Abstract:
Methods and apparatus to meter video game play are disclosed. An example method includes detecting media identifying information corresponding to media presented in an environment including a video game system capable of executing a plurality of video games; identifying which of the plurality of video games is being played via a video game controller based on the media identifying information, wherein the video game controller is coupled to a sensor to detect motion data related to movement of the video game controller and to transmit the motion data without affecting operation of the video game system; and combining, via a processor, the media identifying information with the motion data received from the sensor.

Description:
RELATED APPLICATION 
       [0001]    This patent arises from a continuation of U.S. patent application Ser. No. 12/023,844, filed Jan. 31, 2008, now U.S. Pat. No. ______, which claims priority from U.S. Provisional Patent Application Ser. No. 60/936,390, filed on Jun. 20, 2007, entitled “Methods and Apparatus to Meter Video Game Play.” U.S. patent application Ser. No. 12/023,844 and U.S. Provisional Patent Application Ser. No. 60/936,390 are hereby incorporated herein by reference in their entireties and priority to both applications is claimed. 
     
    
     FIELD OF THE DISCLOSURE 
       [0002]    The present disclosure relates generally to media monitoring and, more particularly, to methods and apparatus to meter video game play. 
       BACKGROUND 
       [0003]    Consuming media presentations (e.g., audio and/or video presentations) generally involves listening to audio information and/or viewing video information. Media presentations may include, for example, radio programs, music, television programs (free, satellite, cable, internet protocol television (IPTV), etc.), movies, still images, recorded media (e.g., Digital Versatile Disk (DVD), personal video recorder), playback, video games, etc. Media-centric companies and/or metering entities such as, for example, advertising companies, broadcast networks, etc. are often interested in the viewing, listening, and/or media behavior interests of audience members to better market their products and/or to improve their programming. Techniques used to monitor and/or measure the behavior of audience members often include the use of diaries/logs and/or one or more metering devices. 
         [0004]    Metering devices may be carried by audience members and/or placed on or near a television and/or other monitored presentation device. Such a meter may include one or more sensors to detect and/or collect audio and/or video content in, for example, the audience member&#39;s household, such as in a family room that has a television, cable and/or satellite set-top unit, VCR, stereo, video game console, etc. The one or more sensors may detect and/or collect audio codes, video codes, signatures, channel tuning and/or changes, audience member movement, and/or remote control (e.g., infra-red (IR) sensors) inputs. To determine which program the household member is consuming, the meter may collect codes embedded or otherwise associated with the presented media and/or signatures (e.g., audio samples of the media to which the audience member is exposed) and send such codes and/or signatures to a central office and/or metering entity. The central office utilizes collected code(s) to index a lookup table to perform media content identification, and/or compares the collected signatures to one or more databases of reference signatures to determine a match to identify the media. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0005]      FIG. 1  illustrates an example system for metering game play. 
           [0006]      FIGS. 2A and 2B  are profile views of an example game tag for use with the system of  FIG. 1 . 
           [0007]      FIGS. 3A-C  illustrate a block diagram of an example game tag for use with the system of  FIG. 1 . 
           [0008]      FIG. 4  is a block diagram of an example tag meter for use with the system of  FIG. 1 . 
           [0009]      FIGS. 5 and 6  are flow diagrams representative of example machine readable instructions that may be executed to implement the example system of  FIG. 1 . 
           [0010]      FIG. 7  is a flow diagram representative of example machine readable instructions that may be executed to implement the example tag meter of  FIG. 4 . 
       
    
    
     DETAILED DESCRIPTION 
       [0011]    Video game play may be monitored by asking selected households and/or corresponding audience members to keep a log and/or diary of activity when using a video game console. However, such demands may be viewed as invasive and/or cumbersome to the audience members. In general, the example methods and apparatus illustrated herein may be used to unobtrusively monitor video game activity of one or more audience members. The example methods and apparatus illustrated herein may be well suited for monitoring one or more game controllers communicatively coupled to a game console via control wire(s) and/or controllers that wirelessly communicate with the game console. Turning to  FIG. 1 , an example system  100  to meter video game play is shown. The example system  100  of  FIG. 1  is adapted to monitor game play on a media presentation device  102  (e.g., a television, a monitor, etc.) operatively connected to a video game console  104 . In the illustrated example shown in  FIG. 1 , the video game console  104  is operatively connected to wire-based controllers  106 ,  108  having wires  109  communicatively coupling the controllers  106 ,  108  to the console  104 , and to a wireless controller  110  that sends game control signals to the video game console  104  wirelessly (e.g., using radio frequency (RF) signals). Each controller  106 ,  108 ,  110  includes one or more buttons  112 , switches, and/or joysticks  114  to allow a user to control game play, such as directional game character motion via the joystick. Other types of controllers such as the Wii® nunchuck controller, a simulated golf club controller, etc., could alternatively be used and can be monitored in an analogous manner to that described below (e.g., via an attached game tag). 
