U.S. patent application number 14/645302 was filed with the patent office on 2015-09-17 for educational and information-based board game.
The applicant listed for this patent is Robin Merrill Algaze, Rob Volpe. Invention is credited to Robin Merrill Algaze, Rob Volpe.
Application Number | 20150258422 14/645302 |
Document ID | / |
Family ID | 54067883 |
Filed Date | 2015-09-17 |
United States Patent
Application |
20150258422 |
Kind Code |
A1 |
Volpe; Rob ; et al. |
September 17, 2015 |
EDUCATIONAL AND INFORMATION-BASED BOARD GAME
Abstract
A method and apparatus are described to promote understanding
and empathy. The apparatus may include a game board apparatus in
which multiple players engage and learn information about each
other.
Inventors: |
Volpe; Rob; (San Francisco,
CA) ; Algaze; Robin Merrill; (San Francisco,
CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Volpe; Rob
Algaze; Robin Merrill |
San Francisco
San Francisco |
CA
CA |
US
US |
|
|
Family ID: |
54067883 |
Appl. No.: |
14/645302 |
Filed: |
March 11, 2015 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61951319 |
Mar 11, 2014 |
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Current U.S.
Class: |
273/242 |
Current CPC
Class: |
A63F 9/18 20130101; A63F
3/00006 20130101; A63F 2003/00009 20130101; A63F 3/00697 20130101;
A63F 2001/0475 20130101; A63F 2003/00018 20130101 |
International
Class: |
A63F 3/00 20060101
A63F003/00; A63F 9/18 20060101 A63F009/18 |
Claims
1. A board game apparatus for a number of players, the game
designed to promote understanding and empathy among players, the
apparatus comprising: a board game having an infinite path, the
infinite path subdivided into a plurality of positions, individual
positions of the plurality of positions related to one of a
plurality of categories; at least two game pieces positionable and
movable on the game board; at least two category question sets,
each question set comprising an identifier corresponding to one of
the plurality of categories and a question about a player and
related to the one of the plurality of categories; and a random
number generator.
2. The board game apparatus of claim 1, wherein the at least two
category question sets comprises at least two card sets, each card
set corresponding to one of the plurality of categories, each card
including a category identifier on a first side and a question
about a player and related to the one of the plurality of
categories on a second side.
3. The board game apparatus of claim 2, further comprising a
collection of freebies.
4. The board game apparatus of claim 3, wherein the freebies
comprise promotional materials associated with one player.
5. The board game apparatus of claim 2, wherein the second side of
the card comprises a focus question in addition to the question
about the player.
6. The board game apparatus of claim 5, wherein the question is
directed at determining a strength or weakness of the player, and
the focus question is directed at determining why the player has
that strength or weakness.
7. The board game apparatus of claim 2, wherein the path comprises
a juncture of more than two directions in which a player may choose
to traverse.
8. The board game apparatus of claim 7, wherein the path comprises
an infinite loop, `.infin.`.
9. The board game apparatus of claim 8, wherein the plurality of
categories comprises entertainment, shopping, health, and food.
10. The board game apparatus of claim 1, wherein the board game, at
least two game pieces, and at least two category question sets are
virtual and displayed to the user on a screen.
11. A method of playing a board game for a number of players, the
game designed to promote understanding and empathy among players,
the method comprising: providing a board game apparatus, the board
game apparatus, comprising: board game having an infinite path, the
infinite path subdivided into a plurality of positions, individual
positions of the plurality of positions related to one of a
plurality of categories, at least two game pieces positionable and
movable on the game board, and at least two card sets, each card
set corresponding to one of the plurality of categories, each card
including a category identifier on a first side and a question
about a player and related to the one of the plurality of
categories on a second side; positioning the at least two game
pieces on individual positions of the infinite path; asking the
player a first question from a card set corresponding to the
category of the individual position in which a game piece of the
player resides.
12. The method of claim 11, wherein the player tracks which
categories the player has answered questions.
13. The method of claim 11, wherein the board game apparatus
comprises a random number generator and the method further
comprises the player generating a number with the random number
generator, moving the game piece of the player a corresponding
number of sequential positions along the path, to reside at the
individual position to determine the category.
