EP1651321A1 - Game for two or more players involving a psychological or social evaluation of the other players - Google Patents

Game for two or more players involving a psychological or social evaluation of the other players

Info

Publication number
EP1651321A1
EP1651321A1 EP04745031A EP04745031A EP1651321A1 EP 1651321 A1 EP1651321 A1 EP 1651321A1 EP 04745031 A EP04745031 A EP 04745031A EP 04745031 A EP04745031 A EP 04745031A EP 1651321 A1 EP1651321 A1 EP 1651321A1
Authority
EP
European Patent Office
Prior art keywords
game
player
players
game according
mission
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
EP04745031A
Other languages
German (de)
French (fr)
Inventor
Hagit Leshem
Shirley Avrahamer
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Ps Hagit & Shirley Ltd
Original Assignee
Ps Hagit & Shirley Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Ps Hagit & Shirley Ltd filed Critical Ps Hagit & Shirley Ltd
Publication of EP1651321A1 publication Critical patent/EP1651321A1/en
Withdrawn legal-status Critical Current

Links

Classifications

    • 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
    • A63F3/04Geographical or like games ; Educational games
    • A63F3/0478Geographical or like games ; Educational games concerning life sciences, e.g. biology, ecology, nutrition, health, medicine, psychology
    • 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
    • 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
    • A63F3/04Geographical or like games ; Educational games
    • A63F3/0478Geographical or like games ; Educational games concerning life sciences, e.g. biology, ecology, nutrition, health, medicine, psychology
    • A63F2003/0489Psychology
    • 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

