US20130087973A1 - Interactive Scenario Game and Teaching Tool - Google Patents

Interactive Scenario Game and Teaching Tool Download PDF

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US20130087973A1
US20130087973A1 US13/647,505 US201213647505A US2013087973A1 US 20130087973 A1 US20130087973 A1 US 20130087973A1 US 201213647505 A US201213647505 A US 201213647505A US 2013087973 A1 US2013087973 A1 US 2013087973A1
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scenario
players
lip
game
cards
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US13/647,505
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Mark Bettner
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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
    • A63F1/00Card games
    • A63F1/04Card games combined with other 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
    • 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
    • A63F1/00Card games
    • A63F1/04Card games combined with other games
    • A63F2001/0441Card games combined with other games with a written message or sentence, e.g. chance or instruction cards
    • 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

Definitions

  • the present invention relates to an anger management tool and role playing game that teaches self control during confrontations for the purposes of reaching a conclusion that does not result in damage or further animosity between the parties involved. More specifically, the present invention pertains to a role playing game having a set of scenarios that are acted out and a means for preventing outbursts or further vocalization of thoughts, providing for thought gathering and emotional control during an argument, wherein the game is useful for human resources purposes, confrontation management and improving one's personnel or social management skills.
  • Severely emotional and personal arguments can to escalate to the point of damaging one's feelings. In the case of extreme arguments, relationships can become strained and some may dissolve entirely as a result. Most people are generally not accustomed to rationally working through an argument or confrontation, and resort to personal attacks or emotional outbursts that accomplish only hurtful or damaging results. In order to achieve a beneficial outcome, it is generally accepted that removal of one's emotions or control thereover is paramount to reaching a successful conclusion to a confrontation without lasting damage to the underlying relationship. However, in the heat of an argument and while pressured by outside influences, it can be difficult to remain calm and find this beneficial conclusion. Resorting to hurtful language or outbursts is an easy way to vent frustration and to limit conversation to one party or another. This is common in many types of confrontations, some examples including those in the workplace between colleagues, between family members or friends, or even during a negotiation between differing parties.
  • the present invention pertains to an educational and player interactive game that presents several scenarios in which two parties must act out the elements of the scenario and reach a conclusion therefor. It is desired to provide this game as a means of improving one's social interaction and communication skills, while also providing a teaching tool for educational institutions, commercial human resource departments and for use in the home within a family.
  • the game provides a plurality of situations that may be tailored to a particular setting or industry, while the game is acted out with the purpose of reaching a rational conclusion and without emotional outbursts.
  • a set of lip covers are provided that allow the parties to be silenced if the conversation becomes too heated or overly emotional, teaching the users impulse control, thought development and listening skills in the process.
  • the invention further allows individuals to learn how to broach certain sensitive subjects or maneuver through difficult scenarios involving friends, family, co-workers or adversarial opponents.
  • Devices have been disclosed in the prior art that relate to situational game board devices. These include devices that have been patented and published in patent application publications, and generally relate to educational tools for young children or situational discussion games. The forgoing is a list of devices deemed most relevant to the present disclosure, which are herein described for the purposes of highlighting and differentiating the unique aspects of the present invention, and further highlighting the drawbacks existing in the prior art.
  • U.S. Pat. No. 7,073,792 to Esposito discloses a method of playing a game that requires players to interactively communicate and provide an analysis of a hypothetical situation. Based on the analysis of the situation, the players not generating the analysis score the reasoning of the analysis and assign a score base on the evaluation.
  • a game board is provided having a start and finish point defined by a path having categories defined thereon. When a player lands on a specific portion of the path, a defined category of scenarios is drawn from a deck of cards associated with that category for analysis.
  • the analysis must be based on predetermined principles relating to the scenario, whereby scores may be given to the analysis based on the actions taken based on the situation and the underlying principles.
  • the Esposito game while providing a game that includes interactive communication and analysis of scenario, is not provided to improve confrontation management skills or emotional control during a disagreement.
  • the present invention is designed as a tool to allow one to collect their thoughts and learn to control emotions during a heated conversation, teaching control and improved negotiating skills.
  • U.S. Pat. No. 5,435,565 to Benaderet discloses a board game related to stress, wherein a game board is provided with game pieces, a rolling die and a plurality of situation cards having categories of stressful and cheerful situations describing an action required of the player. Certificates representing the number of years in a player's life are provided, with stressful cards removing years and anti-stress cards adding years thereto. The players navigate through the board from the starting point to the ending point, which is designed to be a stress-free end of journey mark at the center of the board, wherein the players encounter stressful or cheerful situations along the way. Similar to the Esposito game, the Benaderet game is one that does not teach improved negotiating or confrontational skills, but rather is a whimsical game related to stress and a journey through life, wherein stress and cheer is accumulated during the journey.