14. The method of claim 13, wherein the path comprises two or more
alternative paths, and the player may choose any path
direction.
15. The method of claim 11, wherein the player is asked a focus
question from the card set corresponding to the category of the
individual position in which the game piece of the player resides,
the focus question related to the first question.
16. The method of claim 15, wherein the first question is directed
at determining a strength or weakness of the player, and the focus
question is directed at determining why the player has that
strength or weakness.
17. The method of claim 11, further comprising awarding freebies
when a second individual position in which the game piece of the
player resides comprises a special designation.
18. The method of claim 17, wherein the freebies comprise
promotional materials associated with one player.
Description
PRIORITY
[0001] This application claims priority to U.S. Application No.
61/951,319, filed Mar. 11, 2015, titled "Educational and
Information-Based Board Game," which is incorporated by reference
in its entirety into this application.
BACKGROUND
[0002] If a company is interested in obtaining information about a
consumer, market analysis generally includes verbal or written
surveys. The surveys generally include pre-formed questions that
attempt to solicit the desired information about the consumer's
likes and dislikes. The consumer may be permitted to provide
additional comments or information, but the exchange is generally
limited. The survey encounter generally does not permit additional
development if a consumer provides an unusual, unique, or
incomplete answer. The exchange is also one sided, in which the
consumer does not learn anything about the company or its
representatives. The exchange is generally clinical and may be
conducted by a third party not related to the company at all. Such
an exchange does not build any good will with the potential
consumer, empathy between the consumer and seller, or deep insight
into the consumer.
[0003] Most game boards are designed with grids of squares or
divided into defined spatial paths with playing pieces that have
specific identities. Players must move along a predetermined path
overcoming obstacles to reach the end square and win the game. Most
educational games teach a specific lesson relating to facts with
reinforcement for correct answers.
[0004] For example, U.S. Pat. No. 324,535 (Clemens, 1885) is for a
game apparatus designed as a chart with columns and rows and holes
for placement of pegs. The purpose is for amusement and
instruction, specifically to help players remember important
historical dates.
[0005] U.S. Pat. No. 6,102,398 (Kolleth, 2000) is a board game that
has a map and path around where players progress based on answering
fact questions correctly. The questions and answers are provided on
cards.
[0006] U.S. Pat. No. 2,026,082 (Darrow, 1 935) is a game board with
forty spaces extending entirely around the perimeter of the board.
Players follow this continuous path, moving their symbols according
to throws of dice. The board provides a track for continuity. The
game teaches trading, specifically in real estate, and presents
business situations simulating those occurring in real life. The
object of each player is to force the other players to quit the
game because they cannot meet their financial obligations, leaving
one player the winner.
[0007] U.S. Pat. No. 3,939,578 (Coffey, 1976) is an educational
board game designed as a tutorial system of learning specific
academic subject matter that includes cards, tokens and chance
means. The board is divided into academic subject areas and the
cards correspond to these areas. Players move through defined
numbered spaces on the periphery of the board based on the chance
means and answer the questions on the board or cards that
correspond to the defined spaces. Modern games are using technology
or computers, popular mediums that are able to engage people for
extensive periods of time.
[0008] U.S. Pat. No. 6,641,400 (Kennedy, 2003) is a
multi-disciplinary educational tool that is also suitable for
entertainment that can include a playing board with spaces and
playing dice that determine user movement on the spaces.
SUMMARY
[0009] Exemplary embodiments of the game described herein may
provide a system that may be used for entertainment, information,
and education. A board is provided, wherein the player uses a
random number generator to determine where to move on the board.
Each corresponding symbol on a location on the board relates to a
set of questions corresponding to one or more categories. The
players then answer the questions within a category. The questions
relate to identifying information about the player and/or
understanding the player in more depth. The players not only
answers interesting questions, but also learn information about the
other players that may be useful outside of the game, such as with
product development, marketing campaigns, consumer impression and
other related activities. In addition, the game is designed so that
the players develop more empathy and intimacy with the other
players in the game. Therefore, it is designed to not only be
educational, but informative and in some ways, transformational for
the players.
