GB2468479A - Game scoring device and its method of scoring - Google Patents

Game scoring device and its method of scoring Download PDF

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Publication number
GB2468479A
GB2468479A GB0903793A GB0903793A GB2468479A GB 2468479 A GB2468479 A GB 2468479A GB 0903793 A GB0903793 A GB 0903793A GB 0903793 A GB0903793 A GB 0903793A GB 2468479 A GB2468479 A GB 2468479A
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Prior art keywords
game
scoring
session
point
mode
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GB0903793D0 (en
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Taiwo Olumuyiwa Adedamola Odunaike
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Individual
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B71/0669Score-keepers or score display devices
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B2071/0658Position or arrangement of display
    • A63B2071/0661Position or arrangement of display arranged on the user
    • A63B2071/0663Position or arrangement of display arranged on the user worn on the wrist, e.g. wrist bands

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  • Health & Medical Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Physical Education & Sports Medicine (AREA)
  • Engineering & Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Electric Clocks (AREA)
  • Measurement Of Unknown Time Intervals (AREA)

Abstract

A game scoring device with a main body (11/MB), display screen (12/DS) and watch-strap (13/WS) powered by battery and worn by the user. The game scoring device user presses buttons and/or pins allowing them to apply a method to input and review data (entries/scores) of preloaded applicable games involving two or more opposing players/teams per session. The method involves various sequential and functional combinations which are computed by the software engine which has pre-programmed set of rules. Active player(s) of the applicable game can use the game scoring device during the playing session. Optionally the game scoring device may be synchronized with other devices and may include a touch screen.

Description

Game scoring device and its method of scoring.
Background
The invention relates to a device and its method for scoring applicable games. During a game involving two or more opposing players/teams, it is difficult to accurately and speedily keep progressive andlor deductive cumulative scores when using mental or manual recording means without significantly hindering the tempo of the game, especially where active players are responsible for keeping the scores. This difficulty is increased where the magnitude and frequency of scoring are significantly high. The difficulty is further compounded where the game involves complexity (such as varying stages/levels of play) and review (such as to view and potentially change any of the scores).
Statement of Invention
The present invention proposes a game scoring device (primarily comprising a main body, buttons, pins, display screen, software engine, and wrist-strap) having pre-programmed set of rules and powered by battery, worn on the wrist by the user; allowing them to apply a method involving various sequential and functional combinations to input and review entries/scores of preloaded applicable games involving two or more opposing players/teams per session.
Advantages The present invention can be used for actively scoring one of several applicable games each having one or more gaming strategies. The prominent components of the scorewatch are the main body which mainly houses the input components, the software engine, and the battery; the display screen mainly housing the display components; and the wrist-strap that holds the device onto the user's wrist. Active player(s) of the applicable game can use the device during the playing session.
Preferably, the device shall be fitted with: * A means to intermittently light up the interactive components (the display screen and the input components).
* A means to audibly and visually discern which input components (buttons and pins) are pressed.
* A means to signify which data/entries on the display have been selected or not selected.
* A means to allow several units of this device to be synchronised so that data is shared amongst them in real time when they are in relatively close proximity.
* A means to integrate a date/time and duration reading function into the device.
Optionally, the device may be fitted with: * A means to power the device by solar energy.
* A touch-screen mechanism with or without an associated pointing device.
* A means to allow person(s) with a visual or audio impairment to use the device.
* A means to be integrated into and/or to interact with other selected electronic devices.
* A means to allow it interact with printing and computer devices so as to transfer /, -...f.\ +-..
ji ia.ai i.iiui n vviiiC ajiziti iuiiJ a..i ui u * A means to allow its software to be transferred onto selected authorised electronic devices to use its game score functions.
Introduction to Drawings
The device in the invention shall hereinafier be referred to as a scorewatch.
The scorewatch will now be described and with reference to the accompanying drawings. Figure A is an indicative representation serving to illustrate how the scorewatch may look. In Figure B, the functions of each input component are explained via their respective data (actual and examples) available to appear on the display components and/or in terms of brief descriptions of their use during the scoring process. In Figures E and F however, the data are a real illustration in that they are derived from a live session based on parameters selected from the Gaming Strategy matrix in Figure D. The matrix is a representation of an applicable game developed using a framework concept as illustrated in Figure C.
Detailed Description
The device in the invention shall hereinafter be referred to as a scorewatch.
The scorewatch will now be described and with reference to the accompanying drawings, under the following sections headings: I. Firstly, under the Components in Brief title, introduce the component of the scorewatch with summary description of their functions using Figure A. Figure A is an indicative representation serving to illustrate how the scorewatch may look.
2. Then, in the next section entitled Interactive Components in Depth, fundamental and detailed description of the respective functions of each interactive (display and input) component including their uses in the various modes is given, whilst making reference to Figure B. In Figure B, each input component are explained via their respective data (actual and examples) available to appear on the display components and/or in terms of brief descriptions of their use during the scoring process.
3. Thirdly, under the Developing Applicable Games title, the development of an applicable game using a framework concept to derive parameters by qualifying determinants is discussed, with reference to Figure C. Figure C maps the process from qualifiers to the parameters.
4. Then the derived parameters of the developed applicable game are transposed onto a gaming strategy selection matrix, using Figure D. Figure D is a Gaming Strategy matrix serving as a basis for selecting parameters. This is dealt with under Gaming Strategy Selection title.
5. Lastly, in the Demonstration of Scoring Method section, the application of the scorewatch is showcased by demonstrating the scoring method in an active process of the developed applicable game having selected a gaming strategy from the matrix and using real score data, as shown in Figures E and F. Figures E and F, illustrate part of a live session (comprising one completed game and part of the second game) with the inputted entries and the output data/score evident.
The software engine of the scorewatch shall thus be constructed and programmed to ensure the afore-mentioned functions and methods are achieved.
Section 1. Components in Brief: The main components of the scorewatch are indicated in Figure A (Drawing 1 of 6) and their functions are summarised below.
