Wireless interactive gaming toy and gaming system
Abstract
Embodiments of the invention provide an interactive toy or gaming device for actuating various interactive play effects within a compatible play environment. The gaming device comprises a portable housing having an internal cavity configured to receive one or more batteries or other power sources for powering the device. Optional lighting, laser or sound effects may be provided as well as one or more optionally-powered infrared (IR) or radio frequency (RF) wireless communications devices. The interactive toy or gaming device may also comprise an optional RFID (radio frequency identification device) transponder that is operable to provide relatively short-range non-battery-powered RF communications with one or more receivers or transceivers provided within a compatible play environment. The interactive toy or gaming device may further include an optional magnetic inductance energy source or motion-generated energy source for wirelessly powering the device by motion and/or using an externally applied electromagnetic field.
Claims
exact text as granted — not AI-modified1 - 20 . (canceled)
21 . A gaming toy and system for entertaining one or more game participants, said gaming toy and system comprising:
a portable gaming toy configured to be carried or worn by a game participant, said portable gaming toy comprising a housing having an internal cavity configured to accommodate one or more batteries and associated electronic circuitry configured to power and operate said portable gaming toy, said electronic circuitry comprising:
a microprocessor;
programmable non-volatile memory;
a first radio frequency (RF) transceiver configured to exchange omnidirectional wireless communications with an RF-compatible device;
a first infrared (IR) transmitter or receiver configured to exchange line-of-sight wireless communications with an IR-compatible device;
at least one target play object configured to produce one or more associated play effects, said at least one target play object comprising:
a second RF transceiver configured to exchange omnidirectional wireless communications with said first RF transceiver;
a second IR transmitter or receiver configured to exchange line-of-sight wireless communications with said first IR transmitter or receiver; and
an effects controller configured to actuate or control said one or more associated play effects based on one or more wireless communications exchanged with said portable gaming toy; and
game software comprising program instructions configured to be executed by said microprocessor to: (i) carry out a live-action interactive game wherein game participants are challenged to achieve successively more challenging goals to thereby earn additional in-game powers or abilities, and (ii) store said additional in-game powers or abilities in said non-volatile programmable memory.
22 . The gaming toy and system of claim 21 , wherein said portable gaming toy comprises a toy wand, a doll, a stuffed toy or an action figure.
23 . The gaming toy and system of claim 21 , wherein said portable gaming toy is configured to be worn on a hand, arm or head of a game participant.
24 . The gaming toy and system of claim 21 , wherein said portable gaming toy is configured to be operated by a game participant at least in part by moving the entire body of said portable gaming toy in free space and wherein said portable gaming toy further comprises at least one motion sensor selected from the group consisting of a tilt sensor, a gyro sensor, and an accelerometer.
25 . The gaming toy and system of claim 21 , wherein said first IR transmitter or receiver comprises an IR transmitter configured to transmit a directional IR actuation signal and wherein said second IR transmitter or receiver comprises an IR receiver configured to receive said directional IR actuation signal.
26 . The gaming toy and system of claim 21 , wherein said at least one target play object comprises a pop-up target.
27 . The gaming toy and system of claim 21 , wherein said first and second RF transceivers are configured to exchange omnidirectional wireless communications over a communication range greater than 10 feet and less than 100 feet.