         [0012]    The user may initiate any type of game with the example game console  104  via a media input port  116 . Video game console manufacturers provide game media in several formats including, but not limited to, compact disk (CD) read only memory (ROM) disks, digital versatile disks (DVDs), game cartridges, memory cards/sticks, intranet connections (e.g., local area networks, etc.), and/or Internet connections. The game console  104  may be implemented by, for example, any of the X-Box® or X-Box 360® by Microsoft®, the PlayStation® (e.g., the PlayStation I, II, or III) by Sony®, and/or the Gamecube® or Wii® by Nintendo®. 
         [0013]    In the illustrated example shown in  FIG. 1 , each controller  106 ,  108 ,  110  includes an attachable game tag  118  to detect if and/or when the user is interacting with the controller  106 ,  108 ,  110 . The example game tag(s)  118  include a motion sensor, discussed in further detail below, to detect orientation, tilt, and/or acceleration forces applied to the controller  106 ,  108 ,  110 . The game tag(s)  118  may attach to the wired controllers  106 ,  108  by clamping on or around the wire  109 . The game tag(s)  118  may attach to the wireless controllers  110  by, for example, an adhesive material, Velcro® strip, and/or other connectors, brackets, etc. 
         [0014]    Signals indicative of controller motion may be wirelessly transmitted from the game tag(s)  118  and received by a game tag meter  120 . In the illustrated example, each of the game tag(s)  118  includes an identification code so that, in the likely event multiple controllers are associated with the game console  104 , activity from each controller  106 ,  108 ,  110  may be independently identified. Independent identification of multiple controllers allows a determination of how many individuals are participating in game play with the example game console  104  and how each member is using the controller. The wireless transmission from each game tag  118  may include an RF signal of any type including, but not limited to, Bluetooth® signals and/or WiFi® signals. Additionally or alternatively, the wireless transmission from each game tag  118  may include ultrasonic signal(s) or optical signal(s) (e.g., infra-red (IR)). RF signals may propagate through one or more walls, thus potentially become detected by an example game tag meter  120  in another room. On the other hand, ultrasonic and/or optical transmissions may reduce and/or eliminate the possibility of one or more game tags  118  located in alternate rooms (e.g., adjacent room(s), adjacent apartment(s), adjacent dorm-room(s), etc.) from communicating with the example game tag meter  120  and, thus, reduces the likelihood of errant detections. To the extent that the methods and apparatus described herein include specific type(s) of signal(s), such descriptions are used for ease of explanation and not meant to exclude usage of other signal types. 
         [0015]    A battery located within the game tag  118  provides power to the game tag  118 . The game tag  118  is constructed to detect motion and to store motion data indicative of the detected motion for a corresponding controller  106 ,  108 ,  110 . The example game tag  118  is also structured to transmit signals representative of the motion data to the game tag meter  120 . To conserve battery power consumption, the example game tag(s)  118  may be adapted to transmit a burst of energy (e.g., RF energy such as a Bluetooth® signal, a WiFi® signal, an ultrasonic signal, an IR signal, etc.) once every x unit(s) of time (e.g., once every five minutes). However, any other time threshold may be employed (e.g., to accommodate for one or more battery types and/or number of batteries employed by the example game tag  118 ). Additionally or alternatively, the example game tag(s)  118  may transmit only after some threshold amount of motion has been detected so that battery power is not needlessly consumed by transmitting information payloads when there is little or no motion data to report. 
         [0016]    In the illustrated example, the game tag(s)  118  transmit game tag signals (referred to herein as payload information) to the example game tag meter  120  which include information indicative of controller motion or lack thereof (e.g., a logic “1” for motion and a logic “0” for no motion), a time at which the motion detection event occurred, a magnitude and/or direction of the detected motion, a game tag identification number, and/or an indication of available battery power associated with the game tag identification number. The information received by the example game tag meter  120  may then be transmitted to the central office and/or metering entity via any desired communication medium (e.g., land-line modem communication, cable modem communication (e.g., via an Internet connection), and/or a cellular/wireless telephone connection). 
         [0017]      FIG. 2A  illustrates an example implementation of any one of the example game tag(s)  118  of  FIG. 1 . In a preferred example, the form factor of the game tag  118  is more cylindrical than shown in  FIG. 2A . In particular, the form factor of a preferred example is similar to a cord mount ferrite filter used on the power cored of, for example, a personal computer. In the illustrated example of  FIG. 2A , the game tag  118  is annular. More specifically, the tag  118  has a front side  202 , a back side  204 , and is generally circular in shape with a centrally located hole  206  to allow the controller wire  109  to pass there through. For purposes of illustration, the example centrally located hole  206  is shown to be larger than the diameter of the controller wire  109 , but the diameter of the centrally located hole  206  is preferably configured such that an interference fit securely fastens the example game tag  118  to the controller wire  109 . Additionally or alternatively, grommets, malleable filler material, and/or other padding material may be securably attached to the wall defining the centrally located hole  206  to achieve a relatively tight interference fit between the game tag  118  and the controller wire  109 . Such added interface material may be used to conform the tag  118  to one or more different sizes of wire  109 . The example game tag  118  is shown in  FIG. 2A  as having a generally circular shape for illustrative purposes only. The game tag  118  may be implemented with any desired shape. 
