AU2018200534B2 - A psychology-based board game and methods of play thereof - Google Patents

A psychology-based board game and methods of play thereof Download PDF

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AU2018200534B2
AU2018200534B2 AU2018200534A AU2018200534A AU2018200534B2 AU 2018200534 B2 AU2018200534 B2 AU 2018200534B2 AU 2018200534 A AU2018200534 A AU 2018200534A AU 2018200534 A AU2018200534 A AU 2018200534A AU 2018200534 B2 AU2018200534 B2 AU 2018200534B2
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player
task
board game
playing
feedback
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AU2018200534A1 (en
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Judye Margetts
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Resilienze For Life Pty Ltd
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Resilienze For Life Pty Ltd
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Abstract

A psychology-based board game is described which comprises a playing surface adapted for the movement of one or more player tokens thereon, the playing surface bearing playing path indicia defining an endless playing path comprising a plurality of playing positions wherein 5 each playing position bears task indicia indicating that a player whose token lands on it must complete a predetermined simulated psychological task; and starting path indicia defining a starting path which intersects the playing path and comprises a starting position and one or more pre-playing positions; a database comprising a plurality of predetermined simulated psychological tasks corresponding to the task indicia on the plurality of playing positions, 0 each task defining a simulated real-world task or situation requiring a player to describe a real world response that they would most likely provide; and one or more reward tokens pre assigned to completion of the task wherein each task comprises one or more reward tokens pre-assigned to completion of the task. Methods of using the board game and kits relating thereto are also described. 1/8 56 58 10 16 18 26 24 68 22 48 66 14 14.1 14.2 Figure 1

Description

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P/00/011 Regulation 3.2
AUSTRALIA
Patents Act 1990
COMPLETE SPECIFICATION FORASTANDARDPATENT ORIGINAL
Name of Applicant: RESILIENZE FOR LIFE PTY. LTD.
Actual Inventor(s): Judye MARGETTS
Address for Service: Houlihan2, Level 1, 70 Doncaster Road, Balwyn North, Victoria 3104, Australia
Invention Title: A PSYCHOLOGY-BASED BOARD GAME AND METHODS OF PLAY THEREOF
The following statement is a full description of this invention, including the best method of performing it known to the Applicant:-
A PSYCHOLOGY-BASED BOARD GAME AND METHODS OF PLAY THEREOF FIELD OF THE INVENTION
[001] The invention relates to a psychology-based board game. In particular, although not exclusively, the invention relates to an improved psychology-based board game in which the score of a player is associated with a real-world increase in self-awareness and/or self effective behaviours.
BACKGROUND TO THE INVENTION
[002] Various board games based on hypothetical psychological personality or character traits are known in the art. For example, United States Patent No. 5,020,804 describes a psychology board game in which the players are provided with a (i) description of a hypothetical person having at least one undisclosed character trait, (ii) a description of a circumstance with which the hypothetical person is confronted, (iii) a list of possible reactions of the hypothetical person to the circumstance from which the players must select the most appropriate response, and (iv) a means for scoring the player's reaction selection. In this board game, a player's ability to select the most appropriate response is increased when that player determines the undisclosed character trait. However, the character trait or traits '0 referred to in this game are hypothetical in nature, are ascribed to a hypothetical character, and are not the character traits of the players. Furthermore, a player's response is limited to the selection of a given list of possible reactions of the hypothetical person.
[003] Similarly, United States Patent No. 3,124,358 describes a game in which players select a predetermined character's reaction to a given situation from a list of responses, wherein the correct responses are each assigned a score. Each player's score is based on whether or not they choose the correct response from a given list of responses of the predetermined character. Accordingly, the score of a player is not associated with any personality development or increased awareness of self.
[004] United States Patent No. 4,216,971 describes a psychological game based on the general philosophy that everybody wants a psychologically effective life where opportunities are taken advantage of and psychological risks are avoided. The game apparatus comprises a game board with a plurality of alternative routes each having a plurality of indicia-bearing stations, a chance device, a special playing piece for each player, sets of favourable and unfavourable personality tokens, sets of indicia-bearing chance cards and sets of four game buttons which must be acquired to win the game. A player is awarded either favourable personality tokens or unfavourable personality tokens based on the life routes chosen during a simulated lifespan, such as a "college route", a "party route" and a "stock market route" etc. Players are awarded or penalised based on chance and winning the game is dependent on collecting all of the four buttons and collecting more favourable personality tokens than unfavourable personality tokens. This game relates to making hypothetical life decisions over a hypothetical life-span and disadvantageously awards penalties for making incorrect life decisions. The type of hypothetical life decisions are in the nature of decisions that alter the course of the hypothetical life of the player.
[005] The inventors of the present Application have identified a need to provide a serious board game which is also entertaining to players. The inventors have identified that the above-mentioned board games are typically designed with a primary or sole purpose of entertainment, and are not serious games. A serious game is a game that incorporates elements of gaming to solve serious problems such as health education or promotion, teaching and education, or social change. In other words a serious game is a game designed for a primary purpose other than entertainment such as education, training and/or self '0 development. However, it is difficult to make a serious game suitably engaging for players. That is, inventors of serious games face difficult challenges in making such games attractive and entertaining for players in order for the game to be used and problems of health education or promotion, teaching and education, or social change to be addressed.
[006] The Applicant is not aware of any commercially available serious psychology-based board game designed with a primary purpose of health education and/or training, which is also entertaining and engaging for players.
[007] The inventors seek to provide an improved psychology-based board game that is considered to be a serious game and in which the score of a player is associated with a real world increase in self-awareness and self-effective behaviours and is reinforced by that game through training. It is also desirable to provide an apparatus that addresses or at least ameliorates one or more of the aforementioned problems of the prior art and/or provides a useful commercial alternative.
[0081 The reference to any prior art in this specification is not, and should not be taken as, an acknowledgement or any form of suggestion that the prior art forms part of the common general knowledge.
SUMMARY OF THE INVENTION
[009] Individuals are exposed to various stresses and challenges in the real world, including relationship breakdowns, job losses, financial difficulties, failures, rejections, bereavement, high workload etc. An individual's ability to withstand stress and/or recover from stress or trauma is dependent on their psychological resilience. In the field of psychology, resilience is understood to be a complex construct which is associated with an individual's capacity to cope with and recover from adverse and stressful conditions. It is used to explain how an individual "bounces back" from life's challenges, using a process of managing and adapting to stress and trauma. It is generally recognised that resilience is a dynamic balancing of risk and protective factors that can be cultivated. Psychological resilience can be cultivated in a similar fashion to any other skill, through knowledge, practice and experience. The inventors of the present Application have developed a desirable serious board game which provides a simulated, low-risk environment in which one or more players may practice strategies for developing resilience in making everyday decisions, which may increase a player's self awareness and assist in the development of psychological resilience for use in the real world.