* Main body (11/MB): This will mainly house the software engine, buttons, pins, display screen, battery, and any other secondary components.
* Display screen (12/DS): This mainly houses a mode display and score display which essentially display data comprising pre-programmed interactive prompts, user inputted data, automatically generated information, and automatically computed scores.
* Buttons (*1*_b) and Pins (*/*_p): These are the input components, of which when they are pressed, the user inputs data used to register data and compute the scores as the game is played. The user also uses these to view stored data/scores. The * symbol here represents any of the number(s) and letter(s) used to annotate the scorewatch in the Figure A. * Software engine: This consists of a processor(s) and associated software program containing rules necessary for the interactive components to work and rules necessary to load up an applicable game. During a playing session, inputted data is computed and stored in memory. Data will include registration data (chosen gaming strategy) and performance data layers' scores).
* Battery: This shall be used for powering the device.
* Wrist-strap (1 3/WS): For attaching main body securely to the user's wrist.
Section 2. Interactive Components in Depth: Amongst the components discussed in Section 1 and shown in Figure A are the interactive components, named so because they are those used by the scorewatch user when scoring, and they include those listed below: * Display components: o Mode display (01/Md) o Score display (02/S_d).
* Input components: o Buttons: Call buttons (03/C_b) and Team buttons (04/Tb).
o Pins: Power pin (05/P_p), Ice pin (O6/I_p), Mode pin (07/M_p), Select pin (08/S_p), f-Backward Reveal pin (09/BR_p), and -p Forward Reveal pin (1 0/FR_p).
Figure B gives an at-a-glance view of the functions of the input and display components in terms of data that are/can be displayed. The displays are best explained in respect of what appears when buttons and pins are activated and/or when the scorewatch is in the various modes. To afford a more fundamental explanation, the data and examples given in Figure B and in this section are arbitrary in that they are not linked to any specific gaming strategy (see Section 3 and 4 for explanation of these term) or playing session. The exception to this is the Score display options when the scorewatch is in Setup mode (i.e. the bold text in Figure B), which are derived from the applicable game developed in Section 3. The Point 00 and Game 00 are not actually point and game designations and when they appear in the mode display 0l/M_d, indicate that the first completed point of the game or first completed game of the session is yet to be achieved/scored. Once these have been achieved/scored, an attempt to view point or game preceding Point 01 and Game 01 will reveal an error message.
* Mode Display (OIIM_d): o Power: When power is activated, it shows power items (Power, then On, Save, Retrieve, Delete, Oft) that need answers from options listed in the score display to be chosen.
o In Set-up mode: Shows setup items (Set-up, then Court type, Teams, Play format, Scoring style, Grading) that need answers from options listed in the score display to be selected, or are automatically generated by the scorewatch.
o In Point mode: Shows which point item (Point 00, Point 01, etc) is active, i.e. being scored (when call/team buttons are used) or being viewed (when reveal pins are used).
o In Game mode: Shows which game item (Game 00, Game 01, etc) is active, i.e. being viewed (when mode and reveal pins are used) starting with the current game being scored.
o In Session mode: Shows which session item and the registered summation grading (Session 1 G or Session I G&P, Session 2 G or Session 2 G&P etc) is used in the session.
* Score Display (02/S_d): o Power: When power is activated, it shows options available to the power items on the mode display. For example, Session 1, Session 2, etc are options available to the Save power item.
o Set-up mode: It shows options to items that appear on the mode display, e.g. A, B, C, etc are option available to the Teams set-up option. Also shows answers automatically generated by the scorewatch, e.g. Knockout option will be automatically shown if Extreme court type and 4 teams are pre-selected, since Continuous option may not be applicable to such pre-selection depending on the applicable game in question.
o Point mode: During active scoring (when team and call buttons are pressed), it momentarily shows the buttons pressed (e.g. E B, meaning team E strikes against team B) or (e.g. F E, meaning Fault against team E); and then the cumulative point scores for each team next to the respective team buttons, highlighting scores of passive/jailed teams (e.g. -2, , -1, +3, FF2). During viewing (when the reveal pins are pressed) to see previous Point scores, it shows details of pressed buttons and the cumulative scores as at that Point. When viewing, point scores can be overwritten using the team/call buttons or accepted using the Select pin. Once a point score has been entered in a subsequent game, the points in a preceding game cannot be overwritten. When the number of completed games reaches a multiple of the number of participating teams in the session, the scorewatch automatically switches to session mode to reveal the flashing positions (the players can fairly decide to end the session on those previously completed games as every team would have had fair opportunities to equalise at this stage).
o Game mode: It shows the final cumulative point scores for completed games next to the respective team buttons (e.g. +3 -5 0 �9 +6), highlighting the winning team. Pressing the -reveal pin (09/BR_p) at that stage, will move to the previous game (e.g. from Game 05 to Game 04) in the mode display with the corresponding final cumulative scores in the score display. There are no options to be selected in this mode. No over-writing can be done in the games mode, since the displayed data are automatically generated by the scorewatch.
o Session mode: It shows (non-flashing) the calculated achieved positions based on the number of completed games next to the respective team buttons, (e.g. 03, 01, 05, 02). Pressing the #-reveal pin (09/BR_p) will show the calculated achieved positions (flashing) when last the number of completed games were a multiple of the number of participating teams (the players can fairly decide to end the session on those previously completed games). No over-writing can be done in the session mode, since the displayed data are automatically generated by the scorewatch.
* Note that in point mode (during scoring), when the number of completed games reaches a multiple of the number of participating teams, the scorewatch automatically switches to session mode to reveal the flashing positions, since this is a fair time to end the session.
* Pressing select' at this stage means that the session is to continue, or alternatively, continue scoring using the team/call buttons and the scorewatch automatically reverts to point mode to start scoring next game of the session.
