winner72. Alternatively or in addition, the game finale52may include any other suitable game objectives. The final winner72may be the player22who accumulates the most experience points25, individual scores21, and/or team scores23during the game finale52. Alternatively, the final winner72may be the player22who, out of the winners58,60, and62, accumulates the most experience points25, the highest individual score21, the highest team score23. The final winner72may be displayed on the displays40around the amusement park10. In an embodiment, the dynamic user profile24of the final winner72is updated to reflect that the status of a final winner72was obtained. In certain embodiments, each team is associated with a game character or theme (e.g. assigned a character). The winning team of the day, e.g., “Red Team” or the character's name may also be displayed. The players22may be assigned to a specific character or team, either via player choice or random assignment, and may experience and interact with the environments as a representative of their team during their visit.

Since the game environment associated with the game finale52may be personalized based on the dynamic user profiles24of the previous winners (e.g., winners58,60,62), in an embodiment, the game finale52at a later time may be different than a previous game finale52. Particularly, two game finales52may be different if they include different players22with different experience points25, individual scores21, and/or team scores23. As such, the winners58,60, or62may qualify for the game finale52and not have a similar game experience.

Similarly, the various game environments (e.g., the first game environment26and the second game environment28) may be personalized based on the dynamic user profiles24of the players22interacting with the game environments. For example, the user-associated device20may transmit data associated with the dynamic user profiles24to the control system12, whereby the control system12processes the data to determine a suitable (e.g., personalized) game environment for the players22based on the dynamic user profiles24.

FIG. 3is a block diagram of the first game environment26of the interactive gaming system30ofFIG. 2. Specifically, the first game environment26may be an interactive game environment where various players22are split up into teams and interact with interactive game elements63, such as haptic sensors80that are distributed within the game environment. Specifically, the players22may interact with the haptic sensors80by tapping the haptic sensors80. One or more transceivers81in the game environment capture identification information of the player22that performs the interaction to associate the interaction (tapping) with an individual player22. However, it should be understood that, in an embodiment, one player22may compete against another player22by tapping player-worn haptic sensors80. Tapping the haptic sensors80at a certain time (e.g., in response to them lighting up, indicating that the haptic sensors80should be tapped), causes the player22who tapped the haptic sensor80to accumulate points stored as individual scores21, team scores23, and experience points25. Alternatively, or in addition, the haptic sensors80may be associated with a certain team, such that when any player22accumulates scores and experience points based on the actions of their teammates, the team score23may change (e.g., increase). The control system12may update the dynamic user profile24of the players22associated with the haptic sensor80that was tapped. Tapping may be a positive or negative score association, depending on the game configuration. For example, certain haptic sensors80may be red or forbidden, and inadvertently tapping on them may result in a point penalty.

A transceiver81may facilitate communication from the haptic sensor80to the control system12. In an embodiment, the transceiver81may couple to the control system12, the game control system47, or an “intelligent tap point” embedded computer86, as described below. Specifically, the transceiver81may enable communication via a general-purpose input/output (GPIO) interface that includes an inter-integrated circuit (I2C) protocol. Furthermore, the communication from and to the transceiver81may be enhanced by transistor-transistor logic (TTL). In an embodiment, the control system12, the game control system47, or the “intelligent tap point” embedded computer86may respectively synchronize communication with various subsystems, via a corresponding serial peripheral interface (SPI) bus.

In an embodiment, the control system12is communicatively coupled to a game control system47of the first game environment26. The game control system47may be communicatively coupled to an audio/visual (AV) source82, an animation controller84, the haptic sensors80, and the “intelligent tap point” embedded computer86. Specifically, in an embodiment, the game control system47is communicatively coupled to the AV source82, the animation controller84, and the “intelligent tap point” embedded computer86via a wireless (e.g., Ethernet connection) or wired connection. In addition, the game control system47may be communicatively coupled to the haptic sensors80via a wired connection or a wireless connection. While the illustrated embodiment, includes the game control system47, it should be noted that in an embodiment, the haptic sensors80, the AV source82, the animation controller84, and the “intelligent tap point” embedded computer86may all be communicatively coupled to the control system12in addition or instead of being communicatively coupled to the game control system47.

In addition, the control system12, the game control system47, the animation controller84, and the “intelligent tap point” embedded computer86may each include the processor42, which may execute computer readable code stored in memory devices44. The control system12, the game control system47, the animation controller84, and the “intelligent tap point” embedded computer86may each include corresponding storage devices46that may store various data, such as the dynamic user profiles24.