[0010] Generally, embodiments of the present invention relate to a psychology-based board O game. In one embodiment, the present invention relates to an improved psychology-based board game in which the score of a player is associated with a real-world increase in self awareness, self-esteem and self-effective behaviours.
[0011] The psychology-based board game of the invention may be a serious board-game in that it is designed with the primary purpose of facilitating one or more of education, increased self-awareness, increased self-esteem, an increase in self-effective behaviours.
[0012] The psychology-based board game of the invention may be an entertaining board game in that it is designed with a secondary purpose of entertainment in that it provides a fun and social environment adapted to entertain and engage players.
[0013] In one embodiment of the invention, the psychology-based board game is both a serious board-game and an entertaining board-game.
[0014] According to one aspect of the invention, there is provided a psychology-based board game comprising:
a playing surface adapted for the movement of one or more player tokens thereon, the playing surface bearing
playing path indicia defining an endless playing path comprising a plurality of playing positions wherein each playing position bears task indicia indicating that a player whose token lands on it must complete a predetermined simulated psychological task; and
starting path indicia defining a starting path which intersects the playing path and comprises a starting position and one or more pre-playing positions;
a database comprising a plurality of predetermined simulated psychological tasks corresponding to the task indicia on the plurality of playing positions,
each task defining a simulated real-world task or situation requiring a player to describe a real world response that they would most likely provide; and
one or more reward tokens pre-assigned to completion of the task wherein each task comprises one or more reward tokens pre-assigned to completion of the task.
[0015] The board game may further comprise one or more player tokens; display apparatus for displaying the reward tokens; and a random number generator for randomly generating a number of playing positions or pre-playing positions through which a player's token is to be '0 moved. The random number generator may be a dice or spinner.
[0016] In one embodiment of the invention, the database comprises a pack of cards, each card bearing
card indicia describing a predetermined simulated psychological task; and
reward indicia indicating the number of reward tokens pre-assigned to completion of the task.
[0017] In another embodiment of the invention, the database is an electronic database comprising a plurality of electronic cards, each electronic card comprising
electronic card indicia describing a predetermined simulated psychological task; and
electronic reward indicia indicating the number of reward tokens pre-assigned to completion of the task.
[0018] To display each electronic card, the electronic database may further comprise a graphical user interface.
[0019] In a further embodiment of the invention, the game comprises a pack of cards and an electronic database comprising electronic cards.
[0020] The database may be updated with additional tasks. In embodiments wherein the database is an electronic database, the electronic database may further comprise an interface showing an alert when an update is available.
[0021] The predetermined simulated psychological task may be a cognitive, emotional, or experience task. The task may be in the form of a question requiring an answer that is to be provided by one or more players or in the form of a set of instructions for an assignment requiring completion by one or more players. Each task may require a player to respond with their most likely response to demonstrate psychological resilience. Tasks for which a response of increased resilience are required may be pre-assigned more reward tokens.
[0022] The predetermined simulated psychological task is typically prepared by a clinical psychologist, or a similarly qualified healthcare professional. The subject matter of each task is preferably selected so that it does not trigger memories of trauma in the player. Preferably, each task comprises subject matter relating to everyday challenges that are encountered in the real world and provides the opportunity to elicit a resilient response. In other words, a real world task or situation requiring a player to describe the response or decision that they would O be most likely to provide if confronted with the real life situation in the real world. Accordingly, each task is typically adapted to elicit an appropriate resilient response in a player. Some tasks may have the correct answer assigned to them in order for a player to be awarded a reward token. Other tasks may not have any answer assigned to them and only require completion of the task by the player in order to be awarded the reward token. Some tasks require other players to confirm that the player has completed the task before a reward token is awarded.
[0023] Responses to the tasks may be pre-assigned reward tokens. Responses designated as demonstrating increased resilience may be pre-assigned more reward tokens. Responses designated as demonstrating decreased resilience may be pre-assigned fewer reward tokens.
[0024] The task may require completion by one player, more than one player, or a group of players.
[0025] The board game may further comprise feedback comprising one or more of an explanation of the task, an explanation of one or more responses available for selection by the player in response to the task, an explanation of resilience or lack thereof demonstrated if a particular response is selected by a player, a reason why a number of pre-assigned reward tokens is assigned to that response, and/or a reason why no reward tokens are pre-assigned to that response. This feedback may be designed to provide feedback validating and/or resilience-based feedback to a player in order to facilitate increased self-awareness and/or increased use of resilience-based responses and/or behaviours in the real world.
[0026] The feedback may be in the form of a printed booklet comprising a printed feedback database that a player may refer to after completing a task. Alternatively, the feedback may be in the form of electronic feedback, either automatically provided to a player upon completion of a task, or provided to a player upon request. The feedback may comprise pictorial representations. In some embodiments, the feedback is electronic and comprises pictorial representations in the form of emoji. The feedback is typically couched using a validating and supportive tone.
[0027] The feedback may comprise one of the following statements: "sorry, better luck next time"; "nearly there - better luck next time"; or "well done."
[0028] Completion of the tasks may substantially increase, develop or elicit real world resilient behaviour in a player.
O [0029] The plurality of playing positions may further comprise one or more positions bearing meditation task indicia indicating that a player whose token lands on it must complete a meditation task with a group of players and the database further comprises a plurality of meditation tasks corresponding therewith.
[0030] The plurality of playing positions may further comprise one or more positions bearing plus/minus indicia indicating that a player whose token lands on it must gain or lose a turn of play.
[0031] The playing surface may further bear card placement indicia indicating where a pack of cards, such as a database comprising a pack of cards, are to be placed on the board.
[0032] According to a further aspect of the invention, there is provided a method of increasing, developing or eliciting resilient behaviour in a player, the method comprising playing the board game as disclosed herein.
[0033] In a preferred embodiment, the present invention provides a method of playing the board game as disclosed herein. The method may be with reference to the drawings and the rules of that board game that are set out in at least one of the Examples described herein.
[0034] According to another aspect of the invention, there is provided a method of playing a game using the board game as disclosed herein, the method comprising the steps of
each player placing their respective player tokens on the starting position;
a player generating a number score using the random number generator, for each turn of play,
the player moving their player token from the starting position over one or more pre playing positions until their player token lands on a playing position;
the player inspecting the database and retrieving the predetermined simulated psychological task corresponding to the indicia on the playing position on which their respective playing token has landed; and
the player providing a response to the task, and collecting the pre-assigned rewarded tokens, if any.
[0035] The board game used in the method may be a serious board-game. The board game used in the method may be an entertaining board-game. In one embodiment, the board game used in the method is both a serious board-game and an entertaining board-game.
