1 |
游戏装置和方法 |
CN200410011945.X |
2004-08-28 |
CN1593707A |
2005-03-16 |
D·菲利波维克; J·麦克纳马拉; B·索贝克斯; J·吉布 |
一种游戏板装置(10)包括通道(12),所述通道容纳游戏位标器(11)并按照游戏选手的选择将游戏位标器(11)导向到游戏位标器位置上。入口通道(28)用来给位标器(11)和通道(12)提供方便入口以促进所述的选择移动和定位。在游戏位标器(11)附近施加在装置上的压力将使游戏位标器(11)关闭电路,该电路包括两个相对电极(13和15)。这个电路的完成可以用来接通相应的警报(例如视觉提示、听觉提示等)。在优选实施例中,两个上述游戏板彼此连接在一起便于游戏。 |
2 |
Game apparatus and method |
JP2004245918 |
2004-08-25 |
JP2005074222A |
2005-03-24 |
FILIPOVIC DRAGAN; MACNAMARA JAMES; SOBECKS BRIAN; GIBB JEFFREY |
PROBLEM TO BE SOLVED: To provide a cost-effective game platform and an appropriate level of game for children.
SOLUTION: A game board apparatus 10 includes a channel 12 that contains and guides a game position marker 11 to a game position marker station as selected by a game player. Pressure exerted on the apparatus in the vicinity of the game position marker 11 will cause the game position marker 11 to close an electric circuit that includes two opposing electrodes 13 and 15. Completion of this circuit in turn can serve to energize a corresponding alert (such as a visual cue, an auditory cue, and the like). In a preferred embodiment, two such game boards are coupled with each other to facilitate a match game.
COPYRIGHT: (C)2005,JPO&NCIPI |
3 |
AN INTERACTIVE AUDIO PUZZLE SOLVING, GAME PLAYING, AND LEARNING TUTORIAL SYSTEM AND METHOD |
EP06802615.2 |
2006-08-30 |
EP1933955A2 |
2008-06-25 |
Raffel, Jack I.; Bresler, Joel R. |
An interactive audio puzzle solving, game playing, and learning tutorial system includes a microphone for receiving speech from a user. An electronic subsystem includes an analog-to-digital converter for converting the speech to digital signals, a speech recognition engine responsive to the analog-to-digital converter for translating the digital signals into user input data, a memory for storing the user input data, rules associated with a type of puzzle, game and/or learning tutorial, and initial data associated with a specific puzzle, game and/or learning tutorial, a logic engine for generating a decision output based on the user input data, and/or the rules and/or the initial data, a speech generation engine responsive to the decision output for providing digital speech representing the decision output, and a digital-to-analog converter for converting the digital speech to analog signals. An audio output device responsive to the analog signals converts the analog signals to output auditory speech, and wherein the speech from the user and the output auditory speech establish an interactive auditory dialogue for solving a puzzle, playing a game and/or learning from a tutorial. |
4 |
JPS5531470B2 - |
JP5198279 |
1979-04-26 |
JPS5531470B2 |
1980-08-18 |
|
|
5 |
Educational toy |
JP5198279 |
1979-04-26 |
JPS5517188A |
1980-02-06 |
SHII RITSUCHI |
|
6 |
ELECTRONIC GAME BOARD |
US15358249 |
2016-11-22 |
US20180140936A1 |
2018-05-24 |
Brian Hovey |
An electronic table top game board that includes: an interface area, where the interface area adapts to a predetermined configuration based on user input; player informational displays surrounding the interface area; and a plurality of user interactive devices. The interface area and the plurality of user interactive devices preferably include touch interactive protocol. The electronic table top game board may also include an alternative controller, where the alternative controller includes a joystick and a plurality of control buttons. |
7 |
Method and apparatus for game play |
US11585575 |
2006-10-23 |
US07748713B2 |
2010-07-06 |
John Edward O'Neill |
A gaming apparatus for allowing players to explore decisions made in response to changing circumstances and to engage with the contradictions of competing needs. The gaming apparatus comprises a game board and game pieces. The game board is divided into an inner play area and an outer play area that surrounds the inner play area. An outer game piece traversing the outer play area determines functionality of one or more inner game pieces positioned on the inner play area. In each round of a game play, a player is either a Giver or a Taker, and moves inner game pieces according to their Point of View. Players' Points of View may exchange in every round. A player's goal is to be the Giver, since only the Giver can win. However, the Giver only wins when all four blue human being game pieces from a pyramid and meet Eye to Eye. |
8 |
Positive reinforcement game |
US10893856 |
2004-07-15 |
US20060012120A1 |
2006-01-19 |
Peter Kash; Donna Kash |
A positive reinforcement game is disclosed for assisting persons with ADHD or learning disabilities to modify and control their behaviors. The game includes a reward dispenser containing at least one reward tag. The person is allowed to retrieve one reward tag from the reward dispenser after completing a task. A new set of reward tags, with different rewards, may be added to the reward dispenser after the person completes a circuit on a game board. |
9 |
Board game method and apparatus |
US10854560 |
2004-05-27 |
US20050263959A1 |
2005-12-01 |
Tushar Gheewala |
A multiplayer game is disclosed consisting of a board with multiple home regions which are assigned to different players. Multiple sets of markers are provided, one for each player. Each set of marker is assigned a home region in which it can survive indefinitely, however, they can survive for only a limited number of turns outside of their respective home regions. Players advance their markers out of their home regions and into enemy regions and bring them back within said limited number of turns to score points, the number of steps a marker moves being determined by a number generating device. If the marker does not return back to its home region within the specified number of turns it dies and is removed from the board. The first player to score a necessary number of points wins the game. |
