U.S. patent application number 09/102962 was filed with the patent office on 2001-11-15 for system and method for interactively simulating and discouraging drug use.
This patent application is currently assigned to legarda. Invention is credited to LEGARDA, JUAN.
Application Number | 20010041329 09/102962 |
Document ID | / |
Family ID | 26728496 |
Filed Date | 2001-11-15 |
United States Patent
Application |
20010041329 |
Kind Code |
A1 |
LEGARDA, JUAN |
November 15, 2001 |
SYSTEM AND METHOD FOR INTERACTIVELY SIMULATING AND DISCOURAGING
DRUG USE
Abstract
A system and method is disclosed for interactively simulating
and discouraging drug taking behavior, in which a simulated
ingestion of drugs provides an initial enhanced sensation of
movement and sound, and apparent enhanced player performance. After
a determined time, the effect wears off, the player must take time
to obtain and take another dose. The scenario is repeated, but with
each repetition, tolerance to the drug grows, the "highs" are
shorter, and a growing percentage of the player's time must be
devoted to obtaining and taking the drugs. A series of repetitions
turns initial elation into frustration and strongly discourages
drug use. The invention is illustrated by an implementation in the
form of a modified multimedia motorcycle racing game.
Inventors: |
LEGARDA, JUAN; (MADRID,
ES) |
Correspondence
Address: |
RONALD ABRAMSON
HUGHES HUBBARD AND REED
ONE BATTERY PARK PLAZA
NEW YORK
NY
100041482
|
Assignee: |
legarda
|
Family ID: |
26728496 |
Appl. No.: |
09/102962 |
Filed: |
June 23, 1998 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60050654 |
Jun 24, 1997 |
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Current U.S.
Class: |
434/236 |
Current CPC
Class: |
A63F 2300/308 20130101;
A63F 13/5375 20140902; A63F 2300/64 20130101; A63F 13/57 20140902;
G09B 19/00 20130101; A63F 13/803 20140902; A63F 2300/65 20130101;
A63F 13/58 20140902; A63F 2300/8017 20130101 |
Class at
Publication: |
434/236 |
International
Class: |
G09B 019/00 |
Claims
I claim:
1. A system for interactively simulating and discouraging drug
taking behavior, comprising: means for executing an interactive
game program; said program further comprising, a base range of
performance parameters for the game, including parameters such as
speed, aggressiveness, responsiveness to user inputs, sound volume
and tempo, and the like; means responsive to the user's input, for
causing the system to simulate ingestion of a dose of drugs and a
resulting drug-induced state by enhancing one or more of said
performance parameters above said base range; timing means for
determining, in accordance with a timing value, when to terminate
said drug-induced state simulation; means responsive to said timing
means for simulating the wearing off of said drug induced state by
reducing one or more of said performance parameters to or below
said base range; and means further responsive to said timing means
for re-presenting to said user said simulated choice to take a
further dose of drugs, and continuing said program in a manner
responsive to said choice.
2. The system of claim 1, wherein if and when the user should
exercise the re-presented choice to take a further dose of drugs,
said timing value is decreased.
3. The system of claim 1, wherein exercising the re-presented
choice to take a further dose of drugs takes time in the program,
during which the user cannot participate, and further during which
other program events that decrease the user's relative performance
are allowed to continue.
4. The system of claim 1, wherein the choice to take a further dose
of drugs requires the user either to answer affirmatively or quit
the program, and any delay resulting in making this decision
detracts from the user's performance in the program.
5. The system of claim 1, wherein the user has a character in the
game.
6. The system of claim 1, wherein the game is a multiplayer
game.
7. The system of claim 1, wherein input means are provided for the
user to specify the size of each dose of drugs.
8. The system of claim 7, wherein means are provided for
determining whether a given dose of drugs is an overdose.
9. The system of claim 1, wherein the size of each drug dose is
subjected to randomization.
10. The system of claim 1, wherein the option is provided to take a
plurality of dosages, with dosage1 effects that vary with the size
of the dosage taken.
11. The system of claim 1, wherein simulated physiological
feedbacks, such as the heart rate, are provided.