[0036] The task may require completion by one player, more than one player, or a group of '0 players.
[0037] The method may further comprise the step of, after each player places their player tokens on the starting position, the player generating the highest number score using the random number generator taking the first turn of play.
[0038] The method may further comprise the steps of, when a first player's token lands on a playing position which is occupied by a second player's token, the players each generating a number score using the random number generator, and the player obtaining the highest score taking a reward token from the other player.
[0039] The predetermined simulated psychological task may be a cognitive, emotional, or experience task. The task may be in the form of a question requiring an answer that is to be provided by one or more players or in the form of a set of instructions for an assignment requiring completion by one or more players. Each task may require a player to respond with their most likely response to demonstrate psychological resilience. Tasks for which a response of increased resilience are required may be pre-assigned more reward tokens.
[0040] The predetermined simulated psychological task is typically prepared by a clinical psychologist, or a similarly qualified healthcare professional. The subject matter of each task is preferably selected so that it does not trigger memories of trauma in the player. Preferably, each task comprises subject matter relating to everyday challenges that are encountered in the real world and provides the opportunity to elicit a resilient response. In other words, a real world task or situation requiring a player to describe the response or decision that they would be most likely to provide if confronted with the real life situation in the real world. Accordingly, each task is typically adapted to elicit an appropriate resilient response in a player. Some tasks may have the correct answer assigned to them in order for a player to be awarded a reward token. Other tasks may not have any answer assigned to them and only require completion of the task by the player in order to be awarded the reward token. Some tasks require other players to confirm that the player has completed the task before a reward token is awarded.
[0041] Responses to the tasks may be pre-assigned reward tokens. Responses designated as demonstrating increased resilience may be pre-assigned more reward tokens. Responses designated as demonstrating decreased resilience may be pre-assigned fewer reward tokens.
'0 [0042] The task may require completion by one player, more than one player, or a group of players.
[0043] The method may further comprise feedback comprising one or more of an explanation of the task, an explanation of one or more responses available for selection by the player in response to the task, an explanation of resilience or lack thereof demonstrated if a particular response is selected by a player, a reason why a number of pre-assigned reward tokens is assigned to that response, and/or a reason why no reward tokens are pre-assigned to that response. This feedback may be designed to provide feedback validating and/or resilience based feedback to a player in order to facilitate increased self-awareness and/or increased use of resilience-based responses and/or behaviours in the real world.
[0044] The feedback may be in the form of a printed booklet comprising a printed feedback database that a player may refer to after completing a task. Alternatively, the feedback may be in the form of electronic feedback, either automatically provided to a player upon completion of a task, or provided to a player upon request. The feedback may comprise pictorial representations. In some embodiments, the feedback is electronic and comprises pictorial representations in the form of emoji.
[0045] Completion of the tasks may substantially increase, develop or elicit real world resilient behaviour in a player.
[0046] The plurality of playing positions may further comprise one or more positions bearing indicia indicating that a player whose token lands on it must complete a meditation task and the database further comprises a plurality of meditation tasks corresponding therewith.
[0047] The plurality of playing positions may further comprise one or more positions bearing indicia indicating that a player whose token lands on it must gain or lose a turn of play.
[0048] The playing surface may further bear indicia indicating where a pack of cards, such as a database comprising a pack of cards, are to be placed on the board.
[0049] According to a further aspect of the invention, there is provided a method of increasing, developing or eliciting resilient behaviour in a player, the method comprising playing the board game as disclosed herein.
[0050] In a preferred embodiment, the present invention provides a method of playing the board game as disclosed herein. The method may be with reference to the drawings and the rules of that board game that are set out in at least one of the Examples described herein.
[0051] The random number generator may be a dice or a spinner.
[0052] In a preferred embodiment, the present invention provides a method of playing a game using a board game as disclosed herein, with reference to the drawings and the rules of that board game that are set out in at least one of the Examples described herein.
[0053] According to another aspect of the invention, there is provided a method of increasing psychological resilience in a player, the method comprising playing the board game as disclosed herein.
[0054] According to another aspect of the invention, there is provided apparatus adapted to conduct a board game as described, the apparatus comprising
processing means adapted to operate in accordance with a predetermined instruction set, and computer apparatus which, in conjunction with the predetermined instructions set is adapted to perform at least one or more of the method steps as disclosed herein.
[0055] According to a further aspect of the invention, there is provided an electronic database for use in playing a board game as disclosed herein.
[0056] According to a further aspect of the invention, there is provided a kit comprising the board game of the invention and a set of instructions.
[0057] The kit may further comprise feedback comprising one or more of an explanation of the task, an explanation of one or more responses available for selection by the player in response to the task, an explanation of resilience or lack thereof demonstrated if a particular response is selected by a player, a reason why a number of pre-assigned reward tokens is assigned to that response, and/or a reason why no reward tokens are pre-assigned to that response. This feedback may be designed to provide feedback validating and/or resilience based feedback to a player in order to facilitate increased self-awareness and/or increased use of resilience-based responses and/or behaviours in the real world.
[0058] The feedback may be in the form of a printed booklet comprising a printed feedback database that a player may refer to after completing a task. Alternatively, the feedback may be in the form of electronic feedback, either automatically provided to a player upon completion of a task, or provided to a player upon request. The feedback may comprise pictorial representations. In some embodiments, the feedback is electronic and comprises O pictorial representations in the form of emoji.
[0059] It will be understood that the players may be of any age, gender and/or cultural background etc., and that the presently described invention is not limited to use by any particular player or players. The players may be adults and/or children. It will be appreciated that the nature of the tasks and the wording thereof will be drafted by a clinical psychologist or other suitably qualified person with the age, gender and/or cultural background etc. of intended players in mind such that the board game and method of use thereof is appropriate for the intended players.
[0060] As used herein, the term "resilience" is intended to refer to the psychological process of adapting well in the face of adversity, trauma, tragedy, threats or significant sources of psychological stress. The term "psychological resilience" is intended to refer to a dynamic balancing of risk and protective factors that can be cultivated or developed through such a process of adaptation. This may be differentiated from the concept of "traits" which are considered to be innate personality characteristics.
[0061] As used herein, the term "task" is intended to refer to an assignment or a question to which a response is required from one or more players. This includes, but is not limited to, a question requiring one or more players to select and answer or response from a set of pre prepared answers (such as but not limited to a multiple choice question); an open-ended question requiring an answer or response to be provided by one or more players which is to be evaluated by one or more players; and a set of instructions for an assignment requiring completion by one or more players.
[0062] Further aspects and/or features of the present invention will become apparent from the following detailed description.