* Nevertheless, at any stage of the session, to temporarily or permanently end the session, use the power pin to save or delete the session, and switch off the scorewatch if desired. Unless the session has been deleted, it can be viewed in session mode later on.
* Call Buttons (03/C_b): o These buttons (S, F, and P) stand for Strike, Fault, and Penalty; and are used only in point mode. For each point played, only one of these buttons can be used to score.
o The S call button can function in positive and/or negative progression depending on the criteria registered during setup and may be used with a team button (04/T_b) as an alternative to pressing more than one team buttons (041T_b) to score a point or may not be used at all to score a point.
o The F and P call buttons function in the negative progression only irrespective of the criteria registered during setup.
* Team Buttons (04/T_b): o These buttons (A, B, C, D, and E) are the team designations in respect of the teams playing, and are used in setup and point modes.
o In Setup mode: Press the relevant team button to register the teams that will participate in the session.
o In Point mode: The team buttons can be used with or without call buttons (03/C_b) to score points.
Button Generally: o In order to score any played point during a session of an applicable game, the following functions are performed by the scorewatch to reflect the played action of the relevant team(s) upon which the valid call was made: * Permutation: One or more call buttons and/or one or more team buttons are pressed in the requisite sequences.
* Allocation: One or more teams are scored.
* Magnitude: Negative integers, positive integers, or a combination of these are allocated to the team(s).
o The way these functions are performed depends on the selected gaming strategy of the applicable game. Developing applicable games and their gaming strategies is covered in more detail in Section 3 and 4.
o However, the requirement to press two or more separate buttons to make a point score entry may reduce erroneous scoring.
* Power Pin (051P_p): o This pin switches the scorewatch on and/or allows the user to select options on the following items: o On: When the scorewatch is off and the power pin is pressed, the mode display shows "Power" and the score display "On," thus signifying that the scorewatch is ready and awaiting further action.
o Save: When Save is selected the mode display reads Save.' The score display shows the available sessions. During an active scoring session, the active session is highlighted and pressing the Select pin (08/S_p) will save that active session. Otherwise, where there is no active session (i.e. a new session is about to commence), press the -+reveal' pin (1 0/FR_p) as often as necessary to scroll through the other save options (available sessions that have not been saved (e.g. Session 2, Session 3) and press the Select pin (081S_p) to save the required session. Here, since Session 1 has been saved against a previous session, it would have to be deleted to make it available for use if the user wants the session saved as Session 1. After the session is saved, the scorewatch will then automatically enter Setup mode (if new session) or return to Setup or Point mode (if active session) depending on whether or not it has stored score points.
o Retrieve: When Retrieve is selected the mode display reads Retrieve.' The score display shows previously saved sessions with the active session highlighted, or None' where no saved session exists. Press the -reveal' pin (l0/FR_p) as often as necessary to scroll through the retrieve options i.e. previously saved sessions (e.g. Session 2, Session 3) and press the Select pin (08/S_p) to retrieve the required session. The scorewatch will then automatically bring-up the last scored point or registered data (i.e. Point or Setup mode).
o Delete: When Delete is selected the mode display reads Delete.' The score display shows previously saved sessions with the active session highlighted, or None' where no saved session exists. Press the -+reveal' pin (1 OIFR_p) as often as necessary to scroll through the delete options (previously saved sessions e.g. Session 1, Session 2, and Session 3) and press the Select pin (08/S_p) to delete the required session. The scorewatch will then automatically bring up the last position (Point mode, Setup mode, or Power On) it was before the power button was pressed.
o Off: When Off is selected, the mode display reads Off.' The score display reads Save and Close' and No Save and Close.' Press the -reveal' pin (1 OIFR_p) as often as necessary to scroll through the off options and press the Select pin (08/Sp) for the required option. The scorewatch will then automatically switch off.
Ice Pin (O6/Ij,): o This pin toggles between iced and thawed state to avoid unintentional scoring when the scorewatch is switched on. It is more relevant to the scorewatch user that is actively playing.
o In iced state, all buttons and other pins become inactive whilst all displayed data are greyed out, till the scorewatch is thawed.
* Mode Pin (07/M_p): o Pressing this pin switches between the modes (Setup, Point, Game, Session) which are displayed in the mode display.
* Select Pin (08/Sj): o Pressing this pin will either select the option showing in the score display andlor move to the next step whether entering or viewing scores/entries.
* -Reveal Pin (09/BRp): o Pressing the backward reveal pin will go to the previous item on the mode display (01 /M_d), causing the requisite options/entries of the displayed items to appear on the score display (02/Sd).
* -� Reveal Pin (1OfFRp): o Pressing the forward reveal pin will scroll through the options/entries on the score display (02/S_d), i.e. from first down to the last then to first etc. During this process, the item on the mode display (O1IM_d) remains unchanged.
Section 3. Developing Applicable Games The software engine will have pre-programmed rules generic to the scorewatch that permits loading of any proposed applicable games. Also, the software engine would have pre-.programmed computational rules specific to each applicable game. When combined, the generic and specific rules allow the scorewatch to manipulate user inputted data to generate the relevant scoring results.
With this in mind, the scorewatch shall achieve two main goals: (I) to accept one or more applicable games and; (2) to be robust enough to accommodate variations that may occur between playing sessions in any proposed applicable game. To achieve the first goal, a technique employing a common theme to develop those applicable games is needed. For the second goal, there shall be various parameters available for selection to form separate streams for playing sessions; and these streams will need to be represented in a clear way in order to be able to map a complete stream. Therefore a development tool and a representation tool are respectively required. The development tool is discussed in this section and the representation tool is discussed in Section 4.