         [0018]    The example game tag  118  of  FIG. 2A  also includes locking tabs  208  to facilitate attachment and/or removal of the game tag  118  to/from the example controller wire  109 . For example, the game tag  118  may separate into two halves with each side operatively coupled at a common boundary  210 .  FIG. 2B  illustrates the back side  204  of the example game tag  118  of  FIG. 2A . As shown in  FIG. 2B , the rear side of the example tag  118  includes two additional locking tabs  208  that ensure both halves of the tag  118  remain securely fastened to the controller wire  109  during operation. By way of illustration, not limitation, the tag  118  may alternatively employ hinges in place of the locking tabs  208 . 
         [0019]    Returning to  FIG. 2A , a tag circuit  212  is attached to or embedded within the example game tag  118 . In the illustrated example, the circuit  212  includes a housing, power supply (e.g., batteries), and circuitry to detect motion, orientation, tilt, and/or acceleration. While the user is engaged with video game play, some of the motions/forces induced by the user with the game controller  106 ,  108 ,  110  propagate along the controller wire  109  and are imparted to the game tag  118 . On the other hand, for wireless game controllers, such as the example wireless game controller  110  of  FIG. 1 , at least some of the motions/forces induced by the user are imparted directly to the example game tag  118  (which is attached to the wireless controller  110  via, for example, glue, Velcro®, etc.). In the illustrated example of  FIG. 2A , the tag circuit  212  detects motion(s) and/or force(s) and saves detected motion(s) and/or force(s) in a memory. Upon expiration of a periodic timer (e.g., every five minutes), the tag circuit  212  measures a current battery capacity, retrieves the motion data from the memory, and transmits the payload information to the tag meter  120 . 
         [0020]    As discussed in further detail below, the tag circuit  212  of the illustrated example employs one or more types of motion sensors. The type(s) of sensor(s) employed depends on the granularity of the data desired. For example, the sensor(s) may simply detect movement and provide only an indication that some unspecified motion occurred. Additionally or alternatively, the motion sensor(s) of the tag circuit  212  may comprise accelerometers oriented along different axes to, for example, measure an acceleration for an x-axis, a y-axis, and/or a z-axis. Additionally or alternatively, the motion sensor(s) of the tag circuit  212  may include a digital compass to measure a change in orientation of the example game tag  118  as induced by user movement of the controller  106 ,  108 ,  110 . 
         [0021]      FIGS. 3A ,  3 B, and  3 C illustrate the example tag circuit  212  of  FIG. 2A  in greater detail. In the illustrated example of  FIG. 3A , the tag circuit  212  includes a motion sensor  302 , a filter  304 , a memory  306 , a timer  308 , a processor  310 , and a power supply  312 . Additionally, the example tag circuit  212  of  FIG. 3A  includes an encoder  314  and a transceiver  316   a . In the illustrated example, the transceiver  316   a  includes an RF modulator  318   a , an RF receiver  320 , and an antenna  322 . As discussed in further detail below, the example tag circuit  212  may be configured to both transmit and receive information, or may be configured only to transmit information that is, for example, indicative of game play motion(s). In the latter case, the example transceiver  316   a  includes the RF modulator  318   a  and the antenna  322 , but excludes the receiver  320 . 
         [0022]    As described above, ultrasonic and/or optical signals may be employed to communicate to/from the example tag circuit  212 . Accordingly, the example tag circuit  212  may employ, additionally or alternatively, an optical transceiver  316   b  (as illustrated in  FIG. 3B ) and/or an acoustic transceiver  316   c  (as illustrated in  FIG. 3C ). In the illustrated example of  FIG. 3B , the optical transceiver  316   b  includes a modulator  318   b , one or more light emitting diodes (LEDs)  324 , and a photodetector  326 . The example modulator  318   b  may include an operational amplifier (OpAMP) to, for example, drive the LEDs  324  in response to signals from the processor  310 . The example processor  310  may be directly connected  317  to the example modulator  318   b  of the optical transceiver  316   b.    
         [0023]    Additionally or alternatively, tag circuits  212  that employ acoustic signals (e.g., ultrasonic) for communication to/from the example game tag meter  120  may include an acoustic transceiver  316   c . In the illustrated example of  FIG. 3C , the example acoustic transceiver  316   c  includes an acoustic source  328  (e.g., an ultrasonic transducer, a speaker, etc.), and an acoustic detector  330  (e.g., a microphone). The example acoustic transceiver  316   c  may also include one or more filters  332  to filter-out ambient noise/signals not associated with communication between the game tag  118  and the game tag meter  120 . 