DESCRIPTION OF THE FIGURES
[0063] In order that the invention may be readily understood and put into practical effect, reference will now be made to embodiments of the present invention with reference to the accompanying drawings, wherein like reference numbers refer to identical elements. The drawings are provided by way of example only, wherein:
[0064] Figure 1 shows a photograph of the playing surface of a board game of an embodiment of the invention according to Example 1 as disclosed herein;
[0065] Figure 2 shows a photograph of the underside of a box containing the board game of an embodiment of the invention according to Example 1 as disclosed herein;
[0066] Figure 3 shows the upper surface of a card from the pack of cards database for use with the embodiment of the board game of an embodiment of the invention according to Example 1 as disclosed herein;
[0067] Figure 4 shows the underside of the card shown in Figure 3 comprising indicia describing a predetermined simulated psychological task, and indicia indicating the number of reward tokens pre-assigned to completion of the task;
[0068] Figures 5 and 6 shows a series of screenshots of the electronic database for use in the board game, showing the selection of an electronic emotional task card from the electronic database;
[0069] Figure 7 shows a series of screenshots of the electronic database for use in the board game, showing the selection of an electronic cognitive task card from the electronic database;
[0070] Figure 8 shows a series of screenshots of the electronic database for use in the board game, showing the selection of an electronic experience task card from the electronic database; and
[0071] Figure 9 shows a series of screenshots of the electronic database for use in the board game, showing the selection of an electronic meditation task card from the electronic database.
[0072] Skilled addressees will appreciate that elements in the drawings are illustrated for simplicity and clarity and have not necessarily been drawn to scale. For example, the relative dimensions of some elements in the drawings may be distorted to help improve understanding of embodiments of the present invention.
DETAILED DESCRIPTION OF THE INVENTION
[0073] Words such as "comprises" or "includes" are not used to define an exclusive set of elements or method steps. Rather, such words merely define a minimum set of elements or method steps included in a particular embodiment of the present invention. It will be appreciated that the invention may be implemented in a variety of ways, and that this description is given by way of example only.
[0074] The present invention provides a psychology-based board game (10) comprising a playing surface (12) in the form of a board, adapted for the movement of the plurality of player tokens (14) thereon. The playing surface (12) bears playing path indicia defining an endless playing path (16) which comprises a plurality of playing positions (18). Each playing position (18) bears task indicia (66) indicating that a player whose token (14) lands on it must complete a predetermined simulated psychological task (20). The playing surface (12) also bears starting path indicia defining a starting path (22) which intersects the playing path (16). The starting path (22) comprises a starting position (24) and a plurality of pre-playing positions (26).
[0075] The psychology-based board game (10) also comprises a database (28) comprising a plurality of predetermined simulated psychological tasks (20) corresponding to the task indicia (66) on the plurality of playing positions (18). Each task (20) defines a simulated real world task or situation requiring a player to describe the response or decision that they would most likely provide if confronted with the task or situation in the real world. The psychology based board game (10) also comprises reward tokens (30) which may be collected on display apparatus (32) for displaying the reward tokens (30). The reward tokens (30) may be in the form of plastic rings which are gilded or are painted golden, so as to have the appearance of gold. The display apparatus (32) for displaying the golden rings may be in the form of an upright pawn piece ("chess pawn-style") onto which the golden rings are threaded. The pawn may be placed on a pawn collection position (68), demarcated on the playing surface (12). Each task (20) has one or more reward tokens (30) that are pre-assigned to completion of the task (20).
[0076] The psychology-based board game (10) also comprises a random number generator (34), such as a dice, for randomly generating a number of playing positions or pre-playing positions through which a player's token is to be moved. The game (10) further comprises a timer (36) such as an hour-glass or sand-timer. The random number generator (34) may be used for some tasks, where required.
[0077] In one embodiment of the invention, the database (28) comprises a pack of cards (28.1), with each card (38) bearing card indicia (40) describing a predetermined simulated psychological task (20), and reward indicia (42) indicating the number of reward tokens (30) pre-assigned to completion of the task (20). In these embodiments, the playing surface (12) bears card placement indicia (48) indicating where pack of cards (28.1) is to be placed.
'0 [0078] In another embodiment of the invention, the database (28) is an electronic database (28.2) comprising a plurality of electronic cards, each electronic card (50) comprising electronic card indicia (52) describing a predetermined simulated psychological task; and electronic reward indicia (54) indicating the number of reward tokens (30) pre-assigned to completion of the task. To display each electronic card (50), the electronic database (28.2) may further comprise a graphical user interface, as shown in Figures 5 to 6.
[0079] In further embodiments of the invention, the game (10) comprises at least two databases (28), including a pack of cards (28.1) and an electronic database (28.2), each database (28) comprising a plurality of tasks (20) of different categorisations.
[0080] In some embodiments of the invention, each predetermined simulated psychological task (20) is categorised as a cognitive (20.1), emotional (20.2), or experience (20.3) task. The playing positions (18) are typically colour-coded according to their categorisation.
[0081] Typically, a task (20) requiring a response of increased resilience is pre-assigned more reward tokens (30).
[0082] The plurality of playing positions (18) may further comprise one or more playing positions (18) bearing meditation task indicia (56) indicating that a player whose token lands on it must complete a meditation task (20.4). In these embodiments of the invention, the database (28) further comprises a plurality of meditation tasks (20.4) corresponding with the relevant playing position (18).
[0083] Accordingly, the playing positions (18) may be categorised as corresponding to cognitive (20.1), emotional (20.2), experience (20.3) or meditation (20.4) tasks. The tasks may be prepared by a clinical psychologist, and may be designed to describe an everyday situation which, if occurring in the real world, would require psychological resilience to overcome, address or endure. The tasks may be specifically designed so as to not cause distress in players or trigger anxiety or depression based on possible past experiences of players.
[0084] An exemplary task (20) from a pack of card database (28.1) is as follows:
[0085] "Communication from me to me and from me to you affects our resilience for life. The labels we use can hurt ourselves or others. Discuss with the group 'how you or someone else would feel' with the following comments: I am an idiot; you are just a hopeless person; I'm completely useless; you are thoughtless. On completion you win (picture displayed of '0 three reward tokens)"
[0086] An exemplary cognitive task (20.1) is as follows:
"You have seen on the news that a tragic disaster, such as a forest fire, has occurred in your city. Your task is to identify your feelings about this disaster and to tell the group.
[0087] An exemplary emotional task (20.2) is as follows:
"You become aware someone is sad. How would you respond? 1. ignore them; 2. sit down and lecture them; 3. sit down with them whilst they talk"
[0088] An exemplary experience task (20.3) is as follows:
"You are in a store and someone has just jumped ahead of you. How would you respond? 1. do you yell at them? 2. do you ignore them and keep waiting? 3. do you politely challenge them?"