Using the framework concept of qualified determinants, parameters can be derived that define the applicable game and it available strategies. The determinants (namely play and score) are considered in respect of qualifiers (why, what, how, who, when, and where) to become qualified, hence the term qualified determinants. Ultimately, fixed and/or variable parameters of the proposed applicable game are defined on the framework. To achieve this, a transitory process of translating each qualifier into a comprehensible statement or question is carried out as shown in Figure C. The next step is for the developer of the applicable game to replace the term "it" in each question/statement with the term "play" and the term "score," thus producing more meaningful questions/statements. Responses to the questions/statements (where possible) create parameters that give directions to the developer to paint and reveal a coherent picture of an applicable game. The parameters are then inter-related and transposed onto a representation tool with the varied strategies evident. The existence of such variables creates multi-strategy matrices. Strictly speaking, this concept not only allows a formulated applicable game to be compatible with the scorewatch, but it can help stretch it to optimise the scoring method.
Section 4. Gaming Strategy Selection A complete stream of parameters is required for a playing session in an applicable game and each complete stream constitutes a gaming strategy. The variety of the parameters need to be presented in a manner that clearly shows the range of the available strategies and scope of each strategy to allow for easy reference certainly by the software programmer and potentially by the scorewatch user. This representation tool is found in a matrix, as that indicated in Figure D, from which strategies can be selected for playing sessions. The gaming strategy selected reflects what the players desire to play and is thus inputted by the scorewatch user during the setup phase when scoring that playing session, as a precursor that determines how the scorewatch responds during actual scoring.
A key task during the development and representation of an applicable game is deciding on how played points are scored using the scorewatch buttons. As explained in Section 2 above, when the buttons are pressed to score a played point, the scorewatch performs some button functions (i.e. Permutation, Allocation, and Magnitude) in such manner that depends on the selected gaming strategy for the session in that applicable game.
The applicable game developed in Section 3 and represented here in Section 4 scores one or two teams per point depending on the selected gaming strategy and the valid call made. In the matrix, the applicable game has three strategies based on the Scoring Style parameter. The Scoring Styles are Less, Plus, and Nett (also abbreviated in Figure D as L, P, and N). The button functions are directly related to the Scoring Style and Valid Call parameters as indicated in Figure D matrix. An explanation of the button functions mentioned in Section 2 is now possible since an applicable game has now been developed; however, an expansive demonstration is given in Section 5.
Permutation: In the applicable game, the button(s) pressed depends on the selected strategy and hence the scoring style; refer to the "key" in the Figure D. To enter a Strike score in the Less and Plus scoring styles the use of two team buttons (Ti') or a combination of a call button and team button (CT) is required. However, two team buttons (Ti') are required for a Strike score in Nett scoring style. In all three scoring style, Fault and Penalty scores require a combination of a call button and a team button (CT). The software engine of the scorewatch shall be programmed to recognise what buttons are pressed to score each point, and when more than one is pressed, the order in which they are pressed shall be recognised to enable the scorewatch decode the played action and corresponding actors (i.e. the respective teams) correctly.
Allocation: In the applicable game, only one team is scored for the valid call (whether Strike, Fault, or Penalty) in a played point, with the exception of a Strike point in the Nell scoring style where a Strike call consist of a gain and loss and points are respectively allocated to two team. Notice that the Strike point score in Plus is always gain (positive integer score) and in Less is always loss (negative integer score), but both negative and positive integer point scores in Nell Strike. Also, note that a fault or penalty call against a team results in jail sentence in both Plus and Nell scoring styles, so during a played point a team may or may not be in jail.
Magnitude: In the applicable game, the value of the points range from -3 with a jail term for Penalty call (in Nell) to +2 for Strike gain call (in Plus and Nell), As can be seen, these magnitudes vary for any type of valid call depending on the scoring style being played in that session. Jail sentences are only applicable to Plus and Nell and jailed teams lose points while in jail in Nell only. Jailed teams are only bailed with Strike gains, but do not receive integer points immediately (i.e. till their next Strike point should they avoid jailed before then).
Section 5. Demonstration of Scoring Method A standard scoring process will normally involve the essential stages listed below.
However, a scorewatch may have an optional stage, synchronisation, to allow secondary scorewatch(s) to be synchronised with the primary scorewatch to adopt its settings and real-time scores before or during the scoring process. The essential stages are listed below and further explained in a wider detail with reference made to Figures E and F, and using the sequence numbers in the first column as markers.
a. Saving a new session (Powering).
b. Registering the gaming strategy (Setting up).
c. Inputting or entering scores (Scoring).
d. Reviewing the scores/entries as required (Reviewing).
e. Synchronising with other scorewatches (Synchronising) -optional.
f. Date/time and duration reading (Timing) -optional.
In Figures E and F, note that the result of the action which the scorewatch user performs using the input components (pins or buttons) appearing on the display components (mode and score displays) are shown in that sequence. This happens whether the inputted entries are in response to the preceding sequence prompts/entries or whether they are entries made whilst scoring played actions. For example, * In sequence 12 (seq 12) the user is prompted with the Extreme' option as one of the options for the Court Type' item. In seq 13, the user selects the Extreme' option by pressing the Select pin (08/S_p) and the result is that the scorewatch stores Extreme' option in memory and moves to the next item Teams' and A B C D E option.
* On the other hand, the entry (B,C) in seq36 is not a direct response to the preceding score entries; though like in seqi 3, the displayed scores in seq36 are the result of the entry in seq36.
Furthermore, to obtain a better comprehension, Figure 8 should be referred to frequently, as it serves as a good map to remind of the available data and their context in the software engine, for example, what options are available to each item.
a. Powering: * Pressing the Power pin (05/Pj,) switches on the scorewatch with the mode display (OIIM_d) showing Power' whilst the score display (02/S_d) shows On' item; See SeqOl.
* Press the -* reveal pin (lOffRp) as often as necessary to scroll through the Power items (Save, Retrieve, Delete, Off, On and then back to Save); See seqO2 to seqO7.
* Press the Select pin (08/Sp) to choose the required Power item. That chosen item transfers to the mode display (OlfM_d) with its corresponding options displayed in the score display (02/Sd), as in seq08 where the Save' item transfers to the mode display (O1IM_d) and Session 1' option appears on the score display (02/S_d).