Furthermore, the AV source82may include a multi-channel synchronous video player that may include any suitable number of channels of full high-definition (HD) (e.g., 1080p, 4K). In an embodiment, the AV source82may be an AV playback source that synchronizes audio and video players (e.g., the animation controller84). The game control system47may send instructions to the AV source82to cause the AV source82to send a signal to an audio power amplifier (amp)90to cause AV speaker(s)92to produce a sound indicative of the signal. For example, the game control system47may send instructions to cause the AV source82to produce any suitable confirmation sound, such as “CONFIRMATION,” in response to the player22touching the haptic sensors80.

The animation controller84may receive instructions from the game control system47to control the playback of synchronous audio, video, animation, lighting, and mechanical actions. In an embodiment, the animation controller84may interface with a programmable logic controller (PLC)94to control various animatedFIG. 96. For example, the control system12may send instructions to cause the PLC94to send signals to control certain animatedFIG. 96of the first game environment26to enhance the experience. That is, various animatedFIG. 96may be displayed, via the PLC94, on a wall where the haptic sensors80are being touched by the players22. As such, it may appear as if the players22are touching animatedFIG. 96that appear on the wall at the same location the haptic sensors80are activated to receive user inputs (e.g., taps). In an embodiment, the animatedFIG. 96may be a 3-dimensional (3D) animated figure that may, for example, emerge from the floor or the wall of the first game environment26in response to a signal from the game control system47. As discussed, the interactions may be associated to an individual player22by capturing identification information from user-associated devices20.

The haptic sensors80may be positioned on a wall or on various 3 dimensional (3D) animated figures in the first game environment26. The haptic sensors80may receive tactile user inputs, such as light taps, palm touches, contact from the user-associated device20, and various tactile inputs to provide the player22an updated individual score21, team score23, and experience points25associated with the dynamic user profile24of the player22. For example, the haptic sensors80may be mounted on the animatedFIG. 96and be exposed in response to an actuator98causing movement (e.g., opening a door and exposing the haptic sensor80) based on a control scheme or a time tracker99(e.g., periodic clock). After being exposed, the haptic sensor80may be touched by the players22, such that the haptic sensors80receive user inputs.

In an embodiment, the first game environment26may have a certain time duration (e.g., of 5 minutes), which is tracked by a time tracker99. Furthermore, the time tracker99may enable the haptic sensors80to light up or be exposed at a periodic or random basis. The players22may be allowed to tap as many haptic sensors80as they are able to (e.g., when the haptic sensors80light up) during the duration of time to accumulate the most points for their respective individual score21, team score23, and experience points. Accordingly, the player22or team who taps the most haptic sensors80may be declared the winner.

Data associated with the user inputs (e.g., taps to the haptic sensors80) may be sent to the “intelligent tap point” embedded computer86via the transceiver81. In addition, the “intelligent tap point” embedded computer86may receive data associated with the user-associated devices20to associate the user inputs to the haptic sensors80to the user-associated devices20to facilitate updating the dynamic user profiles24. That is, the “intelligent tap point” embedded computer86may receive data indicative of the user inputs to the haptic sensors80and data associated with the user-associated devices20to associate the user input to the suitable user-associated device20to update the dynamic user profile24(e.g., by updating the experience points25, the individual score21, and the team score23).

In an embodiment, certain haptic sensors80may be associated with the key56, such that by tapping the haptic sensor80at a suitable time, the player22who tapped the haptic sensor80may gain the key56. Alternatively or in addition, the player22or team who gets the most points (e.g., by tapping the most haptic sensors80) receives the key56. The game control system47may associate the key56to the corresponding player22.

Turning toFIG. 4, depicted is a block diagram of the second game environment28of the interactive gaming system30ofFIG. 2. The second game environment28may be an interactive game environment where various players22are split up into teams and interact with large touch surfaces100on a large screen102and small touch surfaces110on small screens112to, for example, assemble a puzzle104. However, it should be understood that the second game environment may include one player22competing against another player22to assemble the puzzle104. The atmosphere of the second game environment28may be enhanced via a lighting controller120that controls lighting effects122inside the second game environment28.

Specifically, when the players22enter into the second game environment28, a passive sensor124may detect the presence of the player22via their user-associated device20. The passive sensor124may then send an indication to the game control system47and/or the control system12that the user-associated device20has been detected. In an embodiment, the game control system47or the control system12may associate the dynamic user profile24associated with the detected user-associated device20to the second game environment, such that the dynamic user profile24is updated based on the user inputs to the second game environment28.

In addition, the game control system47or the control system12may personalize the second game environment28based on the dynamic user profiles24of the detected players22. For example, the control system47and/or the control system12may personalize the second game environment28by determining the difficulty, puzzle-type, and lighting effects122based on the individual score21, the team score23, and/or the experience points25of the detected players22. Indeed, the second game environment28may be more difficult for players22with higher individual scores21than for other players with lower individual scores. Alternatively or in addition, the second game environment may be more difficult for teams with higher team scores23than for other teams with lower team scores23.

