US20150258422A1 - Educational and information-based board game - Google Patents

Educational and information-based board game Download PDF

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Publication number
US20150258422A1
US20150258422A1 US14/645,302 US201514645302A US2015258422A1 US 20150258422 A1 US20150258422 A1 US 20150258422A1 US 201514645302 A US201514645302 A US 201514645302A US 2015258422 A1 US2015258422 A1 US 2015258422A1
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player
question
game
board
category
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US14/645,302
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Rob Volpe
Robin Merrill Algaze
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Individual
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Priority to US14/645,302 priority Critical patent/US20150258422A1/en
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Priority to US15/594,486 priority patent/US20180093167A1/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00006Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00697Playing pieces
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/18Question-and-answer games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F1/00Card games
    • A63F1/04Card games combined with other games
    • A63F2001/0475Card games combined with other games with pictures or figures
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00006Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
    • A63F2003/00009Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track with an intersection in the track
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00006Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
    • A63F2003/00018Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track played along an endless track

Definitions

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • FIG. 1 illustrates an exemplary game board for use with embodiments described herein.
  • 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.
  • 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.
  • FIG. 4 illustrates an exemplary process flow according to embodiments of the present method.
  • FIG. 5 illustrates exemplary category symbols associated with exemplary categories.
  • 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.
  • 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.
  • 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.
  • the path may cross, split, merge, or otherwise provide a juncture of more than two directions in which a player may choose to traverse.
  • the path is in an infinite sign, or a sideways figure eight, ⁇ .
  • 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.
  • the board may be a rigid board with images depicted on a surface, or may be a flexible board.
  • the board may be cardboard, cardstock, paper, fabric, plastic, or combinations thereof.
  • 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 could'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.
  • 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.
  • 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.
  • 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.
  • 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.
  • a spinner, a die, other device for randomly generating a number, or combinations thereof may be included.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Step 42 the components of the game are set up, including the board, game pieces, die, category question cards, and combinations thereof.
  • 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.
  • the category question cards may be divided into (9) piles (by category) and placed in piles, question side down, next to the board.
  • both players begin by placing their playing pieces at the crossover point (center) of the infinity track (labeled with a yellow star).
  • the first player moves around the board.
  • 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.
  • Each of these paths lead to spaces marked with a category card symbol as depicted in FIG. 5 .
  • 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.
  • 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.
  • the other questions on the card can be asked to help clarify or gain a greater understanding of the original answer.
  • the player 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.
  • a player 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!
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Exemplary embodiments may use the game to build a relationship in combination with traditional marketing exchanges.
  • the game may also include a time to synthesize and apply the lessons learned or information extracted during a game session.
  • 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).
  • 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.
  • Exemplary embodiments may be used by providers to quickly build empathy and understanding between brand teams and respondents.
  • learnings may be captured as well as identified—and that information is provided to the provider as insights by the host of the game.
  • 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.
  • 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.
  • Exemplary embodiments may also include additional features that take advantage of an online environment.
  • video questions may be used.
  • a short video is provider to a user in which the question is asked or which the question is asked about.
  • 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.
  • 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.

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.

Description

    PRIORITY
  • 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
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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
  • 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
  • FIG. 1 illustrates an exemplary game board for use with embodiments described herein.
  • 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.
  • 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.
  • FIG. 4 illustrates an exemplary process flow according to embodiments of the present method.
  • FIG. 5 illustrates exemplary category symbols associated with exemplary categories.
  • DESCRIPTION
  • 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.
  • 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.
  • 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, ∞. 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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).
  • 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.
  • 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.
  • 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.
  • 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.
  • 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!
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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).
  • 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.
  • Exemplary embodiments may be used by providers to quickly build empathy and understanding between brand teams and respondents.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

Claims (18)

The invention claimed is:
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, ‘∞’.
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.
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