         [0024]    The example motion sensor  302  of  FIG. 3A  may be of any type including, but not limited to, a single or multi-axis accelerometer, a tilt sensor, and/or a magnetic compass. An audience member holding a game controller  106 ,  108 ,  110  will typically shake, tilt, and/or otherwise move the controller  106 ,  108 ,  110 . Such movements may be intended to be converted into electronic signals by the controller (e.g., the Wii® nunchuck) or may result from adjusting a joystick  114  and/or pressing button(s)  112 . Some games elicit relatively fast movements from the audience member and test the audience member&#39;s hand/eye coordination (for example, first-person shooter combat games). In these and/or other examples, audience members may induce relatively strong forces on the controller  106 ,  108 ,  110  (e.g., when attempting to shoot, attack, and/or defend a character in the first-person shooter game). Relatively strong forces induced on the game controller  106 ,  108 ,  110  may also be caused by elements of surprise. Relatively moderate forces may be induced on the game controller by the audience member when playing, for example, driving and/or flying games. For example, forces induced on the game controller  106 ,  108 ,  110  during a driving game may include relatively smooth movement transitions from left to right, and/or vice-versa, while the audience member attempts to steer the game vehicle through a track and/or obstacle course. Of course, relatively strong forces may be induced by the audience member on the example controller  106 ,  108 ,  110  when, for example, the vehicle veers out of virtual control and crashes, but such moments of relatively strong audience member induced forces tend to be less frequent with driving/flying games than with first-person shooter games. 
         [0025]    Additionally, some games may include very few moments in which the audience member induces one or more strong and/or moderate forces (e.g., rapid tilting and/or shaking, etc.) on the example controller  106 ,  108 ,  110 . For example, strategy-based video games and/or video games related to traditional board games, such as, for example, Monopoly®, typically involve a relatively gentle manner of control with the example controller  106 ,  108 ,  110 . 
         [0026]    While the example motion sensor  302  of  FIG. 3A  may include one or more transducers and/or sensors to provide an indication of movement, tilt, and/or orientation, some transducers and/or sensors may, additionally or alternatively, provide an indication of the magnitude of the movement. In the event that the example motion sensor  302  includes one or more accelerometers, then acceleration forces in one or more directions may be measured. Some accelerometers may provide acceleration force data with respect to a single axis of movement and/or rotation. Multiple accelerometers may be incorporated into the motion sensor  302  so that each axis of movement (e.g., an x-axis  302   x , a y-axis  302   y , a z-axis  302   z , one or more axes of rotation, etc.) may be monitored. In such examples, each of the accelerometers may produce a voltage that is proportional to the corresponding force it detects. Any desired type of accelerometer may be employed, without limitation (e.g., piezoelectric accelerometers, capacitive accelerometers, piezoresistive accelerometers, etc.). 
         [0027]    In operation, the example motion sensor  302  collects the force and/or orientation data from one or more accelerometers  302   x ,  302   y ,  302   z  and saves such data in the memory  306 . Before, during, and/or after saving data to the example memory  306  that is indicative of motion of the tag circuit  212  (and, thus, motion of the game controller  106 ,  108 ,  110 ), the processor  310  retrieves a time-stamp from the example timer  308  and associates the same with the motion data. The example timer  308  may be a real-time clock that is set and/or calibrated by a metering entity before sending the game tag to the audience monitored household (which may be statistically selected to represent a population (e.g., demographic) group of interest). 
         [0028]    Alternatively or additionally, the example timer and/or real-time clock  308  may be an integral function of the processor  310  such as, for example, the PIC10F200 8-bit flash microcontroller by Microchip®. 
         [0029]    The example processor  310  takes one or more measurements from the example motion sensor  302 . These measurements may be taken at periodic and/or predetermined times. The example processor  310  may save only those measurements that meet and/or exceed a threshold value. The threshold may be a magnitude of force threshold and/or a duration (time) of sustained movement threshold. For example, the example processor  310  may ignore motion data from the example motion sensor  302  if the magnitude of the measured forces do not exceed a particular force magnitude value, thereby masking force data that may be associated with game controller movement that corresponds to non-game-play activities. Non-game-play activities may include, but are not limited to, moving the example game controller  106 ,  108 ,  110  within an entertainment console to access other entertainment media and/or media devices. In the event that the example game controller  106 ,  108 ,  110  is stored in a cabinet of an entertainment console that also houses a collection of DVDs, CDs, and/or VHS tapes, then an audience member may inadvertently and/or purposefully move the game controller  106 ,  108 ,  110  out of the way to access the one or more DVDs, CDs, and/or VHS tapes. Accordingly, the example processor  310  may compare the magnitude(s) of the force(s) associated with such small movement(s) to one or more thresholds and prevent them from being saved to the memory  306  of the example tag circuit  212  if the threshold(s) are not exceeded. Ignoring brief movements surrounded by long period of inactivity can similarly be used to screen non-play activity. 