DRAWINGS
[0010] FIG. 1 illustrates an exemplary game board for use with
embodiments described herein.
[0011] FIG. 2 illustrates an exemplary game set up. The game set up
may include a game board, category question cards, play pieces,
die, freebies, and combinations thereof.
[0012] FIG. 3 illustrates exemplary category and an exemplary
primary question associated with each category; FIGS. 3A-3I
illustrate exemplary card sets for exemplary categories including
primary and focus questions.
[0013] FIG. 4 illustrates an exemplary process flow according to
embodiments of the present method.
[0014] FIG. 5 illustrates exemplary category symbols associated
with exemplary categories.
DESCRIPTION
[0015] The following detailed description illustrates by way of
example, not by way of limitation, the principles of the invention.
This description will clearly enable one skilled in the art to make
and use the invention, and describes several embodiments,
adaptations, variations, alternatives and uses of the invention,
including what is presently believed to be the best mode of
carrying out the invention. It should be understood that the
drawings are diagrammatic and schematic representations of
exemplary embodiments of the invention, and are not limiting of the
present invention nor are they necessarily drawn to scale.
[0016] Exemplary embodiments of the game described herein may
provide a system that may be used for entertainment, information,
and education. A board is provided, as is shown in FIG. 1, wherein
the player uses one or more dice to determine where to move on the
board. Each corresponding symbol on a location on the board relates
to a set of cards. The players not only answer interesting
questions, but also learn information about the other players that
may be useful outside of the game, such as with product
development, marketing campaigns, consumer impression and other
related activities. In addition, the game is designed so that the
players develop more empathy and intimacy with the other players in
the game. Therefore, it is designed to not only be educational, but
informative and in some ways, transformational for the players.
[0017] FIG. 1 illustrates an exemplary game board 2 for use with
embodiments described herein. The game board 2 may provide a path 3
for figures to move across. The path may be continuous and
infinite, without a beginning or an ending. The path may include
one or more positions in which multiple directions of the path
emanate, thus providing a player multiple options to traverse. For
example, the path may cross, split, merge, or otherwise provide a
juncture of more than two directions in which a player may choose
to traverse. As shown, the path is in an infinite sign, or a
sideways figure eight, .infin.. The path may also include other
configurations, such as circular, oval, squared, rectangular, or
combinations thereof. The path 3 is subdivided into a plurality of
individual positions 5 in which a game piece 8 or figurine may be
positioned. Each position 5 may designate an individual category 6
from one or more categories represented in the game. The path 3 may
then have a repeating pattern, or non-repeating pattern of the
categories 6 represented in sequential positions along the path.
The path 3 may also include one or more locations in which one or
more players may start their journey around the path. The path may
also include one or more special locations 7. These special
locations 7 may be used as a starting position for the players
and/or as a way to provide incentives, gifts, or promotional
materials to the players (i.e. freebies 12). The positions may be
arranged such that the repeating pattern of categories is fully or
partially repeated around the path of the board. For example, one
or more categories may appear around the path more often than one
or more other categories. The board may be a rigid board with
images depicted on a surface, or may be a flexible board. For
example, the board may be cardboard, cardstock, paper, fabric,
plastic, or combinations thereof.
[0018] The game may include a deck of cards 4 in which a plurality
of cards are within a given category 6. An individual card is
therefore associated with an individual category. Each card
includes a primary or main question, and may also include one or
more additional, related, or follow up questions. These probing
questions may be used to help gain additional information about
each player. The questions are worded to solicit information about
the player. For example, in food a person may be asked "what is
your one weakness or vice when it comes to food?" Probing questions
may include, for example, "what is it about that item that makes it
your weakness?" or "how would you feel if you couldn't have that
item any more?" Therefore, the probing questions may be related to
the primary question and solicit additional information or detail
about the position the player has taken with respect to the primary
questions. The probing questions may or may not be related to each
other or further refine a direction of conversation. Each category
may be color coded, symbolically, numerically, word coded, or a
combination thereof to indicate a category on the cards and/or
positions of the game board. For example, each category may be
given a respective color, symbol, and code word to identify the
category. The category on the card and position on the board may be
the same or substantially the same such that it easily relates the
card to the position on the board. The cards may be cardstock,
paper, cardboard, or combinations thereof and include a first
surface including an image associated with a category and an
opposing surface opposite the first surface including one or more
questions directed at or about the player.