Definitions

  • This invention relates to a game for two or more players.
  • US Patent NO. 4,216,594 to Farley et al discloses a psychotherapeutic 20 testing board game comprising a game apparatus for providing a game playing atmosphere between a tester and a player.
  • a plurality of cards for selection by the game selection device contains information to elicit a personal psychological response of a player whereby the player upon giving the response is given an award.
  • Games, which induce players' expression of emotions are less common.
  • One such board game which is designed to induce such an expression or to display verbal dexterity in reading a tongue twister expression is disclosed in US Patent No. 4,966,371 to Sherman.
  • Each player moves a long a path, from one field to another, along which path the player is required to comply with instructions to act out certain emotions, e.g., sadness, a smile of joy, a very laugh or a tearful cry, which are not specifically associated with any one true feeling the player experiences while playing the game.
  • certain emotions e.g., sadness, a smile of joy, a very laugh or a tearful cry
  • the present invention relates to a novel game for two or more players.
  • the players advance through a succession of missions that include such in which the player is required to convey a true, real-life emotion or experience related thereto.
  • the player receives a score according to the manner in which the emotions were expressed.
  • the game of the invention may be a board game, may be played on a computer, may be played between players connected to one another through a computer or other communication network, etc.
  • the invention provides a game for two or more players comprising game stages in which the player needs to fulfill a mission that relates to a specific type of basic emotion through description or reflection on a real-life experience that has any bearing to the basic emotion.
  • the fulfilling of a mission comprises describing or reflecting on a real-life personal occurrence and the game then advances through a game routine that gives each player the opportunity to pass through a different type of such missions.
  • the invention provides a game for two or more players comprising game stages in which a player needs to fulfill a mission to describe or reflect on a real-life personal occurrence that is related to a specific basic type of emotion and the game advances through a routine that provides each player with an opportunity to pass through stages that require him to fulfill one or more of such missions.
  • the player needs to achieve a goal in the game and advances through the different steps on the basis of a set of game rules.
  • the rules include such that require a player to complete a certain mission that involves a description of a real-life experience and he is given a score by other participants in the game based on the manner he fulfills the mission.
  • a game for two or more players in which each player needs to achieve a goal comprising a set of rules by which each player advances towards achieving the goal, wherein said set of rules comprise, one or more rules requiring a player to complete a mission involving describing a real- life experience that has bearing to a specific type of basic emotion and wherein his score for fulfilling the mission is given to the player by the other participants in the game.
  • the invention provides a method for playing any one of the above games.
  • This embodiment thus provides a method of game playing for two or more players, comprising advancing through game steps and carrying out missions defined for these steps, the missions comprise describing or conveying to other players of the game a real-life experience that relates to a defined basic emotion.
  • the player when playing the game of the invention, the player needs to "collect” emotions, namely complete missions that relate to one of a variety of such emotions that he/she needs to collect.
  • Such emotions which he/she needs to collect may be one or more of "basic emotions" of the group consisting of fear, anger, pretense, joy, love, concern, anxiety or ashamed.
  • this group of emotions is but an example and the set of emotions that needs to be "collected” may be only a few of this group or may include also such which are not belonging to the aforementioned group.
  • an individual In a mission that relates to or has bearing to a specific emotion, an individual is given a task to answer a question that relates to a specific real-life experience. For example, in a mission that relates to a specific basic emotion of joy, the individual may be asked to describe a musical piece, a geographical location, a certain food, identity of a specific individual, or a situation that brings him/her (or brought him/her in the past) to express joy.
  • the game is played with all individuals being at one location.
  • the game may be a board game, but may also be a game that is managed through a computer.
  • a computer station may serve all players or alternatively, each player may have his own terminal, e.g. one including a screen, a keyboard and a mouse, for playing the game.
  • the game is played with all players being remotely located from one another. The players may then communicate with one another electronically or through a voice communication.
  • the game in accordance with this embodiment may be played over a local or wide area network, e.g. over the Internet.
  • Voice communication if needed, may be either through hand-held voice communication devices or, by another example, by means of voice over IP, etc. It is of course possible also to play the game electronically without voice, e.g. through the conveying of written text between the players. Where the players are remotely located from one another, one of a variety of software known per se ensuring that all individuals' computers are properly synchronized, should be employed.
  • the game is played as a televised game wherein the players are located at the studio and the game is coordinated by a host who does not take active part in the game.
  • the televised game may be played with the participants being remotely located, for example, in their homes, and the game is played over a communication line.
  • one of the participants may take the role of a coordinator of the game.
  • One reason for having a coordinator is that it permits some flexibility in the manner in which the game proceeds according to the coordinator's personality and objectives. Thus, a group of individuals regularly playing with one another may change the coordinator each time they play and in essence play a game which proceeds in a slightly different manner according to the chosen coordinator's personality.
  • the coordinator is a therapist
  • he/she may instruct the player/s to play the game in a manner suitable for the player/s treatment. This may be another factor in the game rules.