12. The system of claim 1, wherein an input is provided to specify
the personality of the player, which influences the course of
gameplay provided.
13. The system of claim 1, wherein gameplay is altered depending on
one or more inputs from the following group: type of game or
action, personality of the player, and dosage of drug taken.
14. A method for interactively simulating and discouraging drug
taking behavior, comprising: executing an interactive game program;
within said program, setting a base range of performance parameters
for the game, including parameters such as speed, aggressiveness,
responsiveness to user inputs, sound volume and tempo, and the
like; responding to the user's input, so as to cause the system to
simulate ingestion of a dose of drugs and to simulate a
drug-induced state by enhancing one or more of said performance
parameters above said base range; determining, in accordance with a
timing value entered into a timing means, when to terminate said
drug-induced state simulation; simulating, in response to the
reading of said timing means, the wearing off of said drug induced
state by reducing one or more of said performance parameters to or
below said base range; and in further response to said timing
reading, re-presenting to said user, said simulated choice to take
a further dose of drugs, and continuing said program in a manner
responsive to said choice.
15. The method of claim 14, wherein if and when the user should
exercise the re-presented choice to take a further dose of drugs,
said timing value is decreased.
16. The method of claim 14, wherein exercising the re-presented
choice to take a further dose of drugs takes time in the program,
during which the user cannot participate, and further during which
other program events that decrease the user's relative performance
are allowed to continue.
17. The method of claim 14, wherein the choice to take a further
dose of drugs requires the user either to answer affirmatively or
quit the program, and any delay resulting in making this decision
detracts from the user's performance in the program.
18. The method of claim 14, wherein the user has a character in the
game.
19. The method of claim 14, wherein the game is a multiplayer
game.
20. The method of claim 14, wherein input means are provided for
the user to specify the size of each dose of drugs.
21. The method of claim 20 wherein means are provided for
determining whether a given dose of drugs is an overdose.
22. The method of claim 14, wherein the size of each drug dose is
subjected to randomization.
23. The method of claim 14, wherein the option is provided to take
a plurality of dosages, with dosages effects that vary with the
size of the dosage taken.
24. The method of claim 14, wherein simulated physiological
feedbacks, such as the heart rate, are provided.
25. The method of claim 14, wherein an input is provided to specify
the personality of the player, which influences the course of
gameplay provided.
26. The method of claim 14, wherein gameplay is altered depending
on one or more inputs from the following group: type of game or
action, personality of the player, and dosage of drug take.
27. A machine readable medium for storing a computer program, on
which there has been recorded a program for carrying out the method
of claim 14.
28. A machine readable medium for storing a computer program, on
which there has been recorded a program for carrying out the method
of claim 15.
29. A machine readable medium for storing a computer program, on
which there has been recorded a program for carrying out the method
of claim 16.
30. A machine readable medium for storing a computer program, on
which there has been recorded a program for carrying out the method
of claim 17.
31. A machine readable medium for storing a computer program, on
which there has been recorded a program for carrying out the method
of claim 18.
32. A machine readable medium for storing a computer program, on
which there has been recorded a program for carrying out the method
of claim 19.
33. A machine readable medium for storing a computer program, on
which there has been recorded a program for carrying out the method
of claim 20.
34. A machine readable medium for storing a computer program, on
which there has been recorded a program for carrying out the method
of claim 21.
35. A machine readable medium for storing a computer program, on
which there has been recorded a program for carrying out the method
of claim 22.
36. A machine readable medium for storing a computer program, on
which there has been recorded a program for carrying out the method
of claim 23.
37. A machine readable medium for storing a computer program, on
which there has been recorded a program for carrying out the method
of claim 24.
38. A machine readable medium for storing a computer program, on
which there has been recorded a program for carrying out the method
of claim 25.
39. A machine readable medium for storing a computer program, on
which there has been recorded a program for carrying out the method
of claim 26.
Description
FIELD OF INVENTION
[0001] This invention generally relates to the field of cognitive
modification, and more particularly to the utilization of
technological means for simulating the deleterious effects of drug
usage and thereby discouraging the use of drugs by youngsters.