  • U.S. Pat. No. 6,120,028 to Boyer discloses an interactive game that provides critical thinking, character and value development.
  • a playing surface and deck of playing cards is provided having value categories of play.
  • Game pieces are provided for advancing through the playing surface, wherein the playing cards are drawn for a participant to discuss or analyze for a predetermined length of time the topic provided on the card.
  • the player is allowed to provide an answer or solution to the problem presented, allowing the player to develop critical thinking skills and situational thinking.
  • the present invention is related to more aggressive confrontations that require players to select their words carefully, while other players are permitted to silence on participant in a conversation for internalizing their emotions and forming more constructive arguments.
  • the Boyer device is one that is directed to critical thinking and value development amongst players.
  • U.S. Pat. No. 3,815,919 to Cain discloses a game for elementary school children, wherein a board is provided with a defined pathway divided into a plurality of segments, along with a deck of cards to be drawn having a problem situation and a plurality of selectable alternative solutions therefor.
  • the game is designed to teach values to younger players, including selecting the most appropriate responses to difficult or troubling scenarios.
  • the selectable responses are split into categories of good, neutral and bad, whereby the player is able to advance, remain stationary or move backward on the game board based on their response, respectively.
  • the scenarios are designed to be fitting for those that a younger person may encounter, including social situations calling on values from the individual to choose the correct path or response.
  • the Cain device is one that is devoted to instilling and teaching values, rather than teaching one to appropriately communicate and persuade without great emotional outbursts, as is taught through the present invention.
  • U.S. Pat. No. 5,860,652 to Ruff discloses a board game that is adapted for use by parents and children together as a learning tool for the children, wherein game pieces are advanced along the board using a rolling die and question cards that are drawn based on the game piece position.
  • the questions include educational queries that age appropriate to the child, wherein general knowledge is tested for a specific age set, including shapes, colors and other educational questions.
  • the cards can be provided in blank form to allow new questions to be written thereon, updating the game play and updating the sophistication level of the game over time and as the child ages.
  • the Ruff device while providing a question and answer educational game having a game board, does not disclose emotional control and confrontation management development using a game board as a means to educate users.
  • the Ruff device includes a board and questions on game cards, but is directed to child education.
  • the present invention provides an educational tool for the purpose of teaching impulse control, confrontation management and emotional outburst restraint during an argument, confrontation or negotiation. It is desired that the game be utilized commercially and in the home for teaching users to deal with difficult scenarios, which can otherwise result in relationship damage or hinder professional advancement. It is submitted that the present invention substantially diverges in design elements from the prior art, and consequently it is clear that there is a need in the art for an improvement to existing confrontation and emotion control teaching tools. In this regard the instant invention substantially fulfills these needs.
  • the present invention provides a new interactive scenario game wherein the same can be utilized for providing convenience for the user when learning impulse and emotional control during arguments, discussion or confrontations.
  • Another object of the present invention is to provide an interactive scenario game that teaches emotional control, appropriate communication and pragmatic approaches to conflicts.
  • Another object of the present invention is to provide an interactive scenario game that can be utilized by families, in business and work settings, for teaching negotiation skills and other situations in which confrontation management and communication skills are required.
  • Yet another object of the present invention is to provide an interactive scenario game that includes a plurality of lip covers that can be clipped or otherwise attached to each player's lips in order to silence the player, providing a momentary break in the role playing to allow though gathering before proceeding.
  • FIG. 1 shows a view of the present interactive scenario game being played by four players.
  • FIG. 2 illustrates the scenario cards drawn during game play to determine the type of situation in which two or more players must act out.
  • FIG. 3 shows a perspective view of an embodiment of the lip cover of the present interactive scenario game.
  • FIG. 1 there is shown a pictorial view of the present interactive scenario game of the present invention in use by several players, wherein at least one deck of cards 11 is provided, along with a lip cover 12 for each player and at least two players 13 are present to interact with one another and act out a series of scenarios that are written on the cards.
  • the game is one in which a card 11 is drawn from a first deck of cards and read aloud.
  • the card includes a scenario that must be acted out between two players, with each player taking a side in the scenario.