  • the player advances through a defined path with different fields each field requiring to perform a specific mission, at least some of which are associated with basic emotions.
  • the advancement through the different fields may be one at a time, may be defined in random manner, e.g. through one or more real or virtual dice.
  • it advances at least until one player completes the set of missions.
  • a winner may then be declared which may, for example, be an individual having the highest score (e.g.
  • the game may be actively played by only one of the players.
  • the other player may for example be a therapist.
  • the game may be played as part of a psychological or social evaluation of one or more of the other players and may also be played in combination with any therapy.
  • Fig. 1 is a general illustration of the game board played according to the present invention.
  • Fig. 2 shows a detailed segment of the game board showing the route (54) with some of the fields (12) and the instructions contained therein.
  • Fig. 3 depicts one specific non-limiting design of the positions on which the stacks of emotion cards would be placed, face down.
  • Figs. 4A-4E are illustrations of the different emotion cards in accordance with the invention.
  • Figs. 5A-5D depict illustrations of the score tokens (38-44) which are granted to the player holding the board in an appreciation of his conveying of a real-life experience.
  • the novel game of the present invention may be played by various groups of people and is typically played by two or more participants.
  • the term "two or more players” refers to a group of two or more persons of all ages which play the game in accordance with its rules or in line with the spirit of the game as detailed herein.
  • the game may be played by two persons, one of which being a therapist, a psychiatric, a psychologist, a teacher, a friend, a family member or the like who does not actively participate in the game but rather acts to assist the other at least one participant in playing the game, advancing through the missions and expressing the player's real-life experiences.
  • the game is actively played by a single person, with the leading and assistance of a second, as for example part of a psychological or social evaluation or treatment.
  • the game may also be played without being part of or associated with such a psychological or social intent.
  • actively played refers to a player which plays the steps of the game, namely, throws the dice, collects c'ards, expresses emotions and advances through the missions.
  • the player who does not "actively play" the game for example a therapist, will not typically need to acticvely play the game. However he/she may choose to take part in expressing his/her own emotions and may also choose to describe or detail his/her own real-life experiences if they believe such an expression would assist the active player in playing the game.
  • a true, real-life emotion or experience relates to an experience which the person participating in the game has actually undergone, which is true and which is associated with one or more human emotion. Such experiences may be related for example to such which result from human interaction, behavior, belief, everyday exposure to other peoples' experiences, interactions with animals, interactions with the municipalities and the like. The term also encompasses those experiences which involved late or retrospective expression of emotions.
  • emotion or basic emotion as used and described hereinbefore refers also to so-called responsive emotions which may arise from expression of the player's own self emotion or someone else's emotions.
  • Fig. 1 shows a game board (10) that may be used in playing the game of the present invention.
  • the game board (10) comprises a plurality of fields (12), a chance device (14), game pieces (16), emotion cards (18, 20, 22, 24 and 26) and stacks thereof (18A, 20A, 22A, 24A, 26A), specialty cards (28, 30, 32, 34, 36) and stacks thereof (28A, 30A, 32A, 34A and 36A), score tokens (38, 40, 42, 44, 46), instructions (48) how to play the game and Player's dictionary of emotion (60).
  • the plurality of fields (12) comprised within the game board have instructions (50) for directing a player (52) whose game piece lands thereon.
  • the instruction (50) may direct the player (52) to a specific mission, such as to pick an emotion card or to perform an act.
  • the movement of the game piece (16) from one field to another is determined by the player's use of a chance device (14), such as one or more rolling dice, spinner on a card divided into numbered segments or any electronic chance device.
  • the board (10) may be rectangular and may be designed to be folded along at least one line across its center. It may alternatively take on any other geometrical shape. It may be made of any rigid or semi-rigid material.
  • the board (10) in accordance with the present embodiment is constructed such that the player (52) travels along an outer peripheral route (54) of the board.
  • This route (54) includes numerous fields (12), each of which includes instructions (50) such as and not limiting to:
  • Fig. 2 shows a segment of the route (54), which includes several of the numerous fields (12), which include said instructions (50).
  • the player (52) will have to act in accordance with the instructions and pick a card from the stack relating to the specific emotion, such as ANGER (18), FEAR (20), SADNESS (22), WORRY (24) and PRETENCE (26).
  • the different stacks (18A-26A) are placed face down in special locations (19, 21, 23, 25 and 27) as shown in Fig. 1, in the inner part (56) of the board (10), within the peripheral boarders (54).
  • the locations (19-27) may be designated in any shape and/or color indicating the correct position of each stack (18A-26A).
  • the five different locations (19-27) may each be shaped as hands, as shown in Fig.
  • each finger is differentiated from the other by a differentiating means such as color, texture markings, etc.
  • the differentiating means of the fingers should match the differentiating means of the specific emotion card. For example, one finger may be colored red for ANGER (18); another finger would be colored yellow for FEAR (20), etc.
  • Each of the emotion cards (18-26) comprises missions, as shown in Fig. 4, which the player (52) has to fulfill in order to receive points from each of the other players. Such missions may for example be:
  • SADNESS card 1. What type of music do you prefer listening to when you are sad? 2. What such type of music makes you feel? 3. Which is the most dominant feeling that may be associated with what you're telling us?
  • ANGER cards "Think of someone that angers you" 1. Tell us who the person is and the reason he/she angers you. 2. Give us one good reason to continue being angry at this person. 3. Which is the most dominant feeling that may be associated with what you are telling us?
