U.S. patent application number 13/647505 was filed with the patent office on 2013-04-11 for interactive scenario game and teaching tool.
The applicant listed for this patent is Mark Bettner. Invention is credited to Mark Bettner.
Application Number | 20130087973 13/647505 |
Document ID | / |
Family ID | 48041579 |
Filed Date | 2013-04-11 |
United States Patent
Application |
20130087973 |
Kind Code |
A1 |
Bettner; Mark |
April 11, 2013 |
Interactive Scenario Game and Teaching Tool
Abstract
Disclosed is an educational tool that teaches self-control and
anger management skills during an argument. The game comprises at
least two players, at least one deck of cards and a lip cover for
each player involved in the game. A card is drawn between two
players, wherein the card includes a scenario in which a
confrontation may ensue or one that may draw an emotional response
during discussion. The two players act out the scenario and discuss
a resolution, while all other players monitor the discussion. If
one of the other players believes the conversation is becoming too
emotional or out of control, that player may initiate the lip
covers for all players, allowing time for each player to think
without speaking to regain self-control. This game may be used as a
confrontation or human resources teaching tool, or a therapy tool
for families to discuss topics while learning self-control.
Inventors: |
Bettner; Mark; (Aston,
PA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Bettner; Mark |
Aston |
PA |
US |
|
|
Family ID: |
48041579 |
Appl. No.: |
13/647505 |
Filed: |
October 9, 2012 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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61545843 |
Oct 11, 2011 |
|
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Current U.S.
Class: |
273/292 |
Current CPC
Class: |
A63F 3/0478 20130101;
A63F 2003/0489 20130101; A63F 2001/0441 20130101; A63F 1/04
20130101 |
Class at
Publication: |
273/292 |
International
Class: |
A63F 1/00 20060101
A63F001/00 |
Claims
1) An interactive scenario game, comprising: a set of cards having
scenarios thereon, said scenarios comprising a confrontation,
negotiation or conflict between two or more parties; at least two
players to act out a scenario from a drawn card; a lip cover for
each player, said lip cover having a lip connection means for
preventing said players from speaking when applied over a period of
time for thought gathering and emotional control.
2) The device of claim 1, wherein said scenario cards further
comprise an acceptable resolution thereon for allowing said parties
to end said scenario and judge each other's actions.
3) The device of claim 2, wherein said judging further comprises a
scoring system based on each player's actions, communication and
scenario outcome.
4) The device of claim 1, wherein said players initiate said clip
cover when said players acting out said scenario are deemed
emotionally out of control or off topic.
5) The device of claim 1, wherein said scenario cards comprise an
overall topic targeted to a specific audience, industry or topic
set.
6) The device of claim 1, wherein said scenario cards comprise open
space for said players to define a scenario of their own.
7) The device of claim 1, wherein said lip covers comprises a
frontal lip adornment and a mouth attachment means behind said lip
adornment.
8) The device of claim 7, wherein said lip adornment further
comprises the shape of lips or caricature thereof for comic relief
when applied.
9) A method of teaching emotional control and effective
communication during conflicts through an interactive scenario
game, comprising the steps of: providing a set of cards having a
scenario that includes a confrontation, negotiation or conflict
between two or more parties thereon; acting out said scenario
between at least two players; utilizing a lip cover that prevents
said players from speaking for regulating emotional outbursts
during said scenario for thought gathering and emotional control
purposes.
10) The method of claim 9, further comprising the steps of: acting
out said scenario until an acceptable resolution is found between
said parties, said cards having an acceptable resolution
thereon.
11) The method of claim 9, further comprising the steps of: judging
said players and scoring a resolution between said players based on
each player's actions, communication and scenario outcome.
12) The method of claim 9, further comprising the steps of:
initiating said clip cover when said players acting out said
scenario are deemed emotionally out of control or off topic.
13) The method of claim 9, further comprising the steps of:
targeting said scenario cards based on an overall topic targeted to
a specific audience, industry or topic set.
14) The method of claim 9, further comprising the steps of:
providing blank cards for said players to define a scenario of
their own.