  • the scenarios are designed to include contentious topics, common confrontational situations, misunderstanding between parties, negotiations or similar situations in which tension is elevated and increased self control and awareness is required to calmly execute the scenario without outbursts or escalating the conversation to one that does not readily allows itself to be easily remedied. If, during the course of the acted out scenario, the two parties begin to escalate their discussion beyond normal discourse, one of the players may pause the conversation by initiating a lip cover 12 over all players involved. This is done by announcing “Lip Clip” or similar catch phrase, wherein a mouth cover is placed over the players' mouths to restrict their speaking.
  • the game cards 11 may include a resolution point or a particular solution that is acceptable, or provide a goal for which the parties are to meet or agree on. This goal may be hidden from the players 13 involved, such that their interaction has meaning toward what they think is right and what the adequate solution may be.
  • the situations and conclusions may include a dispute between parents and children, wherein the resolution is meaningful, constructive and caring guidance given by the parent and respectful, obedient and mature responses from the child player. Once a resolution is found, the next card may be drawn between the next two players involved.
  • FIG. 2 there is shown a view illustrating the deck of cards 11 and a player drawing 13 a card containing an example scenario in which at least two players must act out the situation and find a common resolution while showing restraint and proper communication skills.
  • the card may read of the situation in which a son comes home late with the family car and his father is at the door to meet him. One player can act as the son, while the other player acts as the dad. These players then play out the scenario, with the goal of the father to be to reprimand the son and change his behavior to prevent his continual tardiness with regard to curfew.
  • the son may have a goal to extend his privileges or to talk to the father about a particular subject.
  • the two parties having differing viewpoints and goals provides an adversarial situation in which mutual ground must be found or a resolution must be agreed upon.
  • each party must show self control over his emotions and communicate appropriately.
  • they are the only players allowed to speak and converse; however if anyone feels that one of the players is getting angry or out of control, that player can initiate the lip covers for everyone to put on their mouth guard-like device that clips or otherwise attaches to their mouths for a 30 to 60 second time interval, giving the role players a chance to think before they speak in anger and prevent them from saying something hurtful that they may regret.
  • the goal is to provide a discussion and confrontation tool that allows users to think before they speak and also restrain themselves from outbursts of emotion or hurtful language that is not helpful to the given situation.
  • the scenarios on the cards 11 may be directed to a specific set of topics that are targeted to a specific audience (for instance: domestic arguments, conflicts within the workplace, common negotiations for a given industry, etc.), or further a set of blank cards may also be provided to allow the user's to tailor the game to their needs or desired situations.
  • the lip cover is a device that is adapted to cover a user's mouth region to prevent the player from speaking, while also providing an outward decorative appearance that is comical or entertaining, interjecting comic relief into an otherwise tense situation or game scenario between players.
  • the covers themselves comprise an outward lip adornment 14 in the shape of lips or a caricature thereof, including different styles, sizes and accessories such as mustaches and other adornments.
  • the backside of the lip cover adornment is a lip attachment means 15 , which comprises a means to attach the lip cover to the user's face or lips without requiring the user to hold the device in place.
  • this attachment means comprises a pair of clips that gently pinch the user's exterior lips, closing the user's mouth and supporting the outward lip adornment 14 in a stable position on the user's face.
  • the lip clips can be offered in several different designs, include pink puckered lips, big red lips, mustached lips, accentuated front teeth, and so on. The goal is to prevent players from speaking while offering a comical or humorous means of accomplishing this task.
  • the present invention provides a teaching tool and game that teaches people how to respect others during certain scenarios in which involve conflict and where individuals become easily argumentative.
  • the game is one in which players draw scenario cards and act out the scenarios printed thereon.
  • the goal of the game can be to respectfully work out the situation through positive dialogue.
  • the game may be a purely educational or value teaching exercise in the workplace, a therapy tool or further an enjoyable family game. Scoring may be provided through a set of acceptable resolutions or subjective scoring, and further a game board or score sheet may be included as desired in conjunction with the steps of acting out scenarios between individuals with the ability to silence all parties during heated debates. It is desired that the present invention be provided for all ages and for various situations, including domestic, workplace and in educational environments.
  • the lip covers can be placed in the meeting areas (kitchens or meeting rooms, for example), and then everyone involved in a situation or discussion can work together to find an agreeable solution to a given problem.
  • a father cannot say blindly assert his authority without input from others and without careful consideration of his decisions. Therefore, as possible volatile situations occur in daily life and anger rises, anyone can say to another co-worker or family member “Lip Clip” or similar catch phrase for initiating the lip covers, and the group can quiet and either put on their lip cover for a short interval, or further cease to speak out as if the cover was installed. This avoids hurtful words or even physical violence, and provides a healthy means for monitoring everyone's communication.
  • the game provides a teaching tool and an extension to control interactions and prevent harmful language or actions.