BACKGROUND OF THE INVENTION
[0002] Use of addictive drugs by young people is a tremendous and
tragic problem worldwide. Current approaches to this problem
include international, military and police efforts to control the
production and interdict the flow of addictive drugs, as well as a
diverse array of programs involving education and role models that
are designed to deter youngsters from using drugs.
[0003] The present invention focuses on the "user side" of the
problem. However, rather than using conventional passive media such
as stories, books, or videos, the present invention seeks to employ
more active delivery methods in order to increase the power and
effectiveness of the anti-drug message.
[0004] It is well established that interactive video, arcade,
handheld and multimedia computer games capture the attention of
young people as do few other toys. It occurred to me that it might
be possible to use these particular interactive media, combined
with the information I have gathered professionally regarding the
patterns of drug use and addiction, to create for youngsters a
strong and lasting predisposition against ever getting involved
with drugs.
[0005] Drug taking is characterized by an initial "high," followed
by a depressed state as the drug wears off. Repeated ingestion
results in "tolerance," that is, less of a high for a given dose, a
shorter high, and ever deepening states of depression that follow.
Considerable anxiety and preoccupation surround the expensive
process of securing another dose. Increasing the dosage can
temporarily counteract the development of tolerance, but the
subsequent bouts of depression will typically deepen. Further, in
increasing the dosage (or dealing with drugs of unknown strength)
it is very easy to self-administer an overdose, which can readily
kill. With some drugs, there are strong withdrawal effects when an
established habit cannot be sustained. Obviously, drugs constitute
a "disaster area" for our youth, and a major ongoing threat to
society.
SUMMARY OF THE INVENTION
[0006] It is an object of the present invention to harness the most
powerful interactive media available in order to deliver a
compelling and lasting anti-drug message to young people.
[0007] Further objects of the invention include the following:
[0008] to provide a simulated experience of actually making a
decision whether or not to take a dose of drugs, and then to
demonstrate the effects of that decision.
[0009] to provide a system that may be used at any time of the day
or week and is not limited to certain physical or psychological
sessions.
[0010] to provide a versatile system that can be used alone; can be
used to provide "booster" sessions for renewed impact or to
reinforce other treatments; can be used to deter use by people who
have never used drugs; or can be used to treat people who have been
addicted.
[0011] to provide specific implementations of the invention in a
variety of embodiments, so as to have the option of obtaining
reinforcement either by readministering the original embodiment, or
by administering different embodiments, over a period of time.
[0012] to provide different and alternative implementations that
target different drugs.
[0013] to encourage situations wherein a subject who has used the
invention and its simulated option to take drugs, will suggest to
another subject not to use the simulated drug option.
[0014] The objects of the invention are achieved through multimedia
electronic games that may be adapted to run in a variety of forms
on any of a number of state-of-the-art gaming platforms. In such a
game, a simulated ingestion of drugs provides an initial enhanced
sensation of movement and sound, and apparent enhanced player
performance. After a determined time, the effect wears off, the
player has to attend to the preoccupations of taking another dose.
The scenario is repeated, but with each repetition tolerance to the
drug grows, the "highs" are shorter lived, and a growing percentage
of the player's time must be devoted to obtaining and taking the
drugs. After a series of repetitions it becomes clear that rather
than enhancing the player's ability to play the game, the drug
taking has become a serious limitation that completely frustrates
any concerted effort to play the game competitively.
[0015] As shown in the description that follows, and in the
accompanying drawings, the invention has been implemented in the
form of a motorcycle racing game on a "multimedia PC" platform.
However, as further explained in such description, the principles
of the invention could equally well be implemented in any of a
variety of electronic games that pit the user's skill against the
computer, or indeed against other users, and on any of a variety of
gaming platforms.
BRIEF DESCRIPTION OF THE DRAWINGS
[0016] FIG. 1 is a flow chart showing the overall operation of the
invention.
[0017] FIG. 2 depicts a typical multimedia computer gaming system,
shown playing the conventional version of the present game.