[0019] The game may also include playing pieces 8 such as figurines
or objects that are used to move around the board and indicate a
present position along the path 3 and corresponding selection of a
given category 6. The play pieces 8 may be identified or
distinguished by different colors, shapes, objects, or a
combination thereof. The figurines may include different animals,
objects, shapes, etc. The play pieces 8 may be a uniform shape and
identifiable by different colors. The figurines are preferably
configured such that they remain positioned on the board as placed
by a player. For example, the figurines may include a flat bottom,
such that they do not roll or translate across the board once
positioned at a location on the board. The figurines may include a
shape that is easy to grasp and move along the board. For example,
the figurine may include a bell shape or other elongated shape such
that a top portion may be easily grabbed and moved by a player. The
figuring surfaces may be smooth or contoured such that the figurine
does not poke a player when being moved. The bottom of the figurine
may comprise a surface to retain the figurine in position relative
to the board. The board may also include a corresponding surface to
similarly retain the figurine in position.
[0020] The game may also include other components. A device for
determining a number of positions to translate in the player's turn
may be included. For example, a spinner, a die, other device for
randomly generating a number, or combinations thereof may be
included. In an exemplary embodiment, a die 10 is included such
that a player may determine by chance how many positions to move on
a turn. The game may also include freebies 12. These freebies may
be anything of value, such as product samples, coupons, movie
passes, gift cards etc. These can be supplied by the provider to
further enhance interest from the customer in the provider. The
game may or may not also include a timer (not shown), used to
indicate an amount of time a player should use to answer a given
question or category of questions. The timer may be used to
encourage players to provide descriptive answers and use up an
allotted amount of time, or may curb conversations that have
deviated from the original question presented.
[0021] FIG. 2 illustrates an exemplary game set up. The game set up
may include a game board 2, category question cards 4, play pieces
8, die 10, freebies 12, and combinations thereof.
[0022] FIG. 3 illustrates exemplary category and exemplary
associated primary questions or discussion starters. Exemplary
categories may include, for example, family, health, shopping,
entertainment, food, cooking, household, etc. The categories may be
tailored to interests or related interests of either the provider
or customer, or may be of general applicability to facilitate
general conversations. For example, a provider of housewares use
categories such as decorating, cooking, kitchen, food,
entertainment, crafts, or other related category or activity using
house ware. The categories may also be generic to facilitate a
conversation about the person, their family, their values, or
otherwise assist in forming a more intimate understanding of the
other player. Each category may include an associated name, icon,
symbol, picture, or combination thereof. The name, icon, symbol,
picture, or combination thereof may then be used to identify the
category, such as on the game board or card deck. FIGS. 3A-3I
illustrate exemplary card sets for exemplary categories including
primary and focus questions. A first side of the card may include
an identifier to the category including symbols, pictures, words,
etc. A second side of the card may include a primary question with
possibly one or more focus questions.
[0023] In an exemplary embodiment, the board is configured
including a path in a figure `8` with nine categories arranged in
adjacent positions along the path. The positions are repeating
along the path in a uniform pattern. The path includes 34 category
positions, 17 on each lobe, and one free position. The nine
categories are repeated approximately four times around the entire
path. Eight of the nine categories are about specific topics, and
include entertainment, cooking, values, household, shopping,
health, food, the future. The last category may include any
topic--the wild category, in which the provider supplies questions
in advance of gameplay, to be asked during gameplay. Each category
has its own symbolic identifier, such that a symbol on the board
corresponds to the same or similar symbol on respective sets of
category cards. Entertainment is represented by a t.v., cooking by
a chef hat, values by the heart handshake, household by a house,
shopping by a cart, health by the cross, food by plate and
utensils, the future with a clock, and wild by a set of cards. The
center of the 8, in which the path crosses itself, is an open
position or position without a designated category, in which the
figurines are positioned to start. Nine card sets are provided,
each comprising a plurality of cards directed at its respective
category and identified by the corresponding category symbol. The
category cards include at least two questions about the player.