         [0030]    Additionally or alternatively, the example processor  310  may employ the filter  304  to mask one or more forces that are not associated with motions created by the audience member during game play. For example, some controllers  106 ,  108 ,  110  are provided with haptic technology, which seeks to provide the audience member with a tactile sensation during game-play. Haptic technologies are sometimes referred to as “force feedback,” “haptic feedback,” and/or a “RumblePak®”, which is a term used by Nintendo® for some of their controllers. Game scenarios that invoke one or more haptic forces include, but are not limited to, a game character being struck by enemy gun-fire and/or crashing a vehicle into a wall of a race track. In response to one or more such scenarios, the example controller  106 ,  108 ,  110  may vibrate and/or shake within the hand(s) of the audience member. Vibration forces may be created by, for example, one or more electric motors within the example controller  106 ,  108 ,  110  that spin one or more weights in an eccentric path. The example filter  304  may be tuned to one or more frequencies exhibited by the haptic force(s) to differentiate between forces associated with the haptic technology and/or forces potentially caused by audience member movement(s). 
         [0031]    The example tag circuit  212  may collect data indicative of audience member game play for a predetermined time period and then send such collected data to the example tag meter  120  via a signal (e.g., RF, acoustic, optic). For example, the example timer  308  may send a signal to the processor  310  every five-minutes to prompt the processor  310  to retrieve saved motion data (if any) from the memory  306 . In the illustrated example of  FIG. 3A , the processor  310  also measures a capacity of the power supply  312  before sending the signal (e.g., RF, acoustic, optic) to the tag meter  120 . The power supply  312  may include one or more batteries that provide power to the tag circuit  212  and may be serviceable by the audience member, or require that the audience member send and/or receive a new game tag  118  and/or tag circuit  212  when the battery power drops below a threshold value. The processor  310  employs the encoder  314  to encode a data payload that includes, for example, the battery capacity, the motion data indicative of audience member game play stored in the memory  306  including the associated time(s) of the detected motion event(s), and/or a tag circuit  212  identification number, which may be stored in the memory  306 . The identification number associated with the tag circuit  212  may be unique (e.g., a manufacturer may assign each tag circuit a unique alphanumeric identifier) or locally unique to the game console  104  or household thereof (e.g., the tag circuits sent to a household are unique to each other but may be reused in other households). The encoder  314  sends the encoded payload to the transceiver  316 , which modulates the encoded payload with the RF modulator  318  and transmits an RF signal of the payload via the antenna  322 . 
         [0032]    Additionally or alternatively, the example tag circuit  212  may include a receiver  320  that receives a signal from the tag meter  120  requesting that a payload be sent. For example, to promote preservation of battery power, the example tag circuit  212  may be configured to only send payload data in response to one or more instances of audience game play being detected by the motion sensor  302 . Game consoles  104  may not be used by audience members on a daily basis. Indeed, such game consoles  104  may not be used for several days and/or weeks. As such, rather than the tag circuit  212  transmitting a chirp (e.g., an RF chirp, an ultrasonic chirp, an optical chirp) every, for example, five minutes to maintain an updated awareness of tag circuit  212  functionality (e.g., sufficient battery power), the tag meter  120  may initiate a payload request once per day, once per week, etc. 
         [0033]    If the battery capacity of the power supply  312  drops below a threshold level, the metering entity may send a new game tag  118 , one or more new batteries, and/or a new tag circuit  212  to the household. Similarly, if the tag circuit  212  fails to transmit payload information and/or fails to respond to one or more requests to transmit payload information via the example receiver  320 , then the metering entity may, by default, send one or more new game tag(s)  118 , one or more new batteries, and/or new tag circuit(s)  212  to the household. In the event a new tag is sent, it may be accompanied by instructions to install the new tag and return the old tag (e.g., via a pre-addressed postage paid package). 
         [0034]      FIG. 4  illustrates the example tag meter  120  of  FIG. 1  in greater detail. In the illustrated example of  FIG. 4 , the tag meter  120  includes an RF transceiver  401 , which includes an antenna  402  and a receiver  404  to receive RF signals from one or more game tag(s)  118 . As described above in view of  FIGS. 3A-C , the example RF transceiver  401  may, additionally or alternatively, be replaced with or supplemented with an acoustic transceiver and/or an optical transceiver (e.g., to alleviate any complexities caused by RF signals traveling through walls). The tag meter  120  also includes a decoder  406  to decode and/or otherwise extract payload information from received RF signals, and a processor  408 . The example game meter  120  of  FIG. 4  may also include an audio sensor  410  (e.g., microphone) to detect audio signals associated with monitored information presenting devices such as media content played on a television (e.g., movies, situation comedies, video game audio, etc.). Such audio data may be used to identify the program a game presented on the information presenting device (e.g., by collecting embedded audio codes identifying the content and/or collecting one or more signatures representative of the content.) Additionally or alternatively, the example game meter  120  may include one or more proximity sensors  412  to detect whether audience members are present in the vicinity of the game console  104  and/or the information presenting device. The detection of the presence of audience members can be performed using the techniques disclosed in U.S. Pat. No. 7,100,181, which is hereby incorporated by reference in its entirety. 