[0089] An exemplary meditation task (20.4) is as follows:
"Take a deep breath and relax as a group (designated time period)."
[0090] The categorised playing positions (18) may be spaced along the playing path (16) in order. Alternatively, the playing positions (18) may be spaced along the playing path (16) in a repeating sequence.
[0091] The plurality of playing positions (18) may further comprise one or more playing positions (18) bearing plus/minus indicia (58) indicating that a player whose token (14) lands on it must gain or lose a turn of play.
[0092] In use, one or more players place their player tokens (14) on the starting position (24) of the starting path (22) on the playing surface (12) or board. The pack of cards (28.1) are shuffled and placed on the designated position on the playing surface (12), demarcated by the card placement indicia (48). In one embodiment of the invention, players download and install the Application or "App" (28.2) on their smartphones from commercial Application suppliers such as Apple or Google.
[0093] Players roll the dice (34), and the player with the highest score takes the first turn of play. The first player then rolls the dice (34) again and moves their player token (14.1) on the playing surface (12) from the starting position (24), along the starting path (22), over the corresponding number of pre-playing positions (26). The next player takes their turn of play, the next player typically being the player to the left of the first player, rolling the dice (34) '0 and moving their player token (14.2) on the playing surface (12) from the starting position (24), along the starting path (22), over the corresponding number of pre-playing positions (26).
[0094] When a player's token (14) is placed on a playing position (18) in the playing path (16), the player inspects the database (28) and retrieves the predetermined simulated psychological task (20) which corresponds to the task indicia (66) on the relevant playing position (18). Thus, if the player's token (14) has landed on a playing position (18) that is categorised as "cognitive" then the player inspects the section of the database (28) categorised as "cognitive" and retrieves a cognitive task (20.1). If the database (28) is in the form of a pack of cards (28.1), then inspection of the database (28) will be carried out by selecting a card (38). If the database (28) is an electronic database (28.2), then inspection of the database (28) will be carried out by pressing the button on the App and inspecting an electronic card (50).
[0095] One or more players will be required to complete the task (20), as indicated. Upon completion of the task (20), one or more reward tokens (30) are awarded to the player or players. The number of reward tokens (30) awarded corresponds to the number indicated by the relevant reward indicia associated with the task (20).
[0096] In completing the tasks (20), players are encouraged to be open, honest and trusting of others and of themselves. Players are discouraged from being judgemental or from adopting a negative or critical attitude towards themselves or towards other players.
[0097] When a first player's token (14.1) lands on a playing position (18) which is already occupied by a second player's token (14.2), wherein each player has at least one reward token (30), then an "in-my-space" conflict takes place. The "in-my-space" conflict is resolved by each player rolling the dice (34), in turn, with the player obtaining the highest score permitted to take a reward token (30) from the other player.
[0098] If a player obtains two scores of six after consecutive rolls of the dice (34), that player is permitted an additional turn of play. If a further score of six is obtained when rolling the dice for the additional turn of play, then that player is awarded a reward token (30).
[0099] The first player to collect a predetermined number of reward tokens (30) wins the game. In certain embodiments of the invention, the predetermined number is 5, 10, 15, 20 or 25. In other embodiments of the invention, before starting the game, the players may decide how many reward tokens (30) must be collected for a player to win the game.
[00100] The game (10) may comprise apparatus (60, not shown), such as a smartphone, adapted to conduct the game (10), the apparatus (60, not shown) comprising processing means (62, not shown) adapted to operate in accordance with a predetermined instruction set (44), and computer apparatus (64, not shown) which, in conjunction with the predetermined instructions set (44), is adapted to perform at least one or more of the method steps as disclosed herein.
[00101] The invention also relates to a kit, as shown in Figure 2, which comprises the game (10) and a set of instructions (44), which may be in the form of a booklet (not shown).
[00102] An example of a set of instructions (44) for a game (10) of the invention is set out in Example 1.
[001031 In embodiments having an electronic database (28.2), a player inspects the database (28.2) for an electronic card (50) by opening the App on a smartphone (60). Screenshots of the App are shown in Figures 5 to 9.
[00104] If a player's token (14.1) lands on a playing position (18) comprising task indicia (66), the player inspects the database for an electronic card (50) having a task (20) corresponding to the task indicia (66) with a cognitive, emotional, experience or meditation task.
Electronic emotional task card
[00105] If the task indicia (66) correspond with an emotional task (20.2), the player inspects the database (28.2) by opening the App, as shown in Figure 5. Upon opening of the App, the player is shown a welcome screen (A). The welcome screen (A) may have a sound recording playing upon opening. The welcome screen (A) proceeds to a task selection or menu screen (B).
[00106] The player then selects "emotional" by tapping on the screen (B) and proceeds to an introductory screen (D) and then an emotional task screen (E) showing the emotional task (20.2) and a series of buttons for selection. A sound recording may play comprising a recording of a narrator reading the electronic card indicia (52). The player selects a response by tapping on the relevant button shown on the task screen (E).
[001071 As shown in Figure 6, while the App is processing the player's selection, the '0 player may be shown a screen (F, H, J) with an animation (indicated by arrows) and the player's selected button. If the selection relates to response comprising relatively little resilience (for example screen F), the App proceeds to a gold dust screen (G) showing an animation of gold dust slipping through a pair of clasped hands, and through the bottom of the screen (G). This animation is intended to convey an impression to the player of a lost opportunity to gain something of value. The App then returns to the task selection or menu screen (B).
[00108] If the selection relates to response comprising relatively moderate resilience (for example screen H), the App proceeds to a gold dust screen (H) showing an animation of gold dust slipping through a pair of clasped hands and forming one or more reward tokens (30) in the form of a pile of gold rings. However, both the gold rings and the gold dust then fall through the bottom of the screen (I). This animation is intended to convey an impression to the player that some progress has been made in forming something of value, which has then been lost. The App then returns to the task selection or menu screen (B).
[00109] If the selection relates to response comprising relatively high resilience (for example screen J), the App proceeds to a gold dust screen (K) showing an animation of gold dust slipping through a pair of clasped hands and forming one or more pre-assigned reward tokens (30) in the form of a pile of gold rings. Both the gold rings and the gold dust then remain the bottom of the reward screen (K). This animation is intended to convey an impression to the player that something of value has been formed and won. Recordings of appropriate fanfare and tinkling sounds may play while screen (K) is showing. The App then proceeds to a reward screen (L), showing an animation of the pre-assigned reward tokens (30) or gold rings being placed onto a pawn piece. The App then returns to the task selection or menu screen (B).