Furthermore, the game control system47may send a signal (e.g., with instructions) to the audio power amplifier (amp)90to cause AV speaker(s)92to produce a sound indicative of the signal. For example, the game control system47may send instructions to cause the AV speaker(s)92to produce any suitable confirmation sound, such as “CONFIRMATION,” in response to the player22finding the puzzle piece126on the small touch surface110. In addition, the AV speaker(s)92may produce a sound, such as “START,” indicating the start of the game environment tasks (e.g., assembling the puzzle104) associated with the second game environment28.

After the second game environment28starts, various puzzle pieces126may be scattered along the perimeter of the walls of the second game environment28. Specifically, the walls of the second game environment28may include various small screens112, with corresponding small touch surfaces110that may each be an infrared (IR) touch surface that includes one of the scattered puzzle pieces126. The various small screens112may be coupled to the game control system47or the control system12via corresponding display port (DP) connectors. As such, the small screens112may receive instructions from the game control system47and/or the control system12regarding, for example, the placement of the scattered puzzle pieces126on the small screens112. Further, the small touch surfaces110may be coupled to the game control system47and/or the control system12via wired connections (e.g., USB). In an embodiment, touch detection and position tracking may be enabled on the second game environment28, for example, via the use of LiDAR and radio frequency tracking. Additionally, or alternatively, a room tracking system may be interconnected via Ethernet methodologies and used to facilitate position tracking and/or touch detection.

After the puzzle pieces126are scattered along the perimeter of the walls of the second game environment (e.g., on the small screens112), the players22of the various teams may tap the small touch surface110corresponding to the puzzle pieces126. In an embodiment, the puzzle pieces126corresponding to the various teams may be color coded (e.g., the puzzle pieces126corresponding to the first team may be green and the puzzle pieces126corresponding to the second team may be red).

Additionally, the number of puzzle pieces126corresponding to each team may vary, based on the dynamic user profiles24of the players22associated with the team. For example, an easier second game environment28may include fifty puzzle pieces126, while a more difficult game environment may include one hundred puzzle pieces126.

After the player22identifies and touches the puzzle piece126(e.g., by tapping the corresponding small touch surface110), the puzzle piece126may propagate (e.g., appear) on the large screen102ready to be assembled into the puzzle104. In an embodiment, there may be one large screen102for each team in the second game environment28. The large screens102may be in the center of the perimeter (e.g., walls enclosing or) defining the second game environment28. Each large screen102may include the large touch surface100. In an embodiment, the large touch surface100is an IR touch surface positioned on the center of the second game environment28, such that the large touch surface100may receive tactile user inputs from the players22. The user inputs may include taps to select puzzle pieces126, sliding motions to drag puzzle pieces126on the large screen102, and the like. In an embodiment, there is one large screen102and/or one large touch surface100corresponding to each team. The large touch surface100may receive any suitable number of user inputs to facilitate assembling the puzzle104. For example, the user input from the player22may be a tap, a drag, or a flick of the puzzle pieces126on the large touch surface100to place the puzzle pieces126in suitable spots to assemble the puzzle104.

In an embodiment, the team who assembles the puzzle104the fastest may be declared winner. Each of the players22on the winning team may each get the key56. Alternatively or in addition, an individual winner may be determined based on which player22found the most puzzle pieces126or assembled the most pieces into the puzzle104, whereby the individual winner of each team gets the key56. Furthermore, the players22may augment their individuals scores21, their team score23, and their experience points25by tapping puzzle pieces126(e.g., on the small touch surfaces110) or by assembling puzzle pieces126(e.g., on the large touch surface100). In an embodiment, the user-associated device20of each player22may receive the indication that the player22tapped the puzzle pieces126(e.g., on the small touch surfaces110) or assembled the puzzle pieces126(e.g., on the large touch surface100), thereby sending data to the game control system47or the control system12to update the dynamic user profile24of the player22.

Furthermore, the experience (e.g., environment) of second game system28may be enhanced by the lighting controller120, which controls the lighting effects122emitted by various light sources127around the second game environment. For example, the light sources127may include projector lamps, (e.g., metal halide projector lamps and ultra-high performance (UHP) projector lamps), 2K projectors, 4K projectors, fiber optic tracks, electroluminescent sources, light-emitting diodes (LEDs), RGB (red, green, and blue) lasers, and hybrid light sources (e.g., mercury lamps, fluorescent lamps). The light sources127may be communicatively coupled to the lighting controller120via a digital multiplex (DMX) communication network. In an embodiment, the lighting controller120may control the light sources127by producing lighting effects122, for example, in response to user inputs (e.g., tapping the small screen) or a periodic timer.