  • Each of the players may grant the individual holding the board (52) points based on his ability to convey a true real-life experience and touch the hearts of the other players.
  • the points may also be granted based on any other parameter the player granting the points may consider to be relevant to the way the player (52) has managed to convey the experience. In such a way, 25 points are granted if the individual's presentation was "interesting”; 50 points if the presentation was “surprising”; 75 points for a "touching” presentation and 100 points granted if the presentation was "emotional”. No points are granted if the presentation was "uninteresting".
  • the points granted may be announced by each of the players, or by giving the player (52) a token or a card (38-44) such as those depicted in Fig. 5.
  • a player whose presentation of the emotion is "uninteresting" may be granted a blank token or no token at all.
  • the token or cards may be embedded thereon with markings, as shown in Fig. 5 or may be colored differently in such a way that each colored represents a different number of points.
  • the game is monitored by one of the players who takes on a role of a WIZARD and who makes sure that the game is played by the rules.
  • the WIZARD may actively participate in the game or may only act as a coordinator as described hereinbefore. As Fig. 1 shows, the route starts at the WIZARD'S HOUSE (58) and continues through the various fields (12) along the periphery of the board (54).
  • the player holding the board (52) determines how many fields (12) to move his playing piece (16) by the use of said chance device (14).
  • the game may be played by as many as five players and as few as two, as described hereinbefore.
  • the order by which the game is played is decided upon by all of the players or randomly by using the chance device (14).
  • Each of the players receives a game piece (16) from the WIZ-ARD and places it on the field called WIZARD'S HOUSE (58).
  • the game piece (16) may be any moveable element which may be fabricated from a lightweight material and take on any shape.
  • Each of the pieces (16) should be colored differently or take on a different shape so it may be personalized and easily identified by the players.
  • a game piece (16) may be distributed to each of the players by the WIZ-ARD or picked out by the players themselves from an opaque container, e.g. a box, a wool bag.
  • the first player roles the dice (14) and advances his playing piece (16) forward a number of fields (12) to a new field in accordance with the dice.
  • the player (52) reads out the instructions outlined thereon and proceeds to fulfill them.
  • the player (52) may land on fields categorized in one of two groups: basic emotion fields and specialty fields. If for example the new field is an emotion field, the instructions therein may read: "FEAR: Pick Up A Card, 50 points".
  • the player (52) will be granted 50 points and will be required to collect a card from the FEAR stack (20A), read the mission printed thereon, and carry it out.
  • the remaining players may grant him additional points as described hereinabove.
  • the player may land on a specialty field which reads: "All Players: 25 points”.
  • the player holding the board proceeds to pick a card from the ALL PLAYERS stack (34) and carries out the mission outlined therein. Additional points may be granted to the player by the other participants as before.
  • the player may also land on a specialty field called "Happiness Chest: 25 points".
  • each of the players receives 25 points, and the player holding the board (52) is allowed to grant each of the other players additional points according to how happy a specific player is.
  • the player proceeds to pick up a card from the ITAPPINESS stack (30), carries out the mission outlined therein and optionally receives further points from the remaining players as before. If landed on a field called "What is a Feeling?" the player (52) will be required to pick up a card from the "WHAT IS A FEELING? stack (32) only in the second round, after he has had a chance to communicate his emotions to the other participants.
  • the cards contained within this stack require the player (52) to describe his feelings towards the situation described in the card by utilizing one or more of the general feelings listed in the "Player's Dictionary of Emotions" (60), shown in Table 1. It is surely understood that the feelings listed in the table under "Player's true feelings” are only a small section of the spectrum of feelings that may be experienced by any one player.
  • the player (52) will have to associate his feelings with one of the five basic feelings listed in the Dictionary (60), thereby attempting to understand his own feelings and organize them into a more basic format. If the feeling the player is experiencing is not listed in the table, he will have to associate his experience to the feeling most closely related to one listed in the table.
  • Player's Dictionary of Emotions The player may use this dictionary to associate the feelings he describes and which have impact on his understanding of the real-life experience he conveys with one of the five basic emotions.
  • the player is given a designated amount of time to fulfill the assigned mission.
  • the WIZARD proceeds to total the points and to write them down on a board or on any other means visible to all participants. If the player picked a card from one of the emotion stacks (18A-26A), the WIZ-ARD instructs the player to pick up a card from the WIZARD stack (28), which the player reads to himself and passes on to the WIZARD to read out loud. The WIZARD then allows the next player to take over the game.
  • the WIZ-ARD cards are such which contain general statements about a person's emotional or social status and which may help the player himself and/or the other participants to better express their own feelings.
  • the player who has collected cards from each of the five emotions has not gained enough points to win the game.
  • said player may choose to continue playing until such a stage when he is granted enough points to win the game, or alternatively until a different player has collected all five basic emotion cards and decides to end the game.
  • the objective of this game is to stimulate the players to convey their true, real-life experiences and to evaluate their own being through their own behavior, feelings and experiences and further reflect thereon through the experiences of others. Therefore, each of the players may choose to continue playing the game until such a point each of them has gained emotional strength or has conveyed his emotional experiences to the fullest.
  • the end of the game may be decided upon by some or all participants with no regard to the number of points gained by each one of them.
  • the winner, announced by the WIZARD may now ask each of the participants to grant him a non-materialistic wish of his choosing, e.g. receive a hug from each of the other participants, or be given good testimony of his character.