28 . A gaming toy and associated gaming system for entertaining one or more game participants, said gaming toy and system comprising:
a portable gaming toy configured to be carried or worn by a game participant and operated at least in part by moving the entire body of said portable gaming toy in free space, said portable gaming toy comprising a housing having an internal cavity configured to accommodate one or more batteries and associated electronic circuitry configured to power and operate said portable gaming toy, said electronic circuitry comprising:
a microprocessor;
at least one motion sensor selected from the group consisting of a tilt sensor, a gyro sensor, and an accelerometer;
a first radio frequency (RF) transceiver configured to exchange omnidirectional wireless communications with an RF-compatible device;
an infrared (IR) transmitter configured to transmit line-of-sight wireless communications to an IR-compatible device;
at least one target play object configured to produce one or more associated play effects, said at least one target play object comprising:
a second RF transceiver configured to exchange omnidirectional wireless communications with said first RF transceiver;
an IR receiver configured to receive said line-of-sight wireless communications from said IR transmitter; and
an effects controller configured to actuate or control said one or more associated play effects based on one or more wireless communications received from said portable gaming toy; and
game software configured to be executed by said microprocessor to carry out a live-action interactive role-play game wherein game participants assume the role of a game character and are challenged to complete one or more missions or quests within said game to earn additional powers and/or abilities.
29 . The gaming toy and system of claim 28 , wherein said portable gaming toy comprises a toy wand, a doll, a stuffed toy or an action figure.
30 . The gaming toy and system of claim 28 , wherein said portable gaming toy is configured to be worn on a hand, arm or head of a game participant.
31 . The gaming toy and system of claim 28 , wherein said electronic circuitry further comprises programmable non-volatile memory and wherein said game software further comprises program instructions configured to cause said microprocessor to store said additional powers and/or abilities in said non-volatile programmable memory.
32 . The gaming toy and system of claim 28 , wherein said at least one target play object comprises a pop-up target.
33 . The gaming toy and system of claim 28 , wherein said one or more associated play effects comprise sound, vibration or lighting effects.
34 . The gaming toy and system of claim 28 , wherein said first and second RF transceivers are configured to exchange omnidirectional wireless communications over a communication range greater than 10 feet and less than 100 feet.
35 . A gaming toy and system for entertaining one or more game participants, said gaming toy and system comprising:
a portable gaming toy configured to be held and operated by a game participant at least in part by moving the entire body of said portable gaming toy in free space, said portable gaming toy comprising a housing having an internal cavity configured to accommodate one or more batteries and associated electronic circuitry configured to power and operate said portable gaming toy, said electronic circuitry comprising:
a microprocessor having associated non-volatile programmable memory;
at least one motion sensor selected from the group consisting of a tilt sensor, a gyro sensor, and an accelerometer
a first radio frequency (RF) transceiver configured to exchange omnidirectional wireless communications with an RF-compatible device;
a first infrared (IR) transmitter or receiver configured to exchange line-of-sight wireless communications with an IR-compatible device;
at least one target play object configured to produce one or more sound, vibration or lighting effects, said at least one target play object comprising:
a second RF transceiver configured to exchange omnidirectional wireless communications with said first RF transceiver;
a second IR transmitter or receiver configured to exchange line-of-sight wireless communications with said first IR transmitter or receiver; and
an effects controller configured to actuate or control said one or more sound, vibration or lighting effects based on one or more wireless communications exchanged with said portable gaming toy; and
game software comprising program instructions configured to be executed by said microprocessor to: (i) carry out a live-action interactive game wherein game participants are challenged to achieve successively more challenging goals to thereby earn additional in-game powers or abilities, and (ii) store said additional in-game powers or abilities in said non-volatile programmable memory.
36 . The gaming toy and system of claim 35 , wherein said portable gaming toy comprises a toy wand, a doll, a stuffed toy or an action figure.
37 . The gaming toy and system of claim 35 , wherein said first IR transmitter or receiver comprises an IR transmitter configured to transmit a directional IR actuation signal and wherein said second IR transmitter or receiver comprises an IR receiver configured to receive said directional IR actuation signal.
38 . The gaming toy and system of claim 35 , wherein said at least one target play object comprises a pop-up target.
39 . The gaming toy and system of claim 35 , wherein said first and second RF transceivers are configured to exchange omnidirectional wireless communications over a communication range greater than 10 feet and less than 100 feet.
40 . The gaming toy and system of claim 39 , wherein said first and second IR transmitters or receivers are configured to exchange line-of-sight wireless communications over a communication range less than 40 feet.Cited by (0)
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