15) The method of claim 9, further comprising the steps of:
providing said lip covers having a frontal lip adornment providing
comic relief to said players once applied and a mouth attachment
means behind said lip adornment.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application claims the benefit of U.S. Provisional
Application No. 61/545,843 filed on Oct. 11, 2011, entitled "Lip
Clip." The patent application identified above is incorporated here
by reference in its entirety to provide continuity of
disclosure.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to an anger management tool
and role playing game that teaches self control during
confrontations for the purposes of reaching a conclusion that does
not result in damage or further animosity between the parties
involved. More specifically, the present invention pertains to a
role playing game having a set of scenarios that are acted out and
a means for preventing outbursts or further vocalization of
thoughts, providing for thought gathering and emotional control
during an argument, wherein the game is useful for human resources
purposes, confrontation management and improving one's personnel or
social management skills.
[0004] Passionate and heated conversations can quickly develop
between two or more parties with differing views, values and
philosophical ideals. Staunch advocacy for a particular opinion or
thought is a healthy and very useful in many scenarios, however
discussions involving heavily entrenched or opinionated parties can
quickly transcend from a discussion and into a personal or overly
emotional confrontation if the parties involved do not control
their emotions and manage their communication appropriately.
Typically, this devolving into argumentative and personal
confrontation can lead to a standoff or stall-mate between parties,
with an outcome that is probably not desirable for either party
involved. One or both sides of the argument may draw a "line in the
sand" that neither is willing to back down from or relinquish, or
further one of the parties may have offended the other and caused
detriment to the entire discussion process.
[0005] Severely emotional and personal arguments can to escalate to
the point of damaging one's feelings. In the case of extreme
arguments, relationships can become strained and some may dissolve
entirely as a result. Most people are generally not accustomed to
rationally working through an argument or confrontation, and resort
to personal attacks or emotional outbursts that accomplish only
hurtful or damaging results. In order to achieve a beneficial
outcome, it is generally accepted that removal of one's emotions or
control thereover is paramount to reaching a successful conclusion
to a confrontation without lasting damage to the underlying
relationship. However, in the heat of an argument and while
pressured by outside influences, it can be difficult to remain calm
and find this beneficial conclusion. Resorting to hurtful language
or outbursts is an easy way to vent frustration and to limit
conversation to one party or another. This is common in many types
of confrontations, some examples including those in the workplace
between colleagues, between family members or friends, or even
during a negotiation between differing parties.
[0006] The present invention pertains to an educational and player
interactive game that presents several scenarios in which two
parties must act out the elements of the scenario and reach a
conclusion therefor. It is desired to provide this game as a means
of improving one's social interaction and communication skills,
while also providing a teaching tool for educational institutions,
commercial human resource departments and for use in the home
within a family. The game provides a plurality of situations that
may be tailored to a particular setting or industry, while the game
is acted out with the purpose of reaching a rational conclusion and
without emotional outbursts. A set of lip covers are provided that
allow the parties to be silenced if the conversation becomes too
heated or overly emotional, teaching the users impulse control,
thought development and listening skills in the process. The
invention further allows individuals to learn how to broach certain
sensitive subjects or maneuver through difficult scenarios
involving friends, family, co-workers or adversarial opponents.
[0007] 2. Description of the Prior Art
[0008] Devices have been disclosed in the prior art that relate to
situational game board devices. These include devices that have
been patented and published in patent application publications, and
generally relate to educational tools for young children or
situational discussion games. The forgoing is a list of devices
deemed most relevant to the present disclosure, which are herein
described for the purposes of highlighting and differentiating the
unique aspects of the present invention, and further highlighting
the drawbacks existing in the prior art.
[0009] Specifically, U.S. Pat. No. 7,073,792 to Esposito discloses
a method of playing a game that requires players to interactively
communicate and provide an analysis of a hypothetical situation.
Based on the analysis of the situation, the players not generating
the analysis score the reasoning of the analysis and assign a score
base on the evaluation. A game board is provided having a start and
finish point defined by a path having categories defined thereon.
When a player lands on a specific portion of the path, a defined
category of scenarios is drawn from a deck of cards associated with
that category for analysis. The analysis must be based on
predetermined principles relating to the scenario, whereby scores
may be given to the analysis based on the actions taken based on
the situation and the underlying principles. The Esposito game,
while providing a game that includes interactive communication and
analysis of scenario, is not provided to improve confrontation
management skills or emotional control during a disagreement. The
present invention is designed as a tool to allow one to collect
their thoughts and learn to control emotions during a heated
conversation, teaching control and improved negotiating skills.
[0010] Another device is U.S. Pat. No. 5,435,565 to Benaderet,
which discloses a board game related to stress, wherein a game
board is provided with game pieces, a rolling die and a plurality
of situation cards having categories of stressful and cheerful
situations describing an action required of the player.