[0018] FIG. 3 is a screen shot showing the opening option to play a
conventional game, or to play the game with cocaine.
[0019] FIGS. 4-8 are screen shots showing game play with the
conventional motorcycle racing game.
[0020] FIGS. 9-13 are screen shots showing game play with the
motorcycle racing game modified in accordance with the present
invention.
[0021] FIG. 14 is a flow chart showing the operation of the
substitute and additional routines incorporated into the modified
motorcycle racing game in order to implement the present
invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
[0022] Typical Operation of the Invention
[0023] FIG. 1 is a flow chart showing the typical mode of operation
of the invention in the context of an interactive electronic game.
It is important to recognize that the principles of the invention,
as illustrated in FIG. 1, could be implemented in an unlimited
number of completely different interactive game programs, and
furthermore, that such principles are not specific to any
particular additive drug. Indeed, the flowchart in FIG. 1 itself
represents a specific embodiment in which certain design decisions
not dictated by the principles of the invention have been made, as
a matter of arbitrary choice or for ease of illustration. FIG. 1,
therefore, should not be understood as defining the limits of the
invention.
[0024] In FIG. 1, the program begins in a "Start" state, 101.
General initialization 103 as appropriate for the type of game
involved then follows. Either following step 103 (as shown here for
clarity) or as part of step 103, certain performance parameters for
the game are set to default or base levels, 105.
[0025] The user is then presented with a choice 107 to take or not
to take a simulated dose of drugs. If the user chooses not to take
the drugs, conventional game play 109 follows.
[0026] If the user opts to take the drugs, a further series of
initialization steps (111 to 117) follows. An initial drug level is
set, 111. A timer is started, 113. The selected performance
parameters are "enhanced"--that is, increased or decreased in order
to give the user apparently superior performance characteristics,
or to give inferior characteristics to game opponents and/or
antagonists. Background effects (music, etc.) are started, 117 (a
normal initialization step which has been delayed).
[0027] The game then enters an event loop, shown here as an event
polling step 115.
[0028] On each "timer tick" 121 the drug level is examined and
possibly reduced by a certain amount 123, and the performance
parameters are optionally adjusted 125 in accordance with the new
drug level. Default timer processing 127 handles the normal
processing that must occur on every timer tick in a game of the
type involved. (Other normal processing, such as processing of user
input control events, is assumed but not shown.)
[0029] The game may define "special events," such as collisions,
fight sequences, etc., which are to be handled, for example, more
benignly than normal, in order to augment the perception of
enhanced performance. Such special events are detected 129 and
processed as desired 131.
[0030] Finally, when the drug level has been sufficiently reduced
by repetitions of step 123, a "drugs worn off" condition arises,
which is detected in step 133. If step 133 detects that the drugs
have worn off, a cycle of steps 135-143 are performed before game
play is continued.
[0031] First, the player slows down and/or stops (shown here as a
sudden stop) 135; performance parameters, if still enhanced, are
disenhanced, and background events are suspended.
[0032] The user is then presented with a decision whether or not to
take another dose of drugs 137. In this example, the only way for
the user to proceed with the game is to take another dose. A "Yes"
response results in a full or partial restoration of the drug level
139, corresponding adjustment of parameters 141, resumption of
background effects 143, and resumption of play in the event loop
115.
[0033] The foregoing illustrates the characteristics of a typical
game that incorporates the principles of the invention. Variations
and extensions of the modes of operation shown will be obvious,
with respect to game implementation, to those skilled in the art of
electronic game implementation, and with respect to game design, to
those versed in the pharmacology of addictive drugs.
[0034] Operation of a Working Version of the Invention--A Modified
Motorcycle Racing Game
[0035] As previously stated, the invention as illustrated in FIG. 1
can be implemented in an unlimited number of interactive games,
with the mode of the interaction being based on a variety of
addictive substances. The example chosen by the inventor for
purposes of demonstration is based on a motorcycle racing game, and
is targeted at the drug cocaine.