         [0035]    In the illustrated example of  FIG. 4 , payload data received by the game meter  120  (e.g., as RF signals) are sent by the processor  408  to a communication interface  414 , which is communicatively connected to the metering entity. For example, the communication interface  414  may be communicatively connected to the metering entity via an Internet connection, intranet connection, a land-line telephone connection, a wireless telephone connection, and/or a communication network employed by a cable broadcast provider. 
         [0036]    The example game meter  120  of  FIG. 4  includes an RF modulator  416  to send a request signal to one or more game tag(s)  118  to initiate transmission of payload information. Additionally or alternatively, where an ultrasonic transceiver is implemented on the game meter, an ultrasonic trigger may be used to send the request signal to the game tag(s)  118 . Such a request may be prompted by the processor  408  that executes one or more programs to monitor for time periods of no game tag reporting activity, or the request may be initiated by the metering entity via the communication interface  414 . In the illustrated example of  FIG. 4 , the RF modulator  416  allows the metering entity to determine a health status of batteries in the power supply  312 , even if the game tag  118  has not been used by a household member for a relatively long period of time. As described above, if the game tag  118  is configured to transmit payload information (e.g., battery status information, detected motion events, etc.) at five-minute intervals, but only when motion is detected, then several days or weeks may elapse without a transmission from the game tag  118  to the metering entity. On the other hand, if the game tag  118  is configured to transmit payload information every five-minutes even if no motion has been detected, then the batteries in the power supply  312  of the tag circuit  212  may needlessly consume power. To address this concern, the RF modulator  416  in the tag meter  120  of the illustrated example is configured to prompt the tag circuit  212  to transmit payload information upon request, thereby avoiding the need for the game tag  118  to needlessly send battery status messages and, thus, conserving battery power of the tag circuit  212 . 
         [0037]    Flowcharts representative of example machine readable instructions for implementing the example system  100  of  FIG. 1  are shown in  FIGS. 5 ,  6 , and  7 . In these examples, the machine readable instructions comprise one or more program(s) for execution by a processor (e.g., the processors  310  or  408  of  FIGS. 3A and 4 ), a controller, and/or any other suitable processing device. The program(s) may be embodied in software stored on a tangible medium such as, for example, a flash memory, a CD-ROM, a floppy disk, a hard drive, a digital versatile disk (DVD), or a memory (e.g., the memory  306  of  FIG. 3A ) associated with a processor (e.g., the processors  310  or  408  of  FIGS. 3A and 4 ), but all of the program(s) and/or parts thereof could alternatively be executed by another device and/or embodied in firmware or dedicated hardware (e.g., it may be implemented by an application specific integrated circuit (ASIC), a programmable logic device (PLD), a field programmable logic device (FPLD), discrete logic, etc.). For example, any or all of the filter  304 , the timer  308 , the encoder  314 , and the decoder  406  could be implemented by software, hardware, and/or firmware. Also, some or all of the machine readable instructions represented by the flowcharts of  FIGS. 5 ,  6  and  7  may be implemented manually. Further, although the example program is described with reference to the flowcharts illustrated in  FIGS. 5 ,  6  and  7 , many other methods of implementing the example machine readable instructions may alternatively be used. For example, the order of execution of the blocks may be changed, and/or some of the blocks described may be changed, substituted, eliminated, or combined. 
         [0038]    The program of  FIG. 5  begins at block  502  where the example timer  308  of the tag circuit  212  is initiated by the processor  310 . As described above, the timer may be configured to run for five-minute intervals, but any other time interval may be employed, as desired. For example, the timer may run at shorter intervals when motion has recently been detected and longer intervals when no motion has been detected for a significant time. An example of this approach is discussed below in view of  FIG. 6 . 
         [0039]    The processor  310  next clears a status bit of a movement flag stored in the memory  306  (block  504 ). For example, the tag circuit  212  may employ a motion sensor to indicate movement and/or tilt. Any number of motion sensors may be employed to detect potential indications of game play by the audience member including, but not limited to, controller tilt (e.g., via a mercury switch (and/or alternative liquid metal switch), an accelerometer, etc.), orientation change (e.g., via an electronic compass), and/or a magnitude of the detected motion event (e.g., one or more acceleration force(s) measured by a multi-axis accelerometer, etc.). Accordingly, if movement is detected by the example motion sensor  302  (block  506 ), then the processor  310  may set the movement flag in the memory  306  to a “1” or TRUE value (block  508 ). If movement is not detected (block  506 ), then the processor determines whether the timer  308  has elapsed and/or reached its time limit (block  510 ). If not, then control returns to block  506  to continue to monitor for game tag movement. 