Certificates representing the number of years in a player's life
are provided, with stressful cards removing years and anti-stress
cards adding years thereto. The players navigate through the board
from the starting point to the ending point, which is designed to
be a stress-free end of journey mark at the center of the board,
wherein the players encounter stressful or cheerful situations
along the way. Similar to the Esposito game, the Benaderet game is
one that does not teach improved negotiating or confrontational
skills, but rather is a whimsical game related to stress and a
journey through life, wherein stress and cheer is accumulated
during the journey.
[0011] U.S. Pat. No. 6,120,028 to Boyer discloses an interactive
game that provides critical thinking, character and value
development. A playing surface and deck of playing cards is
provided having value categories of play. Game pieces are provided
for advancing through the playing surface, wherein the playing
cards are drawn for a participant to discuss or analyze for a
predetermined length of time the topic provided on the card. The
player is allowed to provide an answer or solution to the problem
presented, allowing the player to develop critical thinking skills
and situational thinking. The present invention is related to more
aggressive confrontations that require players to select their
words carefully, while other players are permitted to silence on
participant in a conversation for internalizing their emotions and
forming more constructive arguments. The Boyer device is one that
is directed to critical thinking and value development amongst
players.
[0012] U.S. Pat. No. 3,815,919 to Cain discloses a game for
elementary school children, wherein a board is provided with a
defined pathway divided into a plurality of segments, along with a
deck of cards to be drawn having a problem situation and a
plurality of selectable alternative solutions therefor. The game is
designed to teach values to younger players, including selecting
the most appropriate responses to difficult or troubling scenarios.
The selectable responses are split into categories of good, neutral
and bad, whereby the player is able to advance, remain stationary
or move backward on the game board based on their response,
respectively. The scenarios are designed to be fitting for those
that a younger person may encounter, including social situations
calling on values from the individual to choose the correct path or
response. Similar to the aforementioned devices and games, the Cain
device is one that is devoted to instilling and teaching values,
rather than teaching one to appropriately communicate and persuade
without great emotional outbursts, as is taught through the present
invention.
[0013] Finally, U.S. Pat. No. 5,860,652 to Ruff discloses a board
game that is adapted for use by parents and children together as a
learning tool for the children, wherein game pieces are advanced
along the board using a rolling die and question cards that are
drawn based on the game piece position. The questions include
educational queries that age appropriate to the child, wherein
general knowledge is tested for a specific age set, including
shapes, colors and other educational questions. The cards can be
provided in blank form to allow new questions to be written
thereon, updating the game play and updating the sophistication
level of the game over time and as the child ages. The Ruff device,
while providing a question and answer educational game having a
game board, does not disclose emotional control and confrontation
management development using a game board as a means to educate
users. The Ruff device includes a board and questions on game
cards, but is directed to child education.
[0014] The present invention provides an educational tool for the
purpose of teaching impulse control, confrontation management and
emotional outburst restraint during an argument, confrontation or
negotiation. It is desired that the game be utilized commercially
and in the home for teaching users to deal with difficult
scenarios, which can otherwise result in relationship damage or
hinder professional advancement. It is submitted that the present
invention substantially diverges in design elements from the prior
art, and consequently it is clear that there is a need in the art
for an improvement to existing confrontation and emotion control
teaching tools. In this regard the instant invention substantially
fulfills these needs.
SUMMARY OF THE INVENTION
[0015] In view of the foregoing disadvantages inherent in the known
types of confrontation teaching tool now present in the prior art,
the present invention provides a new interactive scenario game
wherein the same can be utilized for providing convenience for the
user when learning impulse and emotional control during arguments,
discussion or confrontations.
[0016] It is therefore an object of the present invention to
provide a new and improved interactive scenario game device that
has all of the advantages of the prior art and none of the
disadvantages.
[0017] It is another object of the present invention to provide an
interactive scenario game that includes a deck of cards that
describe different scenarios that must be acted out by two or more
players, the scenarios describing conflicts, confrontations,
opposing positions, negotiations or other similar situation in
which two or more parties are opposed to one another and must
actively communicate to find resolution.
[0018] Another object of the present invention is to provide an
interactive scenario game that teaches emotional control,
appropriate communication and pragmatic approaches to
conflicts.
[0019] Another object of the present invention is to provide an
interactive scenario game that can be utilized by families, in
business and work settings, for teaching negotiation skills and
other situations in which confrontation management and
communication skills are required.