[0036] This example has been implemented to the point of an
operable working prototype. It is a modification of an existing
popular multimedia motorcycle racing game, "Cyclemania" by Compro
Software Systems Ltd. of Israel. Copies of the unmodified game are
available through ordinary entertainment software distribution
channels. The modification provides an option at the start of the
game to play in either conventional mode, without drugs, or to play
in a different mode, with cocaine.
[0037] Cyclemania is a circa 1994 game, and the demonstration was
created on a limited budget. While it illustrates the principles of
the invention, and is the preferred embodiment at this time,
obviously much more could be done on the more powerful platforms
and software environments that exist as of the date of this patent
application. Such platforms include powerful dedicated arcade
machines, virtual reality consoles with head mounted displays, the
Nintendo 64, Sony Playstation and Sega Saturn videogame systems,
personal computers based on Intel or other CPU chips, as well as
networked computers running distributed interactive game
applications. The preferred embodiment runs on modest PC equipment.
A minimal setup requires a 486-66 or faster processor, 8 MB or more
of RAM, a SoundBlaster or other recognized sound card and a 2X or
better CD ROM drive. The details of the preferred embodiment in no
way limit the invention or the attached claims.
[0038] FIG. 2 illustrates a typical computer setup for playing
multimedia games of the "arcade/action" variety. It comprises a CPU
201, video monitor 250, high speed (2X or better) CD drive 210,
joystick 240, keyboard 230, stereo speakers 260, 265, and
optionally a mouse 220. The video monitor 250 is shown in FIG. 2
displaying a typical scene from a conventional (non-drug) playing
session with the Cyclemania game.
[0039] FIG. 3 is a "screen shot" (a printout of a captured
full-screen image from video monitor 250) of the first screen of
the modified Cyclemania game that appears after the opening credits
and initialization. The background display 310 is the same as in
the unmodified game. Overlayed on this display is a dialog box 320
that automatically appears which presents the keyboard selectable
choice 330, 340 to play a conventional game "without drugs," or to
play "with cocaine," using keyboard function keys "F1" or F2." The
figures also show the motorcycle instrument panel 350 (with analog,
metric speedometer 351, tachometer and gearshift indicator 352 and
gas gauge 353), overlayed position and lap indicators 311-314 and
timer 315, showing elapsed time in the game. Partially obscured by
the dialog box in this figure is a digital "miles per hour" speed
display 316 at top center (in addition to the analog, metric
speedometer 351). The player's start position is fixed as the third
of six riders.
[0040] A Walkthrough of a Conventional Play Session
[0041] FIG. 4 shows the start of a conventional game. As is typical
in games of this genre, the program designers have gone to great
lengths to provide for realism in vehicle physics and game play.
This particular game is notable for the realism of the scenery and
the accompanying 3D terrain generation, providing (without drugs) a
breathtaking simulated ride through actual roads in Israel.
[0042] The user must acquire considerable skill to turn in a
competitive performance in the conventional game. FIG. 4 shows that
at the start of the game an additional status panel 411 becomes
visible showing where the player 420 (initially pointed out by
arrow 421) stands in relation to the five other riders in the race.
One second into the game, as shown in timer 315, the player has
already fallen to last place, just trying to get the bike
moving.
[0043] The bike quickly accelerates to speeds, upwards of 150
m.p.h. However, turns must be carefully executed at this speed, or
the bike will wipe out with disastrous consequences. FIG. 5 shows
the immediate aftermath of such a wipeout (biker 511 and bike 512
flat on the ground!).
[0044] It is possible in the conventional game to start catching up
on the group. FIG. 6 shows the player 611 having advanced to third
place, attempting to overtake the second place bike 612. However, a
slight collision between two bikes flattens our player again, which
in the virtual world only results in sending him or her to last
place.
[0045] Trying once again to catch the others, the player, 711 in
FIG. 7, comes up on a "slow moving" Porsche.RTM. 712. Not
surprisingly, as shown in FIG. 8, not going around the slower
vehicle, results in a crash 811, again sending the player back to
last place. Despite such potential setbacks, with effort and
learning, the conventional game can be mastered and won.