Electronic cognitive task card
[00110] As shown in Figure 7, if the task indicia (66) correspond with a cognitive task (20.1), the player inspects the database (28.2) by opening the App. Upon opening of the App, the player is shown the welcome screen (A) which may have a sound recording playing upon opening. The welcome screen (A) proceeds to the task selection or menu screen (B). The player then selects "cognitive" by tapping on the screen (B) and proceeds to a cognitive task screen (M) showing the cognitive task (20.1) and a start button. A sound recording may play '0 comprising a recording of a narrator reading the electronic card indicia (52). The player taps the start button on the cognitive task screen (M) upon starting the task. The start button changes to show a timer animation while the App monitors the time period allocated to completion of the cognitive task (20.1) which requires a player to show psychological resilience. On expiry of the predetermined time period, an instruction screen (0) appears showing a cross button and a tick button, requiring other players to confirm that the player has completed the task. Another player then selects either the cross button or the tick button to negate or confirm the completion of the task by the relevant player.
[00111] As shown in Figure 7, if the tick button is selected, the App proceeds to show a series of a gold dust screens (P, Q, R) showing an animation of gold dust slipping through a pair of clasped hands and forming one or more pre-assigned reward tokens (30) in the form of a pile of gold rings. Both the gold rings and the gold dust then remain the bottom of the reward screen (R). This animation is intended to convey an impression to the player that something of value has been formed and won. Recordings of appropriate fanfare and tinkling sounds may play while screen (R) is showing. The App then proceeds to a reward screen (S), showing an animation of the pre-assigned reward tokens (30) or gold rings being placed onto a pawn piece. A feed back screen may then be provided (not shown). The App then returns to the task selection or menu screen (B).
Electronic experience task card
[00112] As shown in Figure 8, if the task indicia (66) correspond with an experience task (20.3), the player inspects the database (28.2) by opening the App. Upon opening of the App, the player is shown the welcome screen (A) which may have a sound recording playing upon opening. The welcome screen (A) proceeds to the task selection or menu screen (B).
[00113] The player then selects "experience" by tapping on the screen (B) and proceeds to an experience task screen (T) showing the experience task (20.3) and a series of buttons for selection. A sound recording may play comprising a recording of a narrator reading the electronic card indicia (52).
[00114] As shown in Figure 8, in a similar fashion to that described for the electronic emotional task card above, if the selection relates to response comprising relatively little resilience, the App proceeds to a gold dust screen (U) showing an animation of gold dust slipping through a pair of clasped hands, and through the bottom of the screen (U). As described above, this animation is intended to convey an impression to the player of a lost opportunity to gain something of value. A feed back screen may then be provided (not shown). The App then returns to the task selection or menu screen (B).
[00115] If the selection relates to response comprising relatively moderate resilience, the App proceeds to a gold dust screen (V) showing an animation of gold dust slipping through a pair of clasped hands and forming one or more reward tokens (30) in the form of a pile of gold rings. However, both the gold rings and the gold dust then fall through the bottom of the screen (V). This animation is intended to convey an impression to the player that some progress has been made in forming something of value, which has then been lost. A feed back screen may then be provided (not shown). The App then returns to the task selection or menu screen (B).
[00116] If the selection relates to response comprising relatively high resilience, the App proceeds to a gold dust screen (W) showing an animation of gold dust slipping through a pair of clasped hands and forming one or more pre-assigned reward tokens (30) in the form of a pile of gold rings. Both the gold rings and the gold dust then remain the bottom of the reward screen (W). This animation is intended to convey an impression to the player that something of value has been formed and won. As described above, recordings of appropriate fanfare and tinkling sounds may play while screen (W) is showing. The App then proceeds to a reward screen (X), showing an animation of the pre-assigned reward tokens (30) or gold rings being placed onto a pawn piece. A feed back screen may then be provided (not shown). The App then returns to the task selection or menu screen (B).
Electronic meditation task card
[001171 As shown in Figure 9, in a similar fashion to that described for the electronic cognitive task card above, if the task indicia (66) correspond with a meditation task (20.4), the player inspects the database (28.2) by opening the App. Upon opening of the App, the player is shown the welcome screen (A) which may have a sound recording playing upon opening. The welcome screen (A) proceeds to the task selection or menu screen (B).
[00118] The player then selects "meditation" by tapping on the screen (B) and proceeds to a meditation task screen (Y) showing the meditation task (20.4) and an icon or start button. A sound recording may play comprising a recording of a narrator reading the electronic card indicia (52). The player taps the icon or start button on the meditation task screen (Y) upon starting the task. The icon or start button changes to show a timer animation while the App monitors the time period allocated to completion of the meditation task (20.4). '0 Sound recordings of a narrator or music may play and a picture or short video may also appear. On expiry of the predetermined time period, an instruction screen (AA) appears showing a collect button. A player taps on the collect button on the instruction screen (AA) and the App proceeds to show a gold dust screen (BB) showing an animation of gold dust slipping through a pair of clasped hands and forming one or more pre-assigned reward tokens (30) in the form of a pile of gold rings. Both the gold rings and the gold dust then remain the bottom of the reward screen (BB). This animation is intended to convey an impression to the player that something of value has been formed and won. As described above, recordings of appropriate fanfare and tinkling sounds may play while screen (BB) is showing. The App then proceeds to a reward screen (CC), showing an animation of the pre-assigned reward tokens (30) or gold rings being placed onto a pawn piece. A feed back screen may then be provided (not shown). The App then returns to the task selection or menu screen (B).
EXAMPLE 1
[00119] The following description is an example of the game rules provided with the board game (10) according to one embodiment of the invention. The rules may be described in a paper sheet or booklet (38, not shown) and form part of a kit (40).
Board Game Rules
[00120] The object of the game is for you to be the first to collect five gold rings on each of your plastic pawn playing pieces in the middle of the play board. The aim is to give you the ability to create a new way of being in control of your life, through your responses to everyday situations.
[00121] You must travel around the play board in a clockwise direction with your cut out character playing piece. Then you must collect gold rings to place on your three matching (covered) plastic pawn playing pieces in each of the play board sections: cognitive, emotional and experience.
[00122] You collect gold rings by answering questions and completing tasks on the life cards and in the Application ("App").
[00123] To win the game you must be the first to collect five gold rings for each of your cognitive, emotional and experience plastic pawn playing pieces.
[00124] For shorter games, you can choose at the beginning to collect less gold rings instead.
Setup
[00125] Firstly, you choose which character cut-out playing piece you will be, and then match it to three plastic pawn pieces of the same colour. Place one pawn piece on each of the cognitive, emotional and experience spaces around the middle of the play board.
[00126] Insert your character cut-out into a card stand and place it on one of the spaces in the very centre of the board near start. Place the shuffled life cards on the designated circular space on the corner of the play board.
[001271 Use the QR code to download and install the App, either from Apple or Google. Check that your smart phone is fully charged. Start the App so that it is ready for when game play commences. Place the sand timer on the start word in the middle of the play board. Use the sand timer for the life cards. One turn equals one minute. Two turns, when the sand runs out, equal to two minutes and so on.