[0020] Yet another object of the present invention is to provide an
interactive scenario game that includes a plurality of lip covers
that can be clipped or otherwise attached to each player's lips in
order to silence the player, providing a momentary break in the
role playing to allow though gathering before proceeding.
[0021] Other objects, features and advantages of the present
invention will become apparent from the following detailed
description taken in conjunction with the accompanying
drawings.
BRIEF DESCRIPTIONS OF THE DRAWINGS
[0022] Although the characteristic features of this invention will
be particularly pointed out in the claims, the invention itself and
manner in which it may be made and used may be better understood
after a review of the following description, taken in connection
with the accompanying drawings wherein like numeral annotations are
provided throughout.
[0023] FIG. 1 shows a view of the present interactive scenario game
being played by four players.
[0024] FIG. 2 illustrates the scenario cards drawn during game play
to determine the type of situation in which two or more players
must act out.
[0025] FIG. 3 shows a perspective view of an embodiment of the lip
cover of the present interactive scenario game.
DETAILED DESCRIPTION OF THE INVENTION
[0026] Reference is made herein to the attached drawings. Like
reference numerals are used throughout the drawings to depict like
or similar elements of the interactive scenario game. For the
purposes of presenting a brief and clear description of the present
invention, the preferred embodiment will be discussed as used for
teaching confrontation management and communication skills. The
figures are intended for representative purposes only and should
not be considered to be limiting in any respect.
[0027] Referring now to FIG. 1, there is shown a pictorial view of
the present interactive scenario game of the present invention in
use by several players, wherein at least one deck of cards 11 is
provided, along with a lip cover 12 for each player and at least
two players 13 are present to interact with one another and act out
a series of scenarios that are written on the cards. The game is
one in which a card 11 is drawn from a first deck of cards and read
aloud. The card includes a scenario that must be acted out between
two players, with each player taking a side in the scenario. The
scenarios are designed to include contentious topics, common
confrontational situations, misunderstanding between parties,
negotiations or similar situations in which tension is elevated and
increased self control and awareness is required to calmly execute
the scenario without outbursts or escalating the conversation to
one that does not readily allows itself to be easily remedied. If,
during the course of the acted out scenario, the two parties begin
to escalate their discussion beyond normal discourse, one of the
players may pause the conversation by initiating a lip cover 12
over all players involved. This is done by announcing "Lip Clip" or
similar catch phrase, wherein a mouth cover is placed over the
players' mouths to restrict their speaking.
[0028] During this period of silence, players are able to regain
their thoughts, strategies and think from a different perspective
than that of a few minutes past, wherein the parties were not
achieving constructive interactions or conversations. The game
cards 11 may include a resolution point or a particular solution
that is acceptable, or provide a goal for which the parties are to
meet or agree on. This goal may be hidden from the players 13
involved, such that their interaction has meaning toward what they
think is right and what the adequate solution may be. The
situations and conclusions may include a dispute between parents
and children, wherein the resolution is meaningful, constructive
and caring guidance given by the parent and respectful, obedient
and mature responses from the child player. Once a resolution is
found, the next card may be drawn between the next two players
involved. These scenarios may serve as a pure learning and
values-instilling exercise, or further a scoring system or game
board may be included for further group enjoyment and for providing
a motivation for continued success in the game.
[0029] Referring now to FIG. 2, there is shown a view illustrating
the deck of cards 11 and a player drawing 13 a card containing an
example scenario in which at least two players must act out the
situation and find a common resolution while showing restraint and
proper communication skills. As an example scenario, the card may
read of the situation in which a son comes home late with the
family car and his father is at the door to meet him. One player
can act as the son, while the other player acts as the dad. These
players then play out the scenario, with the goal of the father to
be to reprimand the son and change his behavior to prevent his
continual tardiness with regard to curfew. On the other hand, the
son may have a goal to extend his privileges or to talk to the
father about a particular subject. The two parties having differing
viewpoints and goals provides an adversarial situation in which
mutual ground must be found or a resolution must be agreed upon.