[0046] Description of Game Play "With Cocaine"
[0047] The present invention is illustrated when the user,
presented with the innocent looking choice in FIG. 3, selects, via
the keyboard the simulated option 340 to take cocaine. The player's
computer character then says "Whoa what a rush!" and the modified
game begins.
[0048] FIG. 9 shows the start of the modified game. This scene is
similar to FIG. 4 of the conventional game, except that gauge 353
in FIG. 4 has been replaced in FIG. 9 by a head-shaped bar-graph
953. This bar graph serves as a form of "drug-o-meter" showing how
much drugs remain in the player's "head." The bar is rendered in
color, with red at the bottom and changing to amber in the middle,
and yellow at the top. When the "cocaine" option is selected at the
beginning of the modified game, and whenever the user "refills"
with the drug during the course of play, the bar graph moves from
empty to full in an animated sequence over approximately two
seconds, giving the visual effect of filling one's head with a
"snort" of cocaine. A hissing sound effect is provided for
accompaniment.
[0049] After this brief interlude, the game begins. The clock
begins to roll, but--unlike the conventional game--the other bikes
will not start moving until the player's bike is underway. The user
here gets off to a reasonable start in fourth place (tied for third
according to panel 911). Once all the bikes blast away, the player
weaves through all of them almost immediately and surges into first
place, winding the bike up to about 170 m.p.h. (FIG. 10).
[0050] The bike will not fall over in turns, leaps over overtaken
and oncoming traffic and obstacles (including opponent's bikes,
pedestrians, horses, etc.), and is essentially unstoppable.
However, as shown in the "head" indicator 1053, the drug inevitably
wears off. Clock 1015 in FIG. 10 shows the situation 23 seconds
into the game. The player surges along in first place for about
another five seconds, and then completely runs out of drugs at
about 30 seconds. This is evidently unbearable, for the player
slams on the brakes, decelerates from 170 to 0 m.p.h. in a handful
of seconds, and at about 35 seconds on clock 1115 comes to a full
stop at the side of the road as shown in FIG. 11. There is only one
thing on his or her mind: a dialog 1160 appears in the form of a
"thought bubble," saying "I want another dose!" As shown in panel
1111, the closest rider behind has already blasted by.
[0051] Getting another dose is not really an "option" in this
embodiment. It is a necessity. The player can't answer "no" to this
question. The only way out (short of flipping the power switch) is
to hit the escape key, thereby bringing up the option to quit,
resume, or start a new game. There is no way to continue the
modified game, once started, without continuing to take drugs.
[0052] Hitting the Return (Enter) key gets the player the needed
dose. By the time the player finishes snorting up, all of the other
bikes have zoomed by. The player, with some effort, can get back
into a reasonable position. But it starts to get harder with each
iteration, as the duration of the "high" from the dose of cocaine
gradually tails off over repeated doses from the initial duration
of 30 seconds on the game clock down to the 10 to 12 second
range.
[0053] FIG. 12 shows a situation 1:14 minutes into a game, after
one "refill." The player 1220 is closing in on the third-place
rider 1212. However, the indicator 1253 shows that the player has
just run out of drugs. Instead of overtaking rider 1212, player
1220 hits the brakes and comes to a screeching halt as shown in
FIG. 13, demanding "another dose." A mere seven seconds after FIG.
12, as shown by clock 1315, the player is back in last place. By
the time he/she refills, the player will be well back in last
place, facing ever diminishing effects from the given dose of
drugs.
[0054] The result is that, despite the seeming enhancement in
his/her performance, the player falls steadily behind, and it
becomes completely impossible, because of the recurring,
debilitating obsession with having to get another dose, ever to
catch up with the other racers.
[0055] How Does it Work?
[0056] Programming the modifications shown here involved overlaying
some simple graphics (the "head" bar graph") on the screens of the
existing game, continually outputting the "head" status from within
the game's "event loop", manipulating a number of control
variables, and providing a few substitute high-level program
routines.