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  • Psychiatry (AREA)
  • Child & Adolescent Psychology (AREA)
  • Epidemiology (AREA)
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  • Bioinformatics & Cheminformatics (AREA)
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Abstract

The present invention relates to a novel game for two or more players. In this game the players advance through a succession of missions that include such in which the player is required to convey a true, real-life emotion or experience related thereto. The player receives a score according to the manner in which the emotions were expressed.

Description

GAME FOR TWO OR MORE PLAYERS INVOLVING A PSYCHOLOGICAL OR SOCIAL EVALUATION OF THE OTHER PLAYERS
FIELD OF THE INVENTION This invention relates to a game for two or more players.
BACKGROUND OF THE INVENTION In the fields of education and psychology, there are various and different 5 types of games which are used to entertain or to provide the players with information regarding human personality needs. Some games grant the players with points or other rewards for answering questions correctly and some are aimed at stimulating the players' minds and sharpen their social skills. Educational games may take on various forms and levels of complexity 10 such as those broadcast on television. These types of games have gained popularity as the winning party usually is awarded a prize of a substantial value. The very nature of these games suggests wining or losing instead of education. Personality type games tend to mirror human experiences and most often offer choices and involve risk taking. US Patent No. 4,216,971 to Lyke, discloses 15 a competitive game apparatus that stimulates human life and the psychological effects of different human experience. The player is required to travel along a route and accumulate buttons and personality token that represent personality enrichment. US Patent NO. 4,216,594 to Farley et al, discloses a psychotherapeutic 20 testing board game comprising a game apparatus for providing a game playing atmosphere between a tester and a player. A plurality of cards for selection by the game selection device contains information to elicit a personal psychological response of a player whereby the player upon giving the response is given an award. Games, which induce players' expression of emotions, are less common. One such board game which is designed to induce such an expression or to display verbal dexterity in reading a tongue twister expression is disclosed in US Patent No. 4,966,371 to Sherman. Each player moves a long a path, from one field to another, along which path the player is required to comply with instructions to act out certain emotions, e.g., sadness, a smile of joy, a hilarious laugh or a tearful cry, which are not specifically associated with any one true feeling the player experiences while playing the game.
SUMMARY OF THE INVENTION The present invention relates to a novel game for two or more players. In this game the players advance through a succession of missions that include such in which the player is required to convey a true, real-life emotion or experience related thereto. According to one embodiment the player receives a score according to the manner in which the emotions were expressed. The game of the invention may be a board game, may be played on a computer, may be played between players connected to one another through a computer or other communication network, etc. In accordance with one embodiment the invention provides a game for two or more players comprising game stages in which the player needs to fulfill a mission that relates to a specific type of basic emotion through description or reflection on a real-life experience that has any bearing to the basic emotion. In accordance with another embodiment, the fulfilling of a mission comprises describing or reflecting on a real-life personal occurrence and the game then advances through a game routine that gives each player the opportunity to pass through a different type of such missions. According to this embodiment the invention provides a game for two or more players comprising game stages in which a player needs to fulfill a mission to describe or reflect on a real-life personal occurrence that is related to a specific basic type of emotion and the game advances through a routine that provides each player with an opportunity to pass through stages that require him to fulfill one or more of such missions. According to another embodiment the player needs to achieve a goal in the game and advances through the different steps on the basis of a set of game rules. The rules include such that require a player to complete a certain mission that involves a description of a real-life experience and he is given a score by other participants in the game based on the manner he fulfills the mission. Thus, provided by this embodiment is a game for two or more players in which each player needs to achieve a goal, comprising a set of rules by which each player advances towards achieving the goal, wherein said set of rules comprise, one or more rules requiring a player to complete a mission involving describing a real- life experience that has bearing to a specific type of basic emotion and wherein his score for fulfilling the mission is given to the player by the other participants in the game. In accordance with yet another embodiment the invention provides a method for playing any one of the above games. This embodiment thus provides a method of game playing for two or more players, comprising advancing through game steps and carrying out missions defined for these steps, the missions comprise describing or conveying to other players of the game a real-life experience that relates to a defined basic emotion. In essence, when playing the game of the invention, the player needs to "collect" emotions, namely complete missions that relate to one of a variety of such emotions that he/she needs to collect. Such emotions which he/she needs to collect may be one or more of "basic emotions" of the group consisting of fear, anger, pretense, joy, love, concern, anxiety or jealousy. As will no doubt be appreciated, this group of emotions is but an example and the set of emotions that needs to be "collected" may be only a few of this group or may include also such which are not belonging to the aforementioned group. In a mission that relates to or has bearing to a specific emotion, an individual is given a task to answer a question that relates to a specific real-life experience. For example, in a mission that relates to a specific basic emotion of joy, the individual may be asked to describe a musical piece, a geographical location, a certain food, identity of a specific individual, or a situation that brings him/her (or brought him/her in the past) to express joy. Where the basic emotion is, for example, anger, the individual may be asked to describe a situation at work, at home, specific circumstances, etc., that brings him/her (or brought him/her in the past) to anger. In accordance with one embodiment, the game is played with all individuals being at one location. Within the framework of such an embodiment, the game may be a board game, but may also be a game that is managed through a computer. In the latter case, by one embodiment, a computer station may serve all players or alternatively, each player may have his own terminal, e.g. one including a screen, a keyboard and a mouse, for playing the game. In accordance with another embodiment, the game is played with all players being remotely located from one another. The players may then communicate with one another electronically or through a voice communication. The game in accordance with this embodiment may be played over a local or wide area network, e.g. over the Internet. Voice communication, if needed, may be either through hand-held voice communication devices or, by another example, by means of voice over IP, etc. It is of course possible also to play the game electronically without voice, e.g. through the conveying of written text between the players. Where the players are remotely located from one another, one of a variety of software known per se ensuring that all individuals' computers are properly synchronized, should be employed. In another embodiment of the invention, the game is played as a televised game wherein the players are located at the studio and the game is coordinated by a host who does not take active part in the game. Alternatively, the televised game may be played with the participants being remotely located, for example, in their homes, and the game is played over a communication line. In accordance with an embodiment of the invention, one of the participants