         [0040]    However, if the timer  308  expires and/or reaches its time limit (block  510 ), then the processor  310  measures the power supply  312  to determine the current battery capacity (block  512 ). The resulting capacity information (e.g., a voltage level of the batteries) may be saved in the memory  306  along with a timestamp indicating when that measurement occurred. The processor  310  assembles the payload information and encodes it using the example encoder  314 . That is, the processor  310  extracts a unique game tag identification number from the memory  306 , extracts the motion data (e.g., the movement flag, acceleration forces, etc.) from the memory  306 , extracts the battery capacity information from the memory  306 , along with any associated time stamps, and encodes all of this payload information using the example encoder  314 . The encoded payload information is sent to the transceiver  316   a ,  316   b ,  316   c  where it is combined with a carrier (if necessary) and transmitted as a signal (e.g., an RF signal, an acoustic signal, an optical signal) to the tag meter  120  (block  514 ). The processor  310  then resets the timer (block  516 ) and control returns to block  502  to begin another time period. 
         [0041]    As described above, if the example game tag  118  transmits a payload once per time period (e.g., once every five minutes), then some payload transmissions may occur whether or not movement activity has been detected, thereby potentially wasting battery power.  FIG. 6  is a flowchart representative of example machine readable instructions for implementing the example system  100  of  FIG. 1  that avoids this potential waste. In the illustrated example of  FIG. 6 , the example tag circuit  212  is configured to operate at least two timers  308 , namely a first timer to prompt a payload transmission only if movement activity has been detected, and the second timer to prompt the payload transmission at a relatively longer time period even if no movement has been detected. 
         [0042]    For example, a first time period may be set to five minutes, in which the tag circuit  212  will transmit the payload information to the tag meter only if, within that five minute period of time, movement has been detected. As a result, battery power is conserved during relatively longer periods of time (e.g., multiple days, weeks, etc.) in which the audience member does not use the video game console  104  by restricting the frequency of payload transmissions on an occurrence basis. On the other hand, to minimize the problem of battery power dropping below a critical low-end threshold during one or more extended periods of inactivity without notice of the same, the second timer is employed to periodically transmit payload information at longer intervals, for example, once every week. As a result, even if the audience member does not use the video game console for an extended period of time (e.g., one month), then the central office and/or metering entity will still receive an indication of the remaining battery life of each game tag  118  in the household once per week. In the event that one or more of the game tags&#39; battery capacity drops below a threshold value (e.g., a voltage level), then the metering entity may automatically reference the household address associated with the corresponding game tag identification number from a database of tags and send one or more new game tags or batteries to the household. 
         [0043]    Returning to  FIG. 6 , timer T 1  and T 2  ( 308 ) are started (block  602 ) and the example processor  310  of  FIG. 3A  monitors the motion sensor  302  for an indication of movement (block  604 ). The example timer  308  may facilitate any number of independently running timers and/or registers to track one or more time values. Without limitation, the functionality of the example timer  308  may be an integral component of the example processor  310  or one or more separate timing devices. If movement is not detected (block  604 ), control advances to block  608 . If movement is detected (block  604 ), then an indication of that movement is saved to the memory  306  (block  606 ). As described above, any number of motion sensors may be employed to detect potential game play of the audience member. These sensor(s) may provide any desired combination of motion data including, but not limited to, an indication of movement (e.g., a TRUE bit), an indication of no-movement (e.g., a FALSE bit), an indication of tilt (e.g., a bit set by a mercury switch (and/or alternative liquid metal switch), an accelerometer, etc.), an indication of orientation change (e.g., a bit set by an electronic compass), and/or magnitude(s) of the movement(s) (e.g., acceleration force(s) measured by a multi-axis accelerometer, etc.). 
         [0044]    The processor  310  determines whether timer T 1  has elapsed (block  608 ) and, if so, determines if any indication of movement has occurred within the last time period (i.e., within time period T 1 ) (block  610 ). If not, then the tag circuit  212  does not need to transmit any payload information and control advances to block  618 . If movement has occurred in the last time period of T 1  (block  610 ), then the processor  310  encodes the game tag identification number, the indication(s) of movement and associated time(s) that movement was detected, and an indication of the power supply battery capacity (block  612 ). The encoded payload information is provided to the transceiver  316  and transmitted to the tag meter  120  via a signal (e.g., an RF signal, an acoustic signal, an optical signal) (block  614 ). Timer T 1  is reset (block  616 ) and control returns to block  604  to monitor for additional instances of game tag movement. 