Questions may be about the player's likes, dislikes, strengths,
weaknesses, habits family, history, or combinations thereof.
Figurines are also provided to select the categories from the board
for each player. The figurines are identifiable by distinguishing
colors.
[0024] Exemplary embodiments described herein may include methods
of facilitating understanding, information exchange, empathy, and
combinations thereof through game playing. The method may include
moving a player's pieces around a board and answering questions
from a category associated with the position on the board. FIG. 4
illustrates an exemplary process flow according to embodiments of
the present method.
[0025] Step 42, the components of the game are set up, including
the board, game pieces, die, category question cards, and
combinations thereof. In an exemplary embodiment, a user may set up
the freebie stash for both players to see. The category question
cards may be divided into piles corresponding to the respective
categories, such that a plurality of card sets are stacked in which
each card stack comprises a plurality of cards consisting of one
category type. For example, the category question cards may be
divided into (9) piles (by category) and placed in piles, question
side down, next to the board.
[0026] At step 44, both players begin by placing their playing
pieces at the crossover point (center) of the infinity track
(labeled with a yellow star).
[0027] At step 46, the first player moves around the board. In an
exemplary embodiment, the guest (aka the consumer) rolls first. The
player then moves their playing pieces along the corresponding
number of adjacent positions. Players can choose to move either
forward or backward on the board. When it is a player's turn, that
player takes the die and rolls it. That player moves the respective
playing piece a number of spaces equal to the number rolled. The
player can choose any one of 4 different paths out of the center of
the board.
[0028] Each of these paths lead to spaces marked with a category
card symbol as depicted in FIG. 5. At step 48, when a player lands
on a category card symbol space, he or she draws a card from the
category card pile associated with the symbol on that space.
[0029] At step 50, the category question is asked by the opposing
player and answered at step 52 by the person whose turn it is. The
question in bold is asked first. Then, the other questions on the
card can be asked to help clarify or gain a greater understanding
of the original answer.
[0030] The player, at step 54, may keep track of the categories
answered. For example, when the questions are answered fully, the
player whose turn it is gets to keep that category card, and that
player's turn is over. The opposing player may or may not also
provide an answer to the same question such that the players can
compare and contrast their views on the same issue or question
presented.
[0031] If a player lands back on the center, starting, or other
space not otherwise identified with a category, the player can
choose a card from any category that they do not already have. The
player may also get to pick a prize from the freebie stash!
[0032] If a player lands on a category card symbol space that is
already in the possession of the player, the player may skip a turn
(i.e. not answer a question), may be asked another question from
the same category, or may be permitted to choose from another
category in which they do not already have a card. The available
option to the players may be decided based on a desired length of
play.
[0033] Once a player has answered at least one question from each
of the categories the game is over. The players can keep track of
questions by collecting or keeping the question cards from each
category or providing some other method of tracking, such as
tallying a total number of questions answered in each category.
[0034] It is understood that while the game may be presented in
traditional board game format with a cardboard board and paper
stock cards, or in a smaller format that is suitable for travel,
the game may also be presented in electronic format, digital format
and may be played among players who are in the same room or who are
online, but not near each other in proximity. In addition, a player
may play alone with the other player or players being
computer-based.
[0035] Embodiments described herein may be used for providers to
get to know consumers as real people, while a rapport is built
between the provider and provider's client. Embodiments described
herein may therefore be used as a consumer empathy game. In an
exemplary embodiment, the game is played directly between a
representative or team member of the provider and a provider's
target client. The gameplay may permit both players to roll the
dice, move around the game board, and answer questions that provide
insight into various topics including but not limited to, for
example, family, health, shopping, entertainment, wild card
categories (such as custom questions provided by the provider), and
any combination thereof. Embodiments may be used to quickly build
empathy and understanding between providers and present and/or
potential clients.