Turning toFIG. 5, depicted is a flow diagram200of a process whereby a game environment is personalized and the dynamic user profiles24(FIG. 1) are updated, in accordance with an embodiment of the present disclosure. In particular, the control system12(FIGS. 1-4) may access the dynamic user profiles24(process block202) after identifying that the player22(FIGS. 1-2) is engaging with a certain game environment. The user-associated device20(FIGS. 1-4) may send signals to the control system12, or to one or more sensors or transceivers of the game environment that in turn pass the signals to the control system12, to facilitate determining that the players are engaging with the certain game environment, thereby triggering access to the dynamic user profiles of particular players22. The control system12then personalizes the game environments (process block204) based on the dynamic user profiles24associated with the players22in each game environment. In addition, while the players22are engaging with their respective game environments, the control system12receives indications of the user inputs (process block206) into the respective game environments. The control system12may then update the user profiles (process block208) based on the user inputs. In an embodiment, the user-associated device20may be communicatively coupled to the game control system47(FIGS. 1-4) and/or the control system12, such that the game control system47and/or the control system12may perform the process of flow diagram200.

As discussed above, the control system12may access the dynamic user profiles24(process block202) associated with the players22wearing the user-associated devices20. In an embodiment, after the player22enters the entryway, passive sensors124(FIG. 4) associated with the various game environments may detect the presence of the user-associated devices20, whereby the dynamic user profile24associated with the detected user-associated device20is accessed. Indeed, the control system12may access the individual score21(FIG. 1-2), the team score (FIG. 1-2), and the experience points25(FIGS. 1-2) associated with the dynamic user profile24.

Furthermore, the control system12may personalize the game environment (process block204) based on the individual score21, the team score23, and the experience points25(e.g., the dynamic user profiles24). In an embodiment, after the control system12accesses the dynamic user profiles24, the control system12may modify (e.g., personalize) various aspects of the game environments based on the dynamic user profiles24of the players22in the respective game environments. With regard to the first game environment26, the control system12may determine and modify the difficulty level, the time duration, the times that the haptic sensors80(FIG. 3) are available to be tapped, the lighting, the position of the keys56(FIG. 2), the actions performed by the animatedFIG. 96(FIG. 3), the sound produced by the AV speakers92(FIGS. 3-4), and the like. For example, if the experience points25of a player22indicate that the player22previously encountered a farm animal, the control system12may modify the first game environment26to include the farm animal (e.g., as the animatedFIG. 96). Accordingly, the first game environment26may be personalized based on the dynamic user profiles24of the players22in the first game environment26.

With regard to the second game environment28, after the control system12accesses the dynamic user profiles24, the control system12may modify (e.g., personalize) various aspects of the second game environment28. The control system12may determine the difficulty level of assembling the puzzle104(FIG. 4), the time duration of the second game environment28, the number of puzzle pieces126(FIG. 4), the placement of the puzzle pieces126on the small screens112(FIG. 4), the lighting, the position of the keys56(FIGS. 2-4), the sound produced by the AV speakers (FIGS. 3-4), and the like. For example, a team with players22with high individual scores21, high team scores23, and high experience points25(e.g., higher than a threshold value) may be assigned a difficult game environment (e.g., a puzzle104with one hundred puzzle pieces126), whereas a team with new players22with lower individual scores21, a low team score23, and low experience points25may be assigned an easier game environment (e.g., a puzzle104with fifty puzzle pieces126).

While the players22engage with the game environments, the control system12may receive indications of the user inputs (process block206). In an embodiment, the control system12may receive indications from the user inputs identified by the user-associated devices20. In addition, the control system12may receive the indications of the user inputs without interfacing with the user-associated devices20. For example, the user-associated device20may receive signals indicative of the of the taps to the haptic sensors80for the first game environment26and indications of the taps to the puzzle pieces126on the small screens112and the assembling of the puzzle104on the large screens102, and the signals may be transmitted to the control system12. In addition, the control system12may receive an indication that the player22retrieved the keys56.

After receiving the user inputs, the control system12may update the dynamic user profiles24(process block208) based on the performance of the players22in the game environment. In an embodiment, the control system12assigns updates to the individual scores21, team scores23, and experience points25to the dynamic user profiles24associated with the players22who engaged with the game environment and were wearing the corresponding user-associated device20associated with the dynamic user profiles24. The control system12may update the dynamic user profiles24at or near real-time.

In an embodiment, the control system12may determine winners58,60, and62(FIG. 2) of the game environments based on the updates to the dynamic user profiles24. For example, the control system12may determine that the player22with the highest individual score21is the winner. Alternatively or in addition, the control system12may determine the team of players22with the highest team score23to be the winners58,60, and62. In an embodiment, the control system may determine a final winner72(FIG. 2) of the game finale52(FIGS. 1-2) based on the player22or team with the highest individual score21or team score23based on the user inputs to the game finale52.