         [0045]    If the timer T 1  has not elapsed (block  608 ), control advances to block  618  where the example processor  310  determines whether timer T 2  has elapsed (block  618 ). As described above, timer T 2  counts to a value relatively greater than timer T 1 . For example, timer T 2  may be set to expire at one-day intervals, multiple-day intervals, week intervals, multi-week intervals, etc. If the timer T 2  has not expired, control returns to block  604 . At the expiration of the T 2  interval, the processor measures a battery capacity of the power supply  312  (block  620 ), encodes the battery capacity information with the example encoder  314 , and transmits the payload information to the tag meter  120  via a signal (e.g., an RF signal, an acoustic signal, an optical signal) (block  622 ). Timer T 2  is reset (block  624 ) and control returns to block  604  to monitor for instances of game tag movement. Application of T 1  and T 2  in the manner described in  FIG. 6  allows the example tag circuit  212  to be constructed without a need for the receiver  320 . Similarly, the application of T 1  and T 2  in the manner described in  FIG. 6  allows the example tag meter  120  to be constructed without any need for the example RF modulator  416 , shown in  FIG. 4 . 
         [0046]      FIG. 7  is a flow diagram representative of example machine readable instructions that may be executed to implement the example tag meter  120  of  FIG. 4 . The example program of  FIG. 7  begins at block  702  where the tag meter  120  detects presence information (e.g., determining whether users or audience members are in the vicinity of the game console  104  via the proximity sensors  412 ) and/or audio signals (e.g., information associated with one or more types of media, such as movies, television programs, commercials, video games, etc.) via the audio sensor  410  for use in identifying the media presented by the monitored device, whether a presentation device (e.g., a television) is on, or whether one or more audience member(s) are registered in, for example, a metering system implementing a personal meter (e.g., a people meter). The presence information and/or any detected audio signals may be stored and included in the payload that is transmitted to the metering entity or, in other examples, may be independently sent to the metering entity. As described above, the tag meter  120  may be set to initiate an exchange of information (e.g., battery health, video game controller movement data, etc.) with the tag circuit  212  and/or may be set to receive a transmission from the tag circuit  212  (e.g., where the tag circuit  212  initiates transmission of a payload when movement is detected by the motion sensor  302 ) (block  704 ). As described above, in other examples, the metering entity may initiate a request via the communication interface  414 . 
         [0047]    Where the tag meter  120  is to initiate exchanges, requests or prompts may be sent (e.g., on a scheduled basis, on a periodic basis, upon receipt of a manual request from the central office, etc.) to the tag circuit  212  for a payload transmission (block  706 ). A lack of response from the tag circuit  212  (block  708 ) may indicate, for example, a low battery health or inoperative status associated with the game tag  118 , causing the tag meter  120  to transmit replacement request information (e.g., a tag identification number, an address, an account number, etc.) to the metering entity (e.g., central office), as described above. Where a response is received from the tag circuit  212  (block  708 ), the tag meter proceeds to receive the payload, which may include battery status, movement data (e.g., one or more bits indicating an acceleration, orientation, motion, tilt, magnitude, force, etc.), time information (e.g., time stamps associated with motion events), and/or tag identification numbers. As shown in the example program of  FIG. 7 , the tag meter  120  may store the payload (e.g., in memory of the processor  408 ) (block  714 ) and then transmit the payload to the metering entity (block  716 ). For instance, the payload may be stored for a period of time before being transmitted to the metering entity or may be stored until the metering entity requests the payload. Additionally or alternatively, the tag meter  120  may analyze the payload (e.g., compare the contents of the payload to a previous payload) to determine a status of the information (e.g., whether the payload includes new information) and, in some examples, may transmit the payload depending on the status. 
         [0048]    Returning to block  704 , where the tag meter  120  is not set to initiate exchanges, the example program of  FIG. 7  may determine if a payload is being transmitted (block  718 ). For example, the game tag circuit  212  may be configured to transmit a payload to the tag meter  120  every 12 or 24 hours, at which time the tag meter  120  may receive the payload (as described above in connection with block  712 ). Further, where a payload is not being transmitted (block  718 ), the tag meter  120  may determine whether a predetermined period of time has elapsed since the transmission of the last payload (block  720 ). For example, the tag meter  120  may be configured (e.g., by a default or customizable setting) to set a flag indicating an unexpected period of inactivity if the tag circuit  212  has not transmitted a payload (or an indication that no new information is available) during the last 48 or 72 hours. Such a situation may indicate the need for a replacement game tag  118  and/or component thereof, causing the program of  FIG. 7  to transmit replacement information to the metering entity (block  710 ). 
         [0049]    Although the above examples describe the tag  118  as being coupled to the wire of a wired controller, the tag could be coupled to the body of the controller in a manner similar to or identical to the manner in which the tag is coupled to a wireless controller. 
         [0050]    Although certain methods, apparatus, and articles of manufacture have been described herein, the scope of coverage of this patent is not limited thereto. To the contrary, this patent covers all methods, apparatus, and articles of manufacture fairly falling within the scope of the appended claims either literally or under the doctrine of equivalents.