[001281 Make sure that you and the other players look closely at the legend in the other corner of the play board. Become familiar with the colours and how they match spaces for cognitive (lilac), emotional (pink) and experience (tan) in the middle of the board and around the outer ring. The plus and minus symbols may be gain and lose a turn respectively. The meditation symbol means you go straight to the meditation button on the App. Roll the dice to see which player goes first. If you get the highest score, you start.
Play
[00129] Roll the dice and move your character playing piece down any one of the three paths towards the play ring. Play continues in a clockwise direction. Pass the dice to the player on your left for their turn.
[001301 When you reach the playing spaces, stop on the first marked space that the dice tells you to and check the legend.
[001311 If you land on a pink space, pick up the smart phone and click on the pink emotional button on the App. Follow the task, or answer the question, as suggested by the App. This may involve just you, another player or all of the players.
[00132] If you land on a tan space, go to the tan experience button on the App. Follow the task, or answer the question, as suggested by the App. This may involve just you, another player or all of the players.
[001331 If you land on a lilac space go to the lilac cognitive button on the app. Follow O the task, or answer the question, as suggested by the App. This may involve just you, another player or all of the players.
[00134] If you land on the meditation space, click the meditation button on the App. It will guide you what to do next, with just you, another player or all of the players.
[001351 The plus or minus symbols mean that you get a free turn or miss (lose) the turn.
The App
[001361 From the results of interaction with the App for the spaces mentioned above, gold rings will be awarded, lost or swapped. This will depend upon your involvement, and the outcome, of your participation with the App segments in this part of the game.
[001371 This is a time for you to really let go and fully immerse yourself into the game. A time to be open and honest and trusting of others as well as yourself. Do not be judgemental, negative towards, or critical of yourself or any other players.
[00138] Over time, the App will grow with new game-play questions, animations and tasks being added with each update. Make sure you subscribe for these updates.
Life cards
[00139] The round life cards sit on a large space in the comer of the play board. The life cards are like one of the legend spaces. Treat the life card space as a normal one, so when you land on it, place your character piece on the words "pick a life card". Then pick up the top card and read it aloud to the group, following along with its instructions.
[00140] Life cards allow you to win extra gold rings, just for you or for other players as well. Once the task is completed, the bottom of the card will instruct you how many rings to collect and who collects them.
[00141] You are free to place the gold rings on any of your pawn pieces, making sure your goal is to get five gold rings on each of your pawn pieces.
In My Space conflict
[00142] If you land on the space which is already occupied by another player, an In My Space conflict takes place.
[00143] Do not follow the normal game-play rules (as per the legend) but the two of O you must each, in turn, throw the dice. The player with the highest score gets to snatch one gold ring from the other player (if they have one) and place it on any one of their own plastic pawns.
Throwing a six
[00144] Throwing two sixes in a row with the dice: if you throw a six on the dice, after you complete your turn, throw it again. If you get another six, you will win a free gold ring.
Winning
[00145] You win if you are the first to collect fifteen gold rings, placing five of them on each of your plastic pawn pieces.
[00146] One advantage of the game is that it incorporates an electronic database with a board game. The virtual database may be advantageously updated with new tasks in the form of new questions or assignments, remotely and instantaneously, so that players frequently have access to new and interesting tasks, thereby maintaining player's interest in the game and increasing resilience in players.
[001471 Another advantage of the game is that it uses the concept of "gold" for the reward tokens to indicate value, in order to motivate players to obtain reward tokens.
[00148] Another advantage of the game is that it motivates players to measure and learn about their own resilience.
[00149] Another advantage is that the game teaches and confirms known resilience promoting strategies.
[00150] Another advantage of the game is that it provides feedback, thus reinforcing a players established resilience and encouraging new skill development.
[00151] A further advantage of the game is that it promotes practice amongst players of resilient behaviour in making decisions about everyday situations, in a low-risk simulated game environment.
[00152] Another advantage of the game is that the psychological tasks may be designed by a clinical psychologist so as to minimise any negative psychological impact that the tasks may have on players, and promote behaviour that may increase psychological resilience in players. The designing of the psychological tasks by a clinical psychologist allows appropriate determination of the appropriateness of responses by a qualified O professional.
[00153] Another advantage of the game is that through the database the player may access ongoing feedback and information about resilience.
[00154] Another advantage of the game is that the player can play alone or with a group.
[001551 Another advantage of the game is that, by playing the game, a player can obtain feedback to their task responses, carry out meditation, and express emotions. This facilitates changes in resilience, increased self-awareness, increased self-esteem, and increased self-effective behaviours.
[00156] Another advantage of the game is that, the game is designed to stimulate both the development of the personal and social aspects of psychological resilience.
Another advantage of the game is that, the tasks are designed to include aspects that assist in increasing a player's ability to identify real world situations requiring resilience, as well as the responses and the associated emotions that may likely occur for a player during the real life situations.

Claims (36)

The Claims defining the invention are as follows:
1. A psychology-based board game comprising:
a playing surface adapted for the movement of one or more player tokens thereon, the playing surface bearing
playing path indicia defining an endless playing path comprising a plurality of playing positions wherein each playing position bears task indicia indicating that a player whose token lands on it must complete a predetermined simulated psychological task; and
starting path indicia defining a starting path which intersects the playing path and comprises a starting position and one or more pre playing positions;
a database comprising a plurality of predetermined simulated psychological tasks corresponding to the task indicia on the plurality of playing positions,
each task defining a simulated real-world task or situation requiring a player to describe a real world response that they would most likely provide; and
one or more reward tokens pre-assigned to completion of the task wherein each task comprises one or more reward tokens pre-assigned to completion of the task.
O
2. The board game according to Claim 1, further comprising one or more player tokens; display apparatus for displaying the reward tokens; and a random number generator for randomly generating a number of playing positions or pre-playing positions through which a player's token is to be moved.
3. A method of playing a game using the board game according to Claim 2, the method comprising the steps of
each player placing their respective player tokens on the starting position;
a player generating a number score using the random number generator, for each turn of play,
the player moving their player token from the starting position over one or more pre-playing positions until their player token lands on a playing position; the player inspecting the database and retrieving the predetermined simulated psychological task corresponding to the indicia on the playing position on which their respective playing token has landed; and the player providing a response to the task, and collecting the pre-assigned rewarded tokens, if any.
4. The board game according to Claim 1 or Claim 2, or the method according to Claim 3, wherein the board game is a serious board-game.
5. The board game according to any one of Claims 1, 2 or 4, or the method according to Claim 3 or Claim 4, wherein the random number generator is a dice or spinner.