* Pressing i-reveal pin (09/BR_p) at this stage will scroll back through the other Power items (Retrieve, Delete, Off, On and then back to Save) in the mode display (01/M_d) each with their corresponding options shown m the score display (02/S_d).
* Press the -p reveal pin (1 OIFR_p) as often as necessary to scroll through the options; See seqO9.
* In seqlO, the session is saved as SESSION 2 having displayed this option in seqO9, the result of which is to store Session 2 and proceed to the Setup mode with Setup' shown in the mode display (0l/M_d) and the first Setup item Court Type' displayed in the score display (021S_d).
* Where the retrieved session has not been previously set-up (or if newly saved session), the scorewatch will proceed from the Power to Set-up mode. Otherwise, the scorewatch will go straight to Point mode. However, the user can press the Mode pin (07/M_p) till it reads Set-up' on the mode display (0l/M_d).
b. Setting up: * In SeqI 1, press the Select pin (08/S_p) the Court Type' item to transfer it to the mode display (01/M_d) and Basic' option appears on the score display (02/S_d).
* Register the gaming strategy chosen for the session -refer to the map in Figure B or the gaming strategy selection matrix in Figure D for an idea of the context of the Setup options. The available items and options in the developed applicable game are: o Court Type (Basic/Extreme) -entered by user.
o Participating teams (A to E) -entered by user.
o Playing format (continuous/knockout) -computed by scorewatch.
o Scoring style (Plus/Less/Nett) -entered by user.
o Grading (Game! Game & Point) -entered by user.
* To register, look at the item in the mode display (01 /M_d) and scroll through options in the score display (02/Sd) using the -+ reveal pin (l0/FR_p) and press the Select pin (08!S_p) to choose the required option (except for the teams which are chosen by pressing the applicable team buttons (04/1_b) i.e. A to E).
The next Setup item will appear with its own options, scroll through and select as desired. These steps are undertaken in seq 12 to seq25.
* Pressing'-reveal' pin (09/BRp) will scroll back through the Setup items in the mode display (01/Md) with the corresponding options shown in the score display (02/S_d).
* Press the -reveal pin (1 OIFR_p) as often as necessary to scroll through the options in the score display (02/S_d) of the items shown in the mode display (O1IM_d). See seq 12 and seq2O to seq24.
* Pressing an invalid pin or button will result in "ERROR" being displayed in both the mode display (01/M_d) and the score display (02/S_d). Press the Select pin (08/Sp) to return to previously displayed data/entries.
c. Scoring: * After selecting summation Grading option in setup mode, the scorewatch automatically switches to point mode (seq25). The mode display (Ol/M_d) will automatically read POINT 00' and the score display (02/S_d) automatically reads 00 00 00,' thus ready for scoring the first point of the first game.
* Between seq26 to seq35, the user attempts to navigate the scorewatch by scrolling back through the items and forward through the options as well as changing modes. Since there are no previous games and points, error messages appear.
Highlighted data are previously inputted data/entries.
* The item displayed on the mode display does not change until a button or pin is pressed, e.g. in seq36, immediately B team button (04/T_b) is pressed, the mode display (01/Md) shows Point 01' suggesting that this is the point that is being scored. When the C is pressed to complete seq36 entry, the mode display still reads Point 01' and the calculated scores appear on the score display (02/S_d) suggesting that this is the point that has been scored. Therefore, regarding point scores, the mode display shows what is being/has been scored, rather than what is to be scored.
* Generally, as the game is played, enter a strike, fault, or penalty point score by pressing the relevant a call button (03/Cb) and/or team buttons (04/T_b), as is done generally between seq36 to seq76 for Game 01.
* In this illustrated applicable game, with all three scoring styles (Less, Plus, and Nett) as is evident in the Figure D matrix by the IT permutation, the user can press two team buttons (04/I_b) to enter strike point scores. The Strike call button need only be used in Less and Plus scoring styles (respectively signif'ing point loss against and point gain for the relevant team) with the team button (04/T_b), hence the CT permutation in the Figure D matrix. The CT permutation is also used to enter Fault and Penalty point scores, though using the Fault and Penalty call buttons instead.
* A scorewatch user who is actively playing can use the ice pin to freeze the function of the other input components during play then thaw to score, as seq38/seq39 or seq52/seq53 to reduce possibility of unintentional scoring. When frozen, the displays are greyed-out.
* Pressing an invalid pin or button will result in "ERROR" being displayed in both the mode display (OIIM_d) and the score display (02/S_d) as in seq68 where the user pressed the D team button, whereas only teams A, B, and C were registered to play the session. Press the Select pin (OSIS_p) to return to previously displayed scores (as seq69).
* While scoring the played points, pressing the Mode pin (07/Mi,) will allow the user to switch between the modes from Game to Session to Setup and back to Point (e.g. seq64 to seq67).
* As with the setting-up stage, at the end of scoring a game i.e. after the last point of a game, the first point item (i.e. POiNT 00') and starting scores (00 00 00') are automatically displayed in the mode and score displays respectively, see seq77 (note that seq76 is the last point of Game 01 since Team A has attained a score of -9 which as determined by the developer of this applicable game in Section 3 and illustrated in Figures C and D, for Nett scoring style means Game 01 has come to an end). The exception to the afore-mentioned function of automatically displaying first point item and starting scores are the games that are a multiple of the number of playing teams. Hence in this session of 3 teams (as determined in seql4 to seq 17), at the end of Game 03, 06, 09, 12, etc, the scorewatch will automatically switch from point mode to session mode to reveal the achieved positions (flashing) on completed games. To end session, press Power pin (O5/Pi,) and save/delete the session; or press Select pin (O8/Si,) to continue scoring next game.
d. Reviewing: * Previous entries (çoint scores or options) may be viewed just to ascertain the state of play and may be changed if necessary. Changing entries is only done when viewing in setup and point mode. However, once scoring has commenced in point mode, setup entries cannot be changed. Always, in game and session mode, the user is only able to view the state of play without the ability to make changes, since the data in these modes are automatically generated.