may take the role of a coordinator of the game. In accordance with another embodiment, there is no coordinator and the game proceeds through a defined set of rules. One reason for having a coordinator is that it permits some flexibility in the manner in which the game proceeds according to the coordinator's personality and objectives. Thus, a group of individuals regularly playing with one another may change the coordinator each time they play and in essence play a game which proceeds in a slightly different manner according to the chosen coordinator's personality. For example, if the coordinator is a therapist, he/she may instruct the player/s to play the game in a manner suitable for the player/s treatment. This may be another factor in the game rules. In a typical mode of implementation of the game, the player advances through a defined path with different fields each field requiring to perform a specific mission, at least some of which are associated with basic emotions. The advancement through the different fields may be one at a time, may be defined in random manner, e.g. through one or more real or virtual dice. In accordance with one embodiment of playing the game, it advances at least until one player completes the set of missions. A winner may then be declared which may, for example, be an individual having the highest score (e.g. the score given for the manner of performance of his mission by the other players) or may be the individual who managed to complete the set of missions. The game may be actively played by only one of the players. The other player may for example be a therapist. The game may be played as part of a psychological or social evaluation of one or more of the other players and may also be played in combination with any therapy. The invention will now be further illustrated below with reference to a specific embodiment in which the game is implemented as a board game with physical mission cards, presented in the annexed drawings. As will be appreciated, this specific embodiment is an example and should be regarded as illustrating the example and eventually is not intended to be limited to this specific embodiment.
BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1 is a general illustration of the game board played according to the present invention. Fig. 2 shows a detailed segment of the game board showing the route (54) with some of the fields (12) and the instructions contained therein. Fig. 3 depicts one specific non-limiting design of the positions on which the stacks of emotion cards would be placed, face down. Figs. 4A-4E are illustrations of the different emotion cards in accordance with the invention. Figs. 5A-5D depict illustrations of the score tokens (38-44) which are granted to the player holding the board in an appreciation of his conveying of a real-life experience.
DETAILED DESCRIPTION OF THE INVENTION The novel game of the present invention may be played by various groups of people and is typically played by two or more participants. In the context of the present inventions, the term "two or more players" refers to a group of two or more persons of all ages which play the game in accordance with its rules or in line with the spirit of the game as detailed herein. The game, for example, may be played by two persons, one of which being a therapist, a psychiatric, a psychologist, a teacher, a friend, a family member or the like who does not actively participate in the game but rather acts to assist the other at least one participant in playing the game, advancing through the missions and expressing the player's real-life experiences. In such cases the game is actively played by a single person, with the leading and assistance of a second, as for example part of a psychological or social evaluation or treatment. The game may also be played without being part of or associated with such a psychological or social intent. The term "actively played" refers to a player which plays the steps of the game, namely, throws the dice, collects c'ards, expresses emotions and advances through the missions. The player who does not "actively play" the game, for example a therapist, will not typically need to acticvely play the game. However he/she may choose to take part in expressing his/her own emotions and may also choose to describe or detail his/her own real-life experiences if they believe such an expression would assist the active player in playing the game. The term "a true, real-life emotion or experience" relates to an experience which the person participating in the game has actually undergone, which is true and which is associated with one or more human emotion. Such experiences may be related for example to such which result from human interaction, behavior, belief, everyday exposure to other peoples' experiences, interactions with animals, interactions with the municipalities and the like. The term also encompasses those experiences which involved late or retrospective expression of emotions. The term emotion or basic emotion as used and described hereinbefore refers also to so-called responsive emotions which may arise from expression of the player's own self emotion or someone else's emotions. Such responsive emotions may for example be rage brought about as a result of deep sadness, sadness brought about as a result of being involved with someone else's agony, anger evolved from the sadness of losing a family member, happiness from someone else's suffering and the like. Attention is now directed to Fig. 1 which shows a game board (10) that may be used in playing the game of the present invention. The game board (10) comprises a plurality of fields (12), a chance device (14), game pieces (16), emotion cards (18, 20, 22, 24 and 26) and stacks thereof (18A, 20A, 22A, 24A, 26A), specialty cards (28, 30, 32, 34, 36) and stacks thereof (28A, 30A, 32A, 34A and 36A), score tokens (38, 40, 42, 44, 46), instructions (48) how to play the game and Player's dictionary of emotion (60). The plurality of fields (12) comprised within the game board have instructions (50) for directing a player (52) whose game piece lands thereon. The instruction (50) may direct the player (52) to a specific mission, such as to pick an emotion card or to perform an act. The movement of the game piece (16) from one field to another is determined by the player's use of a chance device (14), such as one or more rolling dice, spinner on a card divided into numbered segments or any electronic chance device. The board (10) may be rectangular and may be designed to be folded along at least one line across its center. It may alternatively take on any other geometrical shape. It may be made of any rigid or semi-rigid material. The board (10) in accordance with the present embodiment is constructed such that the player (52) travels along an outer peripheral route (54) of the board. This route (54) includes numerous fields (12), each of which includes instructions (50) such as and not limiting to:
-Pick up a "What is a Feeling? " card, -Pick up a card from ANGER, -Pick up a card from FEAR, -You have to pay 75 points or tell a story about a certain feeling, -It 's your turn to receive a kiss from each of the players.
Fig. 2 shows a segment of the route (54), which includes several of the numerous fields (12), which include said instructions (50). The player (52) will have to act in accordance with the instructions and pick a card from the stack relating to the specific emotion, such as ANGER (18), FEAR (20), SADNESS (22), WORRY (24) and PRETENCE (26). The different stacks (18A-26A) are placed face down in special locations (19, 21, 23, 25 and 27) as shown in Fig. 1, in the inner part (56) of the board (10), within the peripheral boarders (54). The locations (19-27) may be designated in any shape and/or color indicating the correct position of each stack (18A-26A). The five different locations (19-27) may each be shaped as hands, as shown in Fig. 3, or in any other fashion. In the case the positions are shaped as hands, each finger is differentiated from the other by a differentiating means such as color, texture markings, etc. The differentiating means of the fingers should match the differentiating means of the specific emotion card. For example, one finger may be colored red for ANGER (18); another finger would be colored yellow for FEAR (20), etc. Each of the emotion cards (18-26) comprises missions, as shown in Fig. 4, which the player (52) has to fulfill in order to receive points from each of the other players. Such missions may for example be:
SADNESS card: 1. What type of music do you prefer listening to when you are sad? 2. What such type of music makes you feel? 3. Which is the most dominant feeling that may be associated with what you're telling us?