6. The board game according to any one of Claims 1, 2, 4 to 5, or the method according to any one of Claims 3 to 5, wherein the database comprises a pack of cards, each card bearing
card indicia describing a predetermined simulated psychological task; and
reward indicia indicating the number of reward tokens pre-assigned to completion of the task.
7. The board game according to any one of Claims 1, 2 or 4 to 6, or the method according to any one of Claims 3 to 6, wherein the database is an electronic database comprising a plurality of electronic cards, each electronic card comprising
electronic card indicia describing a predetermined simulated psychological O task; and
electronic reward indicia indicating the number of reward tokens pre-assigned to completion of the task.
8. The board game or the method according to Claim 7, further comprising a graphical user interface.
9. The board game according to any one of Claims 1, 2 or 4 to 6, or the method according to any one of Claims 3 to 6, wherein the game comprises a pack of cards and an electronic database comprising electronic cards.
10. The board game or method according to Claim 8, wherein the electronic database further comprises an interface showing an alert when an update is available.
11. The board game according to any one of Claims 1, 2 or 4 to 10, or the method according to any one of Claims 3 to 10, wherein the predetermined simulated psychological task is a cognitive, emotional, or experience task.
12. The board game or method according to Claim 11, wherein the task is a question requiring an answer that is to be provided by one or more players, or wherein the task is a set of instructions for an assignment requiring completion by one or more players.
13. The board game according to any one of Claims 1, 2 or 4 to 12, or the method according to any one of Claims 3 to 12, wherein the task requires a player to respond with their most likely response to demonstrate psychological resilience.
14. The board game or method according to Claim 13, wherein each response to the task is pre-assigned either no reward tokens or one or more reward tokens.
15. The board game or method according to Claim 13 or Claim 14, wherein a response designated as demonstrating increased resilience is pre-assigned more reward tokens than a response designated as demonstrating decreased resilience.
16. The board game according to any one of Claims 1, 2 or 4 to 15, or a method according to any one of Claims 3 to 15, wherein the task requires completion by one player, more than one player, or a group of players.
17. The board game according to any one of Claims 1, 2 or 4 to 16, or a method according to any one of Claims 3 to 16, wherein the board game further comprises feedback comprising one or more of an explanation of the task, an explanation of one or more responses available for selection by the player in response to the task, an explanation of resilience or lack thereof demonstrated if a particular response is selected by a player, a reason why a number of pre-assigned reward tokens is assigned to that response, and/or a reason why no reward tokens are pre-assigned to that response, and wherein the method comprises a step of providing feedback.
18. The board game or method according to Claim 17, wherein the feedback provides validating and/or resilience-based feedback to a player and facilitates increased self awareness and/or increased use of resilience-based responses and/or behaviours in the real world.
19. The board game or method according to Claim 17 or Claim 18, wherein the feedback is a printed booklet.
20. The board game or method according to Claim 17 or Claim 18, wherein the feedback is electronic feedback.
21. The board game or method according to any one of Claims 17 to 20, wherein the feedback comprises pictorial representations.
22. The board game according to any one of Claims 1, 2 or 4 to 21, or a method according to any one of Claims 3 to 21, wherein completion of the tasks substantially increases, develops or elicits real world resilient behaviour in a player.
23. The board game according to any one of Claims 1, 2 or 4 to 22, or a method according to any one of Claims 3 to 22, wherein the plurality of playing positions further comprises one or more positions bearing meditation task indicia indicating that a player whose token lands on it must complete a meditation task with all players playing the board game, and the database further comprises a plurality of meditation tasks corresponding therewith.
24. The board game according to any one of Claims 1, 2 or 4 to 23, or a method according to any one of Claims 3 to 23, wherein the plurality of playing positions further comprises one or more positions bearing plus/minus indicia indicating that a player whose token lands on it must gain or lose a turn of play.
25. The board game according to any one of Claims 1, 2 or 4 to 24, or a method according to any one of Claims 3 to 24, wherein the playing surface further bears card placement indicia indicating where a pack of cards, such as a database comprising a pack of cards, are to be placed on the board.
26. The method according to any one of Claims 3 to 25, further comprising the step of, after each player places their player tokens on the starting position, the player generating the highest number score using the random number generator taking the first turn of play.
27. The method according to any one of Claims 3 to 26, further comprising the steps of when a first player's token lands on a playing position which is occupied by a second player's token, the players each generating a number score using the random number generator, and the player obtaining the highest score taking a reward token from the other player.
28. A method of increasing, developing or eliciting resilient behaviour in a player, the method comprising playing the board game according to any one of Claims 1, 2 or 4 to 25.
29. Apparatus adapted to conduct a board game according to any one of Claims 1, 2 or 4 to 25, the apparatus comprising
processing means adapted to operate in accordance with a predetermined instruction set, and
computer apparatus which, in conjunction with the predetermined instructions set is adapted to perform at least one or more of the method steps as disclosed herein.
30. An electronic database for use in playing a board game according to any one of Claims 1, 2, 4 or 5 and 7 to 24.
31. A kit comprising the board game of any one of Claims 1, 2 or 4 to 25 and a set of instructions.
32. The kit according to Claim 31, wherein the board game further comprises feedback comprising one or more of an explanation of the task, an explanation of one or more responses available for selection by the player in response to the task, an explanation of resilience or lack thereof demonstrated if a particular response is selected by a player, a reason why a number of pre-assigned reward tokens is assigned to that response, and/or a reason why no reward tokens are pre-assigned to that response, and wherein the method comprises a step of providing feedback.
33. The kit according to Claim 32, wherein the feedback provides validating and/or resilience-based feedback to a player and facilitates increased self-awareness and/or increased use of resilience-based responses and/or behaviours in the real world.
34. The kit according to Claim 32 or Claim 33, wherein the feedback is a printed booklet.
35. The kit according to Claim 32 or Claim 33, wherein the feedback is electronic feedback.
36. The kit according to any one of Claims 31 to 35, wherein the feedback comprises pictorial representations.
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Citations (3)

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Publication number Priority date Publication date Assignee Title
US4907808A (en) * 1988-11-14 1990-03-13 Glenn Turner Trivia board game
US20040212149A1 (en) * 2003-04-24 2004-10-28 Farmer Elizabeth A. Social skill builder game
WO2006127654A2 (en) * 2005-05-20 2006-11-30 Exponential Growth, Llc Board game and methods of playing and using same

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4907808A (en) * 1988-11-14 1990-03-13 Glenn Turner Trivia board game
US20040212149A1 (en) * 2003-04-24 2004-10-28 Farmer Elizabeth A. Social skill builder game
WO2006127654A2 (en) * 2005-05-20 2006-11-30 Exponential Growth, Llc Board game and methods of playing and using same

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