* Whilst in the mode to be viewed, press the -reveal pin (09/BRi,) as often as necessary to go backwards to view previous items in the mode display (01/M_d) and corresponding score entries/options in the score display (02/S_d). To progress forward without making changes, press the Select pin (08/Si,) to return to previous point scoring or setup position. Below, reviewing procedures for the different modes are discussed.
* Setup mode: o Activate the Setup mode by pressing the mode pin (07/Mi,) as often as necessary. The mode displays Setup' in the mode display (01/Md), and Grading' is shown in the score display (02/S_d), which are the last setup entries.
o Whilst in the Setup mode (prior to scoring any points), press the i-' reveal pin (O9IBRp) to view previous set-up items. Example, in seq33, the item Scoring Style' appears in the mode display (0l/M_d) and a corresponding option Nett' appears in the score display (02/S_d) and is highlighted as this was the previously selected option. Scroll through the other Scoring Style' options in the score display using the -p' reveal pin (10ff Rp) as seq34 in which corresponding option Plus' appears in the score display (02/Sd) and is not highlighted as this was not a previously selected option.
o Similar steps can be repeated to view other setup items in the mode display (O1IM_d) e.g. Teams' and corresponding options in the score display (02/Sd) e.g. , , , D, E with the previously selected options highlighted. This is done by first pressing the.-reveal pin (09/BRj,) to view previous set-up items and scrolling through the corresponding options in the score display using the -p' reveal pin (l0/FRp). To change the entries, press the relevant team buttons (04/Tb) against the new option to replace previously inputted option. However, after a score entry in Point mode has been made, changing setup options cannot be done.
* Point mode: o Activate the Point mode by pressing the mode pin (07/M_p) as often as necessary. Whilst in the Point mode, press the -reveal pin (O9fBR_p) as often as necessary to view previous point item in the mode display, e.g. from the position at Point 13 in seq54, Point 12 at seq5 5 is revealed in the mode display (01/M_d) and the corresponding score entries (+3 0 0) is revealed in the score display (02/Sd).
o Where there were jailed teams when the point was scored, these are highlighted, so if Pomt 10 in seq48 were to be revealed, the score display would show 0 +4 [(. The highlighted point score [ is for jailed team C. o Forward revealing during normal scoring is achieved using -" reveal pin (1OIFR_p). Example, in seq48, normal scoring is done by pressing BA team buttons. Then in seq49, the -p' reveal pin (10/FRj,) is pressed, the mode display (01/M_d) remains unchanged whilst the score display (02/S_d) momentarily shows the actual buttons (highlighted to signify that it is stored data) previously pressed in seq48. The same process is done in seq6O to seq6l.
o Another point mode forward revealing is achieved using -* reveal pin (1OIFRj) from the back reveal position. Example, in seq56, immediately after back revealing in seq55, the -* reveal pin (10/FRj) is pressed; the mode display (O1JM_d) remains unchanged whilst the score display (02/S_d) shows the actual buttons previously pressed to get the scores revealed in seq55 (i.e. in seq5 1) and they are highlighted to show that they are stored data.
o During viewing, press the call/team buttons as necessary to replace previously entered scores in the score display as in seq50 and seq57.
Otherwise press Select pin (08/S_p) to accept previously entered scores as in seq62.
* Game mode: o Activate the Game mode by pressing the mode pin (071M1) as often as necessary. The scorewatch displays the final cumulative point scores of the active Game. In seq79, Game 02' is shown in the mode display (01/Md), and 00 00 00' is shown in the score display (021S_d) signifying that Game 02 has not yet been completed. Press the +-reveal pin (09/BR_p) as often as necessary to view the previous completed games. In seq8O, the Game 01' appears in the mode display (0l/M_d), and -3 +9 +1' is shown in the score display (02/Sd) signifying that Game 01 has been completed, with the winning team, Team B, highlighted.
o Further pressing to attempt to reveal a non-existent Game would result in ERROR' appearing in both the mode display (01/Md) and the score display (02/S_d), as in seq8 1. Press the Select pin (08/S_p) to return, as seq82.
* Session mode: o Activate the Session mode by pressing the mode pin (07/M_p) as often as necessary. The scorewatch will display saved sessions and summation grading as in seq65 where Session 1 G' appears on the mode display (01/M_d) with corresponding calculated achieved positions 00 00 00' appearing in the score display, signifying that there are no calculated achieved positions as there are no completed games.
o However, when the process is repeated in seq83, the score display shows 00 01 00' (non-flashing) signifying that Team B is in 1st position and Teams A and C are tied without achieved positions, since the summation Grading is by Game. Had it been by Game & Point, the score display would have read 03 01 02' signifying that Team C was in 2 position having had more points than Team A at the end of Game 01 at seq76.
o Whilst in the Session mode, further pressing the -reveal pin (09/BRp) to attempt to reveal non-existent session would result in ERROR' appearing in both the mode display (O1IM_d) and the score display (02/Sd), as in seq84. Press the Select pin (O8ISp) to return, as seq85.
o Since there are three participating teams, after the third game been completed and before the sixth game is completed, pressing the �-reveal pin (09/BRp) again whilst in game mode, the scorewatch would reveal the calculated achieved positions (flashing) signifying a fair session completion stage.
e. Synchronising (Optional feature): * Initial Synchronisation: The scorewatch to be used as primary scorewatch by the referee is determined and put in synchronisation mode. The secondary scorewatches are activated and the primary scorewatch accepts them, so that they can adopt the settings and scores as they exist on the primary scorewatch.
* Additional Synchronisation: After initial synchronisation and/or when play and scoring has already commenced, a secondary scorewatch can be accepted by the primary scorewatch.
f. Timing (Optional feature): * Date/Time: When the scorewatch switches off from the main function which is the subject of this invention, it can revert to a normal time-watch function using the mode display (Ol/M_d) to display the date and the score display (02/S_d) for the time.