10 |
System and method for knowledge transfer with a game |
US11881511 |
2007-07-27 |
US08172577B2 |
2012-05-08 |
Donald M. O'Malley |
An educational maze navigated through responses to questions provided at points in the maze enhances factual assimilation and retention for the user. The user selects responses to travel through the maze and is not immediately informed whether the selected responses are correct. Various indications can be provided to inform the user about the correctness of responses or whether they are on a path towards the maze exit. The indications may be dead ends, loops, suggested reference materials or other information that tends to assist the user in assimilating facts or navigating the maze. The user may receive a reward for providing correct responses or successfully completing the maze. The problem-solving and cognitive judgment skills applied to navigate the maze tends to help users assimilate and retain the factual information represented by the queries and responses. |
11 |
METHOD FOR PLAYING A GAME |
US11768747 |
2007-06-26 |
US20080036145A1 |
2008-02-14 |
Clinton Lim |
A game includes a board having a start position and at least two possible finish positions. A number of sequential positions are located between the start position and the possible finish positions. Each player has a playing piece which starts on the start position and a player designating one of the finish positions prior to starting the game. The game finishing when a player's playing piece lands on the designated finish position. |
12 |
System and method for knowledge transfer with a game |
US11881511 |
2007-07-27 |
US20080026359A1 |
2008-01-31 |
Donald M. O'Malley |
An educational maze navigated through responses to questions provided at points in the maze enhances factual assimilation and retention for the user. The user selects responses to travel through the maze and is not immediately informed whether the selected responses are correct. Various indications can be provided to inform the user about the correctness of responses or whether they are on a path towards the maze exit. The indications may be dead ends, loops, suggested reference materials or other information that tends to assist the user in assimilating facts or navigating the maze. The user may receive a reward for providing correct responses or successfully completing the maze. The problem-solving and cognitive judgment skills applied to navigate the maze tends to help users assimilate and retain the factual information represented by the queries and responses. |
13 |
Educational board game and method of playing |
US11210177 |
2005-08-23 |
US20070052169A1 |
2007-03-08 |
Heather Shanks |
An entertaining and educational board game is disclosed which requires players to answer questions 36, 38, 40, 42, 44 arranged into categories 26, 28, 30, 32, 34 and includes a playing board 50, a playing course 46 of interconnecting squares 10, 12, 14, 16, 18, 20, 22, 24, a plurality of question and answer cards 52, a plurality of movement cards 54, and a plurality of playing pieces 48. The players take turns in their attempts to traverse the playing board 50 answering questions 36, 38, 40, 42, 44 printed on question cards 52 correctly. The particular question category 26, 28, 30, 32, 34 selected by each player as a result of his/her playing piece 48 landing on a respective playing space 10, 12, 14, 16, 18, 20, 22, 24 corresponding to the question category. It is the intent of each of the participants in the game to be the first player to reach a specific END space 24 located within the playing course 46 and to correctly answer the question or questions from the category 26, 28, 30, 32, 34 indicated on the END space 24. |
14 |
Game involving multiple communication methods |
US10442684 |
2003-05-21 |
US07044469B1 |
2006-05-16 |
Earl Bushman; Owen Davis; Gary Jaffe; Jamie Peco; David Saad; Aaron Scheinberg |
A game combines two forms of communication, which, in preferred embodiments, are acting and drawing. In those embodiments, certain players try to act ideas presented on cards to drawers, who use dry-erase boards to draw, for different ends based on the specific embodiment. |
15 |
Educational toy |
US900322 |
1978-04-26 |
US4188734A |
1980-02-19 |
Cy Rich |
An educational toy is provided which includes a block of material, preferably a solid block of wood or plastic in the shape of a board and with a plurality of holes extending completely therethrough. A number of pegs are also provided which fit loosely into the holes in the board and have a corresponding cross sectional shape as the holes. In preferred embodiments, these pegs are substantially longer than the thickness of the board so that they protrude upwardly from the board when placed in position in the holes with the board on a table or other flat backing surface. One side of the board includes respective letters of the alphabet adjacent the holes, while the other side of the board includes the numbers 1 to 26 adjacent the respective holes. Each of the pegs is provided at one end with a letter and at the opposite end with a number, so that a matching of the letters on the pegs with the letters adjacent the holes can be accommodated with one side of the board facing upwardly, while a matching of the numbered ends of the pegs with the numbered holes is accommodated when the board is turned over. In preferred embodiments, the alphabet is arranged in rows on the board, as is the number arrangement at the opposite end of the board, and each of these rows are colored a different color, with the respective pegs being correspondingly colored, so that subgroups of the alphabet and/or of the numbers, can be easily matched by the color code indication on the board and the pegs. In particularly preferred embodiments, additional through holes are arranged near one side of the board to accommodate insertion of the pegs therein to form different words and/or to carry out different simple arithmetic steps, with an additional set of pegs having the vowels at one end thereof and arithmetic symbols at the opposite end thereof. Certain preferred embodiments include braille indicia for the respective colors, letters, and numbers, so as to accommodate use of the toy by blind persons. |