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Abstract

Disclosed is an educational tool that teaches self-control and anger management skills during an argument. The game comprises at least two players, at least one deck of cards and a lip cover for each player involved in the game. A card is drawn between two players, wherein the card includes a scenario in which a confrontation may ensue or one that may draw an emotional response during discussion. The two players act out the scenario and discuss a resolution, while all other players monitor the discussion. If one of the other players believes the conversation is becoming too emotional or out of control, that player may initiate the lip covers for all players, allowing time for each player to think without speaking to regain self-control. This game may be used as a confrontation or human resources teaching tool, or a therapy tool for families to discuss topics while learning self-control.

Description

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

Claims (15)

I claim:
1) An interactive scenario game, comprising:
a set of cards having scenarios thereon, said scenarios comprising a confrontation, negotiation or conflict between two or more parties;
at least two players to act out a scenario from a drawn card;
a lip cover for each player, said lip cover having a lip connection means for preventing said players from speaking when applied over a period of time for thought gathering and emotional control.
2) The device of claim 1, wherein said scenario cards further comprise an acceptable resolution thereon for allowing said parties to end said scenario and judge each other's actions.
3) The device of claim 2, wherein said judging further comprises a scoring system based on each player's actions, communication and scenario outcome.
4) The device of claim 1, wherein said players initiate said clip cover when said players acting out said scenario are deemed emotionally out of control or off topic.
5) The device of claim 1, wherein said scenario cards comprise an overall topic targeted to a specific audience, industry or topic set.
6) The device of claim 1, wherein said scenario cards comprise open space for said players to define a scenario of their own.
7) The device of claim 1, wherein said lip covers comprises a frontal lip adornment and a mouth attachment means behind said lip adornment.
8) The device of claim 7, wherein said lip adornment further comprises the shape of lips or caricature thereof for comic relief when applied.
9) A method of teaching emotional control and effective communication during conflicts through an interactive scenario game, comprising the steps of:
providing a set of cards having a scenario that includes a confrontation, negotiation or conflict between two or more parties thereon;
acting out said scenario between at least two players;
utilizing a lip cover that prevents said players from speaking for regulating emotional outbursts during said scenario for thought gathering and emotional control purposes.
10) The method of claim 9, further comprising the steps of:
acting out said scenario until an acceptable resolution is found between said parties, said cards having an acceptable resolution thereon.
11) The method of claim 9, further comprising the steps of:
judging said players and scoring a resolution between said players based on each player's actions, communication and scenario outcome.
12) The method of claim 9, further comprising the steps of:
initiating said clip cover when said players acting out said scenario are deemed emotionally out of control or off topic.
13) The method of claim 9, further comprising the steps of:
targeting said scenario cards based on an overall topic targeted to a specific audience, industry or topic set.
14) The method of claim 9, further comprising the steps of:
providing blank cards for said players to define a scenario of their own.
15) The method of claim 9, further comprising the steps of:
providing said lip covers having a frontal lip adornment providing comic relief to said players once applied and a mouth attachment means behind said lip adornment.
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US11082896B2 (en) 2011-12-19 2021-08-03 Comcast Cable Communications, Llc Beamforming signaling in a wireless network
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US11516713B2 (en) 2011-12-19 2022-11-29 Comcast Cable Communications, Llc Beamforming handover messaging in a wireless network
US9450656B2 (en) 2011-12-19 2016-09-20 Comcast Cable Communications, Llc Beamforming handover messaging in a wireless network
US11647430B2 (en) 2011-12-19 2023-05-09 Comcast Cable Communications, Llc Signaling in a wireless network
US11950145B2 (en) 2011-12-19 2024-04-02 Comcast Cable Communications, Llc Beamforming in wireless communications
US9444535B2 (en) 2011-12-19 2016-09-13 Comcast Cable Communications, Llc Beamforming signaling in a wireless network
US11786804B2 (en) 2020-04-14 2023-10-17 Joel T. Peterson Therapeutic customizable game board system

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