Alternative instructions for SADNESS cards:
"I was asked to do something and I was led to feel that they didn't trust me..." 1. From 1 to 10 how strong did you feel about this? 2. Tell us about such an incident. 3. Which is the most dominant feeling that may be associated with what you're telling us?
ANGER cards: "Think of someone that angers you..." 1. Tell us who the person is and the reason he/she angers you. 2. Give us one good reason to continue being angry at this person. 3. Which is the most dominant feeling that may be associated with what you are telling us?
Each of the players may grant the individual holding the board (52) points based on his ability to convey a true real-life experience and touch the hearts of the other players. The points may also be granted based on any other parameter the player granting the points may consider to be relevant to the way the player (52) has managed to convey the experience. In such a way, 25 points are granted if the individual's presentation was "interesting"; 50 points if the presentation was "surprising"; 75 points for a "touching" presentation and 100 points granted if the presentation was "emotional". No points are granted if the presentation was "uninteresting". The points granted may be announced by each of the players, or by giving the player (52) a token or a card (38-44) such as those depicted in Fig. 5. A player whose presentation of the emotion is "uninteresting" may be granted a blank token or no token at all. The token or cards may be embedded thereon with markings, as shown in Fig. 5 or may be colored differently in such a way that each colored represents a different number of points. The game is monitored by one of the players who takes on a role of a WIZARD and who makes sure that the game is played by the rules. The WIZARD may actively participate in the game or may only act as a coordinator as described hereinbefore. As Fig. 1 shows, the route starts at the WIZARD'S HOUSE (58) and continues through the various fields (12) along the periphery of the board (54). The player holding the board (52) determines how many fields (12) to move his playing piece (16) by the use of said chance device (14). The game may be played by as many as five players and as few as two, as described hereinbefore. The order by which the game is played is decided upon by all of the players or randomly by using the chance device (14). Each of the players receives a game piece (16) from the WIZ-ARD and places it on the field called WIZARD'S HOUSE (58). The game piece (16) may be any moveable element which may be fabricated from a lightweight material and take on any shape. Each of the pieces (16) should be colored differently or take on a different shape so it may be personalized and easily identified by the players. A game piece (16) may be distributed to each of the players by the WIZ-ARD or picked out by the players themselves from an opaque container, e.g. a box, a wool bag. The first player roles the dice (14) and advances his playing piece (16) forward a number of fields (12) to a new field in accordance with the dice. Once positioned at the new field, the player (52) reads out the instructions outlined thereon and proceeds to fulfill them. The player (52) may land on fields categorized in one of two groups: basic emotion fields and specialty fields. If for example the new field is an emotion field, the instructions therein may read: "FEAR: Pick Up A Card, 50 points". The player (52) will be granted 50 points and will be required to collect a card from the FEAR stack (20A), read the mission printed thereon, and carry it out. In addition to the points granted to the player in accordance with the instructions at the new field, once the player (52) carries out the mission, the remaining players may grant him additional points as described hereinabove. Alternatively, the player may land on a specialty field which reads: "All Players: 25 points". At this field, each of the players is granted 25 points, the player holding the board proceeds to pick a card from the ALL PLAYERS stack (34) and carries out the mission outlined therein. Additional points may be granted to the player by the other participants as before. The player may also land on a specialty field called "Happiness Chest: 25 points". In this field, each of the players receives 25 points, and the player holding the board (52) is allowed to grant each of the other players additional points according to how happy a specific player is. The player proceeds to pick up a card from the ITAPPINESS stack (30), carries out the mission outlined therein and optionally receives further points from the remaining players as before. If landed on a field called "What is a Feeling?" the player (52) will be required to pick up a card from the "WHAT IS A FEELING? stack (32) only in the second round, after he has had a chance to communicate his emotions to the other participants. The cards contained within this stack require the player (52) to describe his feelings towards the situation described in the card by utilizing one or more of the general feelings listed in the "Player's Dictionary of Emotions" (60), shown in Table 1. It is surely understood that the feelings listed in the table under "Player's true feelings" are only a small section of the spectrum of feelings that may be experienced by any one player. The player (52) will have to associate his feelings with one of the five basic feelings listed in the Dictionary (60), thereby attempting to understand his own feelings and organize them into a more basic format. If the feeling the player is experiencing is not listed in the table, he will have to associate his experience to the feeling most closely related to one listed in the table.
Tablel: Player's Dictionary of Emotions: The player may use this dictionary to associate the feelings he describes and which have impact on his understanding of the real-life experience he conveys with one of the five basic emotions.
The player is given a designated amount of time to fulfill the assigned mission. When the player completes his mission, receives points from the remaining players, the WIZARD proceeds to total the points and to write them down on a board or on any other means visible to all participants. If the player picked a card from one of the emotion stacks (18A-26A), the WIZ-ARD instructs the player to pick up a card from the WIZARD stack (28), which the player reads to himself and passes on to the WIZARD to read out loud. The WIZARD then allows the next player to take over the game. The WIZ-ARD cards are such which contain general statements about a person's emotional or social status and which may help the player himself and/or the other participants to better express their own feelings. This is the reason why the player (52) is required to read these statements to himself before they are read to the other participants. These statements may for example be: "When I love a certain character in someone, it is because I love that same character in myself, or "Sometimes the fear from another's reaction is worse then the reaction itself, or "When you feel good about yourself, and your friend believes otherwise, be true to your own feelings because they form your own personal truths." The game ends when one of the players has collected at least one card from each of the five emotion stacks (18A-26A). At this stage the WIZARD totals the number of points granted to each of the players and announces the winner as the player who received the highest number of points. It is possible however that the player who has collected cards from each of the five emotions has not gained enough points to win the game. In this case, said player may choose to continue playing until such a stage when he is granted enough points to win the game, or alternatively until a different player has collected all five basic emotion cards and decides to end the game. As it is clear from the aforementioned description, the objective of this game is to stimulate the players to convey their true, real-life experiences and to evaluate their own being through their own behavior, feelings and experiences and further reflect thereon through the experiences of others. Therefore, each of the players may choose to continue playing the game until such a point each of them has gained emotional strength or has conveyed his emotional experiences to the fullest. In such cases, the end of the game may be decided upon by some or all participants with no regard to the number of points gained by each one of them. The winner, announced by the WIZARD, may now ask each of the participants to grant him a non-materialistic wish of his choosing, e.g. receive a hug from each of the other participants, or be given good testimony of his character.