[0057] In Cyclemania, as in the typical action/arcade game, a large
number of internal program variables are "exposed" at or near the
surface of the user interface. This is to enable programming with
relatively high level scripts, as well as to control game play
attributes for purposes of testing, debugging and review. A typical
situation in which similar variables are altered, albeit for
entirely different reasons, are to provide "cheat codes" and "God
modes" in these types of games (sometimes put in to help the
testers and then left in (but not publicized) for "fun" and future
development).
[0058] Cyclemania has a full complement of these exposed internal
variables. In combination with some very simple source code
modifications (the control sequences for the opening screen and "I
Want Another Dose" dialogs), these variables can be easily utilized
to accomplish the unique requirements of the invention.
[0059] FIG. 14 is a flow chart showing the operation of the
substitute and additional routines incorporated in the modified
Cyclemania game in order to implement the invention. Briefly, in
conventional Cyclemania there is a base range of performance
parameters including parameters such as player speed, opponent
speed, aggressiveness, responsiveness to user inputs, sound volume
and tempo, and the like. At the very beginning of the game, an
extension 1407-1419 to the program's initialization routine 1405
sets up the opening drugs/no drugs dialog, and operates the
animated "head" graphic and sets the timer for the first time. When
the user elects at the beginning of game play to take cocaine 1410,
the modified program simulates a drug induced state by enhancing
those parameters above their base range, reducing the speed of
opponents, setting the gas level to "full" and disabling the
decrementation of the variable indicating gas consumption
1412-1419. In addition, three substitute routines are provided (at
1460) to execute in lieu of the ordinary collision routine. First,
where the collision is with another rider, the substitute routine
1462, instead of causing a fall, causes the player's bike to scoot
around the other bike (without any user steering input, and even if
the evasive motion implies impossible G-forces). If the collision
is with any other type of on-road object, then, no mater how big or
high this object is, or how fast it is moving, or what direction it
is moving in, a second substitute routine 1464 is invoked to cause
the player's bike to jump over it (thereby defying gravity). (Thus,
the rider on cocaine can cruise at 170 m.p.h. down the wrong side
of the road straight into the radiator of an oncoming semi-trailer
truck and the program will lift the bike over the truck, allowing
our player to continue on his or her way at undiminished speed).
Where the collision is with the side of the road (or the scenery),
a third substitute routine 1466 simply tracks the bike along the
edge of the road at its current speed, without regard for user
input or G-forces.
[0060] The main action in the game is called from the event loop
1430, which begins upon the completion of initialization. The event
loop is a continuous loop which polls for defined events and
processes them until there occurs an event that forces termination
of the loop. The events to be processed include a number that are
processed in a conventional game, and in some cases these events
are processed in the same manner as in the conventional game.
Conventionally handled elements include default timer processing
1444 (based on "ticks" from the system clock); default input
processing 1452 (although with altered sensitivity and acceleration
parameters); graphics generation 1456, 1457 and rendering 1458
during "vertical retrace" of the video display 1455; reloading
terrain data from the CD 1470, 1471; and sound events 1475,
1477.
[0061] However, in the version of the game with drugs, "timer tick"
processing 1440, in addition to the normal default processing 1444,
also affects the drug level. After a dose of cocaine has been
given, the dose will reduce to zero over some determined (but
diminishing) amount of time, as a result of decrementing at step
1442 in response to a timer tick event 1440. The running out of
this timer triggers an "out of cocaine" event 1480. The occurrence
of this event does not affect the opposing riders (except that they
resume their normal speed) or stop the clock, but causes routines
to be executed to do the following:
[0062] 1. Decelerate the player's bike to a stop; set opponents
back to normal speed 1481-1484.
[0063] 2. Raise the "I want another dose" dialog and wait for as
long as required for an affirmative press of the "Enter" key or an
"Escape" 1485-1487.
[0064] 3. Fill the animated "head" bar graph graphic 1489-1492.
[0065] 4. Reset opponents to reduced speed 1493.
[0066] 5. Continue (letting the player restart his/her bike)
1494-1497.
[0067] Each time the player takes a dose of drugs, the initial
value (DLINIT) of the decrement counter that specifies the number
of system clock ticks until the current dose runs out, is reduced
by 25% until the duration of the cocaine high has been shortened to
its minimum of 10 seconds 1489-1491.