16 |
Method for playing a game |
US11768747 |
2007-06-26 |
US07571911B2 |
2009-08-11 |
Eng Hiong Clinton Lim |
A game includes a board having a start position and at least two possible finish positions. A number of sequential positions are located between the start position and the possible finish positions. Each player has a playing piece which starts on the start position and a player designating one of the finish positions prior to starting the game. The game finishing when a player's playing piece lands on the designated finish position. |
17 |
Educational Board Game and Method of Use |
US12224921 |
2007-10-24 |
US20090045572A1 |
2009-02-19 |
Wendell L. Teal |
A board game and method of use simulates an experience of school in the structure, layout, and the educational materials. The game includes a map imprinted on a board that simulates an interactive school environment having associated spaces representing classrooms and actions to be taken by students or players represented by associated player pieces of the game. Additional player pieces include staff members of the school. A wheel and spinner is provided to determine a number of spaces a player may advance each turn. A plurality of flash cards are provided that provide associated educationally related questions that may be answered through use of a decipher code. Answers are checked and the game administrative rules are administered by a class monitor operating through use of a class monitor workstation. A diploma is awarded to students who have earned a predefined number of points necessary to graduate the school. |
18 |
Interactive audio puzzle solving, game playing, and learning tutorial system and method |
US11513289 |
2006-08-30 |
US20070065787A1 |
2007-03-22 |
Jack Raffel; Joel Bresler |
An interactive audio puzzle solving, game playing, and learning tutorial system includes a microphone for receiving speech from a user. An electronic subsystem includes an analog-to-digital converter for converting the speech to digital signals, a speech recognition engine responsive to the analog-to-digital converter for translating the digital signals into user input data, a memory for storing the user input data, rules associated with a type of puzzle, game and/or learning tutorial, and initial data associated with a specific puzzle, game and/or learning tutorial, a logic engine for generating a decision output based on the user input data, and/or the rules and/or the initial data, a speech generation engine responsive to the decision output for providing digital speech representing the decision output, and a digital-to-analog converter for converting the digital speech to analog signals. An audio output device responsive to the analog signals converts the analog signals to output auditory speech, and wherein the speech from the user and the output auditory speech establish an interactive auditory dialogue for solving a puzzle, playing a game and/or learning from a tutorial. |
19 |
Method and apparatus for game play |
US11585575 |
2006-10-23 |
US20070035088A1 |
2007-02-15 |
John O'Neill |
A gaming apparatus for allowing players to explore decisions made in response to changing circumstances and to engage with the contradictions of competing needs. The gaming apparatus comprises a game board and game pieces. The board game is divided into an inner play area and an outer play area that surrounds the inner play area. An outer game piece traversing the outer play area determines functionality of one or more inner game pieces positioned on the inner play area. In each round of a game play, a player is either a Giver or a Taker, and moves inner game pieces according to their Point of View. Players' Points of View may exchange in every round. A player's goal is to be the Giver, since only the Giver can win. However, the Giver only wins when all four blue human being game pieces from a pyramid and meet Eye to Eye. |
20 |
Trading Card Game using Historical Figures from World History |
US10907422 |
2005-03-31 |
US20060220317A1 |
2006-10-05 |
Zachariah Edwards |
Included herein are the methods of playing a card game and the card layout concept of each card. A plurality of standard size playing cards is explained. Each card is based off of a figure, event or thing found in true world history. Each card presenting one historical subject, the types include one of the following: people, places, things, events, countries, and documents. Each card contains a summary of facts from the history of the historical subject. Cards contain many of a plurality of categories within the listed subject types. Each of the plurality of the players' decks contains a plurality of different historical subjects. Cards are to be use to obtain the one of the plurality of the objectives offered. Each of the plurality of the cards contains an illustration of a historical figure or subject and ability made for that character or subject. Each card contains a summary of the historical subject. Warriors as well as Leaders, Conquerors, and other figures make up the historical characters used for this card game. This game is based on the fight for world domination or peace and is used for entertainment or education. Country cards are displayed at all times during the game and character cards are played in those country cards. Countries fight against the same countries in order to force the opponent out of their land and capture all lands throughout the world. |