During the conversation, each party must show self control over his
emotions and communicate appropriately. As they begin their
dialogue, they are the only players allowed to speak and converse;
however if anyone feels that one of the players is getting angry or
out of control, that player can initiate the lip covers for
everyone to put on their mouth guard-like device that clips or
otherwise attaches to their mouths for a 30 to 60 second time
interval, giving the role players a chance to think before they
speak in anger and prevent them from saying something hurtful that
they may regret. The goal is to provide a discussion and
confrontation tool that allows users to think before they speak and
also restrain themselves from outbursts of emotion or hurtful
language that is not helpful to the given situation. The scenarios
on the cards 11 may be directed to a specific set of topics that
are targeted to a specific audience (for instance: domestic
arguments, conflicts within the workplace, common negotiations for
a given industry, etc.), or further a set of blank cards may also
be provided to allow the user's to tailor the game to their needs
or desired situations.
[0030] Referring now to FIG. 3, there is shown perspective view of
the scenario game lip cover 12 of the present invention. The lip
cover is a device that is adapted to cover a user's mouth region to
prevent the player from speaking, while also providing an outward
decorative appearance that is comical or entertaining, interjecting
comic relief into an otherwise tense situation or game scenario
between players. The covers themselves comprise an outward lip
adornment 14 in the shape of lips or a caricature thereof,
including different styles, sizes and accessories such as mustaches
and other adornments. The backside of the lip cover adornment is a
lip attachment means 15, which comprises a means to attach the lip
cover to the user's face or lips without requiring the user to hold
the device in place. Preferably, this attachment means comprises a
pair of clips that gently pinch the user's exterior lips, closing
the user's mouth and supporting the outward lip adornment 14 in a
stable position on the user's face. The lip clips can be offered in
several different designs, include pink puckered lips, big red
lips, mustached lips, accentuated front teeth, and so on. The goal
is to prevent players from speaking while offering a comical or
humorous means of accomplishing this task.
[0031] Passionate and heated discussions can easily become
arguments if an individual feels that the other person in the
discussion is being disrespectful. This can cause the argument to
escalate to the point of hurting people's feelings. In the case of
extreme arguments, relationships can become strained and can cause
some relationships to dissolve entirely. Generally, people know
that they need to practice self-control and respect toward others,
but this can be difficult in the heat of the moment and during
intense confrontation involving entrenched parties. The present
invention provides a teaching tool and game that teaches people how
to respect others during certain scenarios in which involve
conflict and where individuals become easily argumentative. The
game is one in which players draw scenario cards and act out the
scenarios printed thereon. The goal of the game can be to
respectfully work out the situation through positive dialogue. If
this isn't being achieved, then players can put on their lip
covers, which can prevent them from speaking, such that they can
gather their thoughts and think before they speak. The game may be
a purely educational or value teaching exercise in the workplace, a
therapy tool or further an enjoyable family game. Scoring may be
provided through a set of acceptable resolutions or subjective
scoring, and further a game board or score sheet may be included as
desired in conjunction with the steps of acting out scenarios
between individuals with the ability to silence all parties during
heated debates. It is desired that the present invention be
provided for all ages and for various situations, including
domestic, workplace and in educational environments.
[0032] As an extension from the game and after learning its
principles, the lip covers can be placed in the meeting areas
(kitchens or meeting rooms, for example), and then everyone
involved in a situation or discussion can work together to find an
agreeable solution to a given problem. In a domestic setting, for
example, a father cannot say blindly assert his authority without
input from others and without careful consideration of his
decisions. Therefore, as possible volatile situations occur in
daily life and anger rises, anyone can say to another co-worker or
family member "Lip Clip" or similar catch phrase for initiating the
lip covers, and the group can quiet and either put on their lip
cover for a short interval, or further cease to speak out as if the
cover was installed. This avoids hurtful words or even physical
violence, and provides a healthy means for monitoring everyone's
communication. The game provides a teaching tool and an extension
to control interactions and prevent harmful language or
actions.
[0033] It is submitted that the instant invention has been shown
and described in what is considered to be the most practical and
preferred embodiments. It is recognized, however, that departures
may be made within the scope of the invention and that obvious
modifications will occur to a person skilled in the art. With
respect to the above description then, it is to be realized that
the optimum dimensional relationships for the parts of the
invention, to include variations in size, materials, shape, form,
function and manner of operation, assembly and use, are deemed
readily apparent and obvious to one skilled in the art, and all
equivalent relationships to those illustrated in the drawings and
described in the specification are intended to be encompassed by
the present invention.
[0034] Therefore, the foregoing is considered as illustrative only
of the principles of the invention. Further, since numerous
modifications and changes will readily occur to those skilled in
the art, it is not desired to limit the invention to the exact
construction and operation shown and described, and accordingly,
all suitable modifications and equivalents may be resorted to,
falling within the scope of the invention.
* * * * *