Claims

CLAIMS:
1. A game for two or more players in which a player needs to achieve a goal, comprising a set of rules by which a player advances towards achieving the goal, wherein said set of rules comprise one or more rules requiring a player to complete a mission involving describing a real-life experience that has bearing to a specific type of basic emotion and wherein his score for fulfilling the mission is given to the player by the other participants in the game.
2. A game according to Claim 1, wherein the basic emotions comprise one or more of the group consisting of fear, anger, pretence, joy, love, concern, anxiety and jealousy.
3. A game according to Claim 1 or 2, wherein the players are all in one place.
4. A game according to Claim 1 or 2, wherein players are in different locations and communicate with one another in a manner permitting each player to follow the moves of all other players and to monitor said mission as it is being fulfilled by a player.
5. A game according to Clam 1 or 2, wherein the game is a board game.
6. A game according to Clams 1 or 2, wherein the game is played by the use of a computer.
7. A game according to Claim 6, wherein the game is played over a computer network.
8. A game according to any one of the previous Claims, wherein one of the players assumes the role of the game coordinator.
9. A game according to any one of the previous Claims, wherein the player advances through a path that includes fields that the player can land on, and once landed, the player needs to fulfill a mission received in said field.
10. A game according to Claim 9, wherein the players advances in his turn a number of steps that are randomly defined prior to his turn. - lo ¬
ll. A game according to Claim 10, wherein the number of steps to advance are defined through one or more real or virtual dice.
12. A game according to any one of the preceding Claims, wherein the game advances at least until at least one player completes a set of missions.
13. A game according to Claim 12, wherein the winner of the game is the player that has the highest score.
14. A game according to any one of the preceding Claims, wherein the score is based on the opinion of the other players on the manner of expression of said emotion.
15. A game for two or more players comprising game stages in which a player needs to fulfill a mission to describe or reflect on a real-life personal occurrence that is related to a specific basic type of emotion and the game advances through a routine that provides the player with an opportunity to pass through stages that require him to fulfill one or more such missions.
16. A game according to Claim 15, comprising a set of rules defining a goal to be achieved by each of the players and a set of missions needed to achieve the goal.
17. A game according to Claim 16, wherein in each mission the player needs to convey the emotion to the other players and receives a score from the other players based on the manner in which the emotion was conveyed to them.
18. A game according to any one of Claims 15 to 17, wherein the basic emotions for each mission comprise one or more of the group consisting of fear, anger, pretence, joy, love, concern, anxiety and jealousy.
19. A game according to any one of Claims 15 to 18, wherein the players are all in one place.
20. A game according to any one of Claims 15 to 18, wherein players are in different locations and communicate with one another in a manner permitting each player to follow the moves of all other players and to monitor said mission as it is being fulfilled by a player.
21. A game according to any one of Claims 15 to 18, wherein the game is a board game.
22. A game according to any one of Claims 15 to 18, wherein the game is played by the use of a computer.
23. A game according to Claim 22, wherein the game is played over a computer network.
24. A game according to any one of Claims 15 to 23, wherein one of the players assumes the role of the game coordinator.
25. A game according to any one of Claims 15 to 24, wherein the player advances through a path that includes fields that the player can land on, and once landed, the player needs to fulfill a mission received in said field.
26. A game according to Claim 25, wherein the players advances in his turn a number of steps that are randomly defined prior to his turn.
27. A game according to Claim 26, wherein the number of steps to advance are defined through one or more real or virtual dice.
28. A game according to any one of Claims 15 to 27, wherein the game advances at least until at least one player completes a set of missions.
29. A game according to Claim 28, wherein the set of missions comprise at least one mission for each of a defined set of basic emotions categories.
30. A game according to Claim 28 or 29, wherein the winner of the game is the player that has the highest score when said at least one player has completed said set of missions.
31. A game for two or more players comprising game stages in which the player needs to fulfill a mission that relates to a specific type of basic emotion through description or reflection on a real-life experience that has any bearing to the basic emotion.
32. A game according to Claim 31, comprising a set of rules defining a goal to be achieved by each of the players and a set of missions needed to achieve the goal.
33. A game according to Claim 32, wherein in each mission the player needs to convey the emotion to the other players and receives a score from the other players based on the manner in which the emotion was conveyed to them.
34. A game according to any one of Claims 33, wherein the basic emotions for each mission comprise one or more of the group consisting of fear, anger, pretence, joy, love, concern, anxiety and jealousy.
35. A game according to any one of Claims 31 to 34, wherein the players are all in one place.
.
36. A game according to any one of Claims 31 to 34, wherein players are in different locations and communicate with one another in a manner permitting each player to follow the moves of all other players and to monitor said mission as it is being fulfilled by a player.
37. A game according to any one of Claims 31 to 34, wherein the game is a board game.
38. A game according to any one of Claims 31 to 34, wherein the game is played by the use of a computer.
39. A game according to Claim 38, wherein the game is played over a computer network.
40. A game according to any one of Claims 31 to 39, wherein one of the players assumes the role of the game coordinator.
41. A game according to any one of Claims 31 to 40, wherein the player advances through a path that includes fields that the player can land on, and once landed, the player needs to fulfill a mission received in said field.
42. A game according to Claim 41, wherein the players advances in his turn a number of steps that are randomly defined prior to his turn.
43. A game according to Claim 42, wherein the number of steps to advance are defined through one or more real or virtual dice.
44. A game according to any one of Claims 41 to 43, wherein the game advances at least until at least one player completes a set of missions.
45. A game according to Claim 44, wherein the set of missions comprise at least one mission for each of a defined set of basic emotions categories.
46. A game according to Claim 44 or 45, wherein the winner of the game is the player that has the highest score when said at least one player completed said set of missions.
47. A method of game playing for two or more players, comprising advancing through game steps and carrying out missions defined for these steps, the missions comprise describing or conveying to other players of the game a real-life experience that relates to a defined basic emotion.
48. A method according to Claim 47, comprising receiving a score from other players according to the manner in which the emotions were described or conveyed to them.
49. A method according to Claim 47 or 48, wherein the basic emotions for each mission comprise one or more of the group consisting of fear, anger, pretence, j oy , love, concern, anxiety and j ealousy .
50. A method according any one of Claims 47 to 49, wherein the players are all in one place.
51. A method according to any one of Claims 47 to 49, wherein players are in different locations and the players communicate with one another in a manner permitting each player to follow the moves of all other players and to monitor said mission as it is being fulfilled by a player.
52. A method according to any one of Claims 47 to 49, wherein the game is a board game.
53. A method according to any one of Claims 47 to 49, wherein the game is played by the use of a computer.
54. A method according to Claim 53, wherein the game is played over a computer network.
55. A method according to any one of Claims 47 to 54, wherein one of the players assumes the role of the game coordinator.
56. A method according to any one of Claims 47 to 55, comprises advancing through a path that includes fields that the player can land on, and once landed, fulfilling a mission received in said field.
57. A method according to Claim 56, wherein the players advances in his turn a number of steps that are randomly defined prior to his turn.
58. A method according to Claim 57, wherein the number of steps to advance are defined through one or more real or virtual dice.
59. A method according to any one of Claims 47 to 57, wherein the game advances at least until at least one player completes a set of missions.
60. A method according to Claim 59, wherein the set of missions comprise at least one mission for each of a defined set of basic emotions categories.
61. A method according to Claim 59 or 60, wherein the winner of the game is the player that has the highest score when at least one player completed said set of missions.
62. A game according to anyone of claims 1, 15 or 31 wherein one of the players is a therapist.
63. A game according to anyone of claims 1, 15 or 31 wherein the game is played as part of a psychological or social evaluation of one or more of the other players.
64. A game according to anyone of claims 1, 15 or 31 wherein the game is played in combination with therapy.
65. A game according to anyone of claims 1, 15 or 31 wherein the game is actively played by only one participant.
EP04745031A 2003-07-30 2004-07-28 Game for two or more players involving a psychological or social evaluation of the other players Withdrawn EP1651321A1 (en)

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