[0036] Exemplary embodiments may use the game to build a
relationship in combination with traditional marketing exchanges.
For example, the game may also include a time to synthesize and
apply the lessons learned or information extracted during a game
session.
[0037] Embodiments described herein may comprise a board game that
focuses on gathering consumer research in a fun way. It is an
alternative to the classic one-on-one interview. This board game is
played directly between a research participant (aka respondent) and
a seller (aka provider).
[0038] The gameplay includes both players rolling the dice, moving
around the game board, and answering questions that provide insight
into various topics including family, health, shopping,
entertainment, or a wild card category which can include any
topic.
[0039] Exemplary embodiments may be used by providers to quickly
build empathy and understanding between brand teams and
respondents.
[0040] At the end of the game--learnings may be captured as well as
identified--and that information is provided to the provider as
insights by the host of the game.
[0041] Embodiments described herein include a traditional, physical
board game. Such a physical arrangement requires both players to be
in the same physical space to play. Virtual versions of the game
may also be used such that providers can play with respondents
anywhere in the world--without losing one or more important aspects
of the game. Exemplary embodiments of the virtual game may still
provide face to face interaction and real time conversations, the
ability to create additional custom question cards, the fun of
playing a game (such as rolling the dice, moving pieces around a
game board), and any combination thereof.
[0042] In an exemplary embodiment, two or more players engage in a
gaming environment across a network. The player's may each have a
local computer including a display in which to see the virtual
pieces of the game. Each player may also include an input/output or
communication device such that each player may communicate with the
other. The devices for communication may include keyboard,
microphone, video camera, or combinations thereof. The display may
depict a virtual representation of a game board, game pieces,
category question cards, die, and combinations thereof. The display
may also include a chat window and/or video display window in which
the players can communicate. The players may then play the game
virtually. The system may permit one user to roll a die, select a
direction, move the appropriate positions, select a category card,
read a category card, answer the question, etc. as described
herein. All or portions of the gameplay may be automated. For
example, a user may click a die to roll, and then pick a desired
direction of travel. The system may then automatically move the
virtual game piece of that player the corresponding number of
positions and present the question corresponding to the appropriate
category to both players, or the opposing player to ask the
question.
[0043] Exemplary embodiments may also include additional features
that take advantage of an online environment. For example, in
addition or instead of written questions, video questions may be
used. In an exemplary embodiment, a short video is provider to a
user in which the question is asked or which the question is asked
about. For example, a user may be shown a portion of a marketing
campaign, color combination, promotional item, interaction of
people, etc. and then asked their response to what was shown. All
or a portion of the game may also be recorded, such that the
interaction can be archived, accessed at later times, reviewed by
other people, etc. For example, audio, video, or typed responses
may be recorded or captured and replayed at a later time. Portions
of the games and/or questions may also incorporate aspects of
social media or social interactions, such that additional insights
into a consumer's interactions with one or more other people may
also be incorporated.
[0044] Thus, specific embodiments of educational and
information-based board games have been disclosed. It should be
apparent, however, to those skilled in the art that many more
modifications besides those already described are possible without
departing from the inventive concepts herein. For example,
components, features, and method steps of any of the disclosed
embodiments may be combined, duplicated, removed, integrated,
moved, rearranged, or otherwise recombined and remain within the
scope of the present disclosure. The inventive subject matter,
therefore, is not to be restricted except in the spirit of the
disclosure herein. Moreover, in interpreting the specification, all
terms should be interpreted in the broadest possible manner
consistent with the context. In particular, the terms "comprises"
and "comprising" should be interpreted as referring to elements,
components, or steps in a non-exclusive manner, indicating that the
referenced elements, components, or steps may be present, or
utilized, or combined with other elements, components, or steps
that are not expressly referenced.
[0045] Although embodiments of this invention have been fully
described with reference to the accompanying drawings, it is to be
noted that various changes and modifications will become apparent
to those skilled in the art. Such changes and modifications are to
be understood as being included within the scope of embodiments of
this invention as defined by the appended claims.
* * * * *