* Duration: The scorewatch can display the duration of a session based on the duration of scoring from when the session is saved/registered. It takes into consideration, any breaks during scoring. This function may bolt onto the On' power item, beside the ready option.
Figure D: Matrix of the developed applicable game with the derived parameters transposed and inter-linked thus revealing available gaming strategies.
Gaming Strategy Selection Matrix -r -Scoring Style ___________ ___________ -Less Plus T Nett Point loss as Point gain as Point gain and point applicable applicable loss as applicable ___________ ___________ --Button Functions __________ Permutation Allocation and Magnitude
____ LIPIN L P N
Valid Calls --___________ Point Verdict Strike = S CT CT TI IS-: [-1] 1 S+: [+1] 1 S+: [+2] I S+(jail): [bail] 1 S+ (jail): [bail] or or 1S-:[-1] __________ U -__________ ____________ IS-(jail):[-l] Fault=F CT CT CT IF: [-2] IF: [Jail] 1 F: [-2&JaiI] 1 F (jail): [0] 1 F (jail): [-2] Penalty = P CT CT CT I P: [-3] 1 P: [Jail] 1 P: [-3 & Jail] 1 P (jail): [0] 1 P (jail): [-3] Court Playing Game Verdict Occupation Format -___________ _____________ ________________ Under! Full Continuous Yes (1st to -5 Yes (1st to +5 Yes (1st to -9 lose occupation (active lose game) wins game) game or 1St to +9 ___________ players only) -___________ ______________ wins game) Over Knockout Yes (1st to -5 No (more than No (more than one occupation (active and lose game) one team may team may have passive have same same lowest or _____________ players) --_____________ lowest score) highest score) ____________ ____________ --Session Verdict Team final positions are determined by number of ___________ ___________ --games won/lost at end of session Key: Permutation: C = call button 03C_b (5, P,or F); T team button 04T_b (A, B, C, D, or E) Allocation: e.g. 1 S+ (jail): = I team scored, that performed strike gain action, (while jailed).
Magnitude: [ ] = value of ppint score i.e. integer with or without jail term.
I II I I I
Figure B: Functions of the input components of the scorewatch in respect of their data (inputted or computed) available to appear on the display components. The Setup items and options are based on the applicable game developed in Section 3 for illustration and may vary dependent on the applicable game.
-Input Function (Available pre-prograrnmed and computed data) Components ___________________________________________________________ = ____________ Mode Disay = -_______ Score Display _____________________________________ - -_____________ ________ Items Qptions/entries -Power pin Power On Ready (OSIPj) Save Session 1, Session 2, Session 3 Retrieve Session 1, Session 2, Session 3, None Delete Session 1, Session 2, Session 3, None -____________ _______ Off Save and Close, No Save and Close -Mode pin Set-up Court Type Basic, Extreme (07/M_p) Teams A, B, C, D, E Playing Format Continuous, Knockout Scoring Style Plus, Less, Nett -___________ _______ Sum Grading Game, Game and Point -Point Displays last point Displays buttons pressed and then calculated entered firstly cumulative scores next to each learn button, subject Point 00 to chosen gaming strategy. Jailed learn score Point 01 highlighted. Examples: Point 02 F E then -2 R -1 +3 i2 ___________ _______ etc E B then -2 4-. -1 +3 +4 -Game Displays last game Displays final cumulative scores of each game with -entered firstly the winning team highlighted Examples: GameOl +3 -5 0 4-9 +6 GameO2 -7 -9 +2 4 ______________ _________ etc __________________________________________ Session Displays session Displays calculated achieved pos itions against number & grading each team button, on completed games. Examples: type. Example: 03 04 01 05 02 Session 1 G 04 02 05 02 01 Select pin Select chooses options displayed on the score (08/Sp) _________ _________________ display or simply moves scoring to next step.
Reveal pin Backward Reveal is used to scroll back through (09fBRj items shown on the mode display.
Reveal pin Forward Reveal is used to scroliforward through (1 0/FR_p) ________ _________________ options and entries shown on the score display.
Ice pin Ice pin renders other pins and buttons ineffective (O6fI_p) and greyed out to avoid unintentional use.
Team buttons Team buttons are used to register participating (04/T b) teams during set-up and team action in point mode.
Call buttons Call buttons are used to enter scores (point -(03/Cb) ________ ________________ gained/lost, fault, or penalty) for/against teams.
Figure C: Developing an applicable game by using the Qualified Determinants framework concept to help derive/define the parameters.
I Qualifiers Qualifier I Determinants
Statements/Questions Play I Score
Qualified determinants are derived by
applying qualifier statements/questions to
determinants for the it' term in qualifier __________ _____________________ statements/questions.