[0068] The routine that reduces the "head" bar display while the
player is riding is a substitute for the normal routine that
operates the gas gauge. The original gas routine is not used in the
modified version, and in any event, in the modified version, the
gas gauge display has been overlayed by the "head graphic." The
substitute routine works the same way as the normal gas gauge
report, except the "head" indicator is a pure function of time
determined completely by the initial setting of a decrement
variable and timer ticks 1440 in the program's event loop 1430.
[0069] Options for Further Refinement and Development
[0070] There are numerous options for potential variation or
embellishment over the present embodiment. For example, the ability
to increase or calibrate the dosage could be provided, providing a
temporary boost, further deepened depression, and the possibility
of sudden death through an overdose. Randomness could be
incorporated, affecting parameters such as the strength of a batch
of drugs (also with the possibility of overdose). A multiplayer
game could be provided, where players "on drugs" could compete
against others (and/or additional computer-controlled players)
playing conventionally.
[0071] Other games besides motorcycle racing games will be
utilized, as the objects of the invention are best achieved if a
variety of games are available. Other implementations could include
any genre of interactive game that pits the skill or dexterity of
the user against the computer and/or other players. Examples
include other forms of racing games, other "action" games such as
"shooter" games, fighting games, and sports games, among others, as
well as simulations, adventure and role playing games.
[0072] Any of such games could be implemented on any of the arcade,
virtual reality, videogame or computers systems discussed herein or
on any future game playing platforms.
[0073] In addition, other drugs could be modeled. In the context of
the present motorcycle racing game, possible examples include the
following:
[0074] Opiates (heroin): "With heroin (F2) or without drugs (F1)."
If F2 is selected a sound of aspiration is played indicating that
the racer is snorting or "chasing the dragon." The displayed head
that indicates drug level in the body gets full. All the players
start racing except the stoned one who says "Whoa, what a rush" (or
something of the kind), bends his head and does not move. When the
level of the head has decreased a fourth, then he is ready to run
in the same conditions of the cocaine option of the test trial:
jumping over other cars, not falling, etc. This cycle is repeated
as in the cocaine option. If F1 is selected a normal race takes
place.
[0075] Alcohol: "With alcohol (F2) or without drugs (F1)." If F2 is
selected, the screen gets blurred and the rest takes place in the
same manner as with the cocaine option. The only difference is that
with alcohol, crashes take place as in the normal option and he
takes a bit longer to recover from them.
[0076] In summary, after an initial representation of the
differential "behavioral and/or subjective" effects of drugs (i.e.,
cocaine=excitement, heroin=drowsiness, alcohol=blurred vision), the
well being and sense of power that these drugs offer are similar
("what a rush", speed, etc.). These and other different effects of
each drug could also be represented depending on the type of game
or action, the potential "personality" of the player, the dosage of
the drug taken or a combination of these variables. For instance,
in a game with two possible levels of cocaine intake, the larger
dose would "paralyze the player" and with the lower dose the player
would behave as we see in the present game. More complex
physiological sounds or effects can be added, so that the player
will have a deeper knowledge of the internal effects of the drug.
For instance, heart rate could also be displayed. In the case of
cocaine, heart rate would be higher at the beginning of the drug
intake and slowly decrease in parallel with the decrease of drug
level head marker, giving a more realistic effect to the experience
of playing "stoned."
[0077] While discussed above in the context of the example
motorcycle racing game, using similar techniques, those skilled in
the art could readily simulate the effects of different drugs in
the different modes or versions of any game constructed in
accordance with the principles of this invention.
[0078] It is apparent from the foregoing that a new system and
method have been developed which demonstrate the great power of
interactive game media to deliver a compelling anti-drug message to
youngsters. It is my hope that this invention will be successfully
used to keep kids from ever using drugs. While the presently
existing implementation has been described in greatest detail, it
will be apparent to those skilled in the art that up-to-the-minute
interactive games and media could be substituted, and the order of
play and interaction varied, without departing from the scope and
spirit of the invention, as defined in the following claims.
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