| CPC A47C 7/744 (2013.01) [A43B 3/34 (2022.01); A43B 3/36 (2022.01); A43B 21/45 (2013.01); A47C 1/00 (2013.01); A47C 3/12 (2013.01); A47C 7/503 (2013.01); A47C 7/72 (2013.01); A47C 7/723 (2018.08); A47C 7/727 (2018.08); A47C 7/74 (2013.01); A47C 7/748 (2013.01); A61B 5/01 (2013.01); A61B 5/024 (2013.01); A61B 5/0533 (2013.01); A61B 5/0816 (2013.01); A61B 5/4836 (2013.01); A61B 5/4875 (2013.01); A61B 5/6823 (2013.01); A61B 5/6828 (2013.01); A61B 5/6891 (2013.01); A61B 5/742 (2013.01); A63F 13/212 (2014.09); A63F 13/217 (2014.09); A63F 13/23 (2014.09); A63F 13/40 (2014.09); B60N 2/002 (2013.01); A61B 5/0205 (2013.01); A61B 5/1172 (2013.01); A61B 5/1176 (2013.01); A61B 2503/10 (2013.01)] | 13 Claims |

|
1. A video game system comprising:
an input controller;
a display;
a biometric sensor configured to sense at least one of a heart rate or a respiration rate of a user;
a processor configured to:
receive input from the input controller;
receive physiological data from the biometric sensor;
control the display to present a game environment;
alter at least one aspect of the game based on the physiological data, wherein:
an increase in the sensed heart rate or the sensed respiration rate is operative to cause at least one of:
a decrease in focus of the display;
a decrease in an amount of peripheral vision displayed via the display; or
an increase in an amount of jitter in the controller.
|