Parameters are derived by responding to the _______ _______________ Qualified Determinants ___________ ______________________ Parameters Why Why is it being done To receive point To record and scores that determine review score points session winning or and games played losing position (game verdict) ____________ ________________________ (session verdict) ___________________ What What is it that's done Strike gain, Strike Score points -3, -2, loss, Fault, Penalty -1, 0, +1, +2, (valid calls) sometimes with jail or bail consequence ____________ ________________________ ____________________ (point verdict) How How it is done Continuously or Score points gained, intermittently lost, or both in point (playing format) play depending on valid call and selected strategy ___________ ______________________ __________________ (scoring style) Who Who does/receives it Active (free, jailed, Active (free, jailed, or bailed) andlor or bailed) and/or ___________ _______________________ passive players passive players When When is it done Point, Game, When a valid call is Session (levels of made ___________ _____________________ play) _________________ Where Where is affected by it Some or all court Occupied court segments (court segments ___________ _______________________ occupation) __________________ Figure F: Continuation of Figure E. ____ _______ Sequence_of Scoring part of a Nett Session Seq Mode Pins Buttons Mode Display Score Display No. (blank = Call-Team as above) 47 ______ _______ P C POINT 10 1 PCthen�1 0 48 B,A POINT 11 BA then 0 +2 49 _______ -p reveal _____ POINT 11 BA _____ ______ C,B POINT II CBthen +1 +1 0 51 _______ ________ AB POINT 12 AB then +3 0 0 52 _______ Ice _____ POINT 12 +3 0 0 53 _____ Ice ____ POINTI2 +3 0 0 54 _____ ______ A,C POINT 13 ACthen+5 0 -1 ________ i-reveal _____ POINT 12 +3 0 0 56 ________ -i reveal _____ POINT 12 AB 57 ______ ________ B,A POINT 2 BA then 0 +3 0 58 _______ Select _____ POINT 3 C then +2 +3 -1 59 ______ ________ P A POINT 4 PA then -1 +3 -1 _______ ________ C,A POINT 5 CA then L2 +3 +1 61 _______ -i reveal _____ POINT 5 CA 62 _______ Select _____ POINT 5 CA then 2 +3 +1 63 _______ ________ A,C POINT 16 AC then -2 +3 0 64 Game mode _____ GAME 01 00 00 00 Session mode -_____ SESSION 1 G 00 00 00 66 Setup mode ____ SETUP GRADING 67 Point mode _____ POINT 16 -2 +3 0 68 _____ _______ B.D ERROR ERROR 69 _______ Select _____ POINT 16 -2 +3 0 _______ ________ BA POINT 17 BA then -3 �5 0 71 _______ ________ F B POINT 18 FB then -3 4-2 0 72 ______ ________ C.fl POiNT 19 CB then -3 4-it +2 73 _______ ________ -B.C POINT 20 BC then -3 +1 +1 74 ______ ________ JE!_ A POINT 21 PA then L6 + 1 + I ______ ________ BA POINT 22 BA then -7 +3 +1 76 ______ ________ F A POINT 23 FA then +3 +1 77 ________ _________ _____ POINT 00 00 00 00 78 _______ ________ A,C POINT 01 AC then +2 0 -1 79 Game mode _____ GAME 02 00 00 00 ________ i-reveal _____ GAME 01 4 +3 +1 81 ______ -reveal ____ ERROR ERROR 82 _______ Select _____ GAME 01 L9, +3 +1 83 Session mode _____ SESSION 1 0 00 01 00 84 ______ i-reveal ____ ERROR ERROR ________ Select _____ SESSION I G 00 01 00 86 Setup mode ____ SETUP GRADING 87 Point mode _____ POINT 01 +2 0 -1 88+ Continue score the points as they happen using the call and team buttons. View setup, point, game, and session en fries at any time using the mode pin and/or reveal pins.
Figure E: Brief illustration of the application of the scoring method during a playing session of the developed applicable game, comprising entering, viewing, and amending of entries/scores.
____ _______ Sequence of Scoring part of a Nett Session Seq Mode Pins Buttons Mode Display Score Display 01 -power ____ POWER ON 02 --reveal ____ POWER SAVE 03 --* reveal ____ POWER RETRIEVE 04 --reveal ____ POWER DELETE --* reveal _____ POWER OFF 06 --* reveal ____ POWER ON 07 --p reveal _____ POWER SAVE 08 -select _____ SAVE SESSION I 09 --reveal _____ SAVE SESSION 2 Setup select ____ SETUP COURT TYPE 11 _______ select ____ COURT TYPE BASIC 12 ______ -* reveal ____ COURT TYPE EXTREME 13 ______ select ____ TEAMS A B C D E 14 _____ ______ A ______________ ABCDE
_____ ______ B ______________ BCDE
16 _____ ______ C ______________ ABDE 17 _______ select _____ ____________________ BC 18 ______ select ____ PLAYING FORMAT CONTINUOUS 19 _______ select ____ SCORING STYLE LESS _______ -* reveal ____ SCORING STYLE PLUS 21 ______ -* reveal ____ SCORING STYLE NEU 22 ________ select _____ GRADING GAME 23 ______ -* reveal ____ GRADING GAME & POINT 24 ______ -reveal ____ GRADING GAME Point select _____ POINT 00 00 00 00 26 ______ f-reveal ____ ERROR ERROR 27 ________ select _____ POINT 00 00 00 00 28 Game mode _____ GAME 00 00 00 00 29 ______ +-reveal ____ ERROR ERROR ________ select _____ GAME 00 00 00 00 31 Session mode _____ SESSION I G 00 00 00 32 Setup mode ____ GRADING GAME 33 ______ +-reveal ____ SCORING STYLE NETT 34 ______ -i reveal ____ SCORING STYLE PLUS Point mode _____ POINT 00 00 00 00 36 _______ ________ B.C POINT 01 BC then 0 +2 -1 37 _______ ________ C,A POINT 02 CA then -1 +2 +1 38 _______ Ice _____ POINT 02 -1 +2 +1 39 _______ Ice _____ POINT 02 -l +2 +1 _______ _______ B.A POINT 03 BA then -2 +4 +1 41 _______ _______ C.A POINT 04 CA then -3 +4 +3 42 _______ ________ F B POINT 05 FB then -3 +2 +3 43 _______ ________ C.B POINT 06 CB then -3 + I +5 44 _______ ________ A.B POINT 07 AB then -1 0 +5 _______ ________ B.C POINT 08 BC then -1 0 +4 46 _______ ________ A,C POINT 09 AC then +1 0 +3

Claims (9)

  1. Claims 1. A game scoring device (primarily comprising a main body, buttons, pins, display screen, software engine, and wrist-strap) having pre-programmed set of rules and powered by battery, worn on the wrist by the user who may be active playing; allowing them to apply a method involving various sequential and functional combinations to input and review data (entries/scores) of applicable games involving two or more opposing players/teams per session.
  2. 2. A game scoring device which allows applicable game(s) with various gaming strategies which have been developed using a suitable approach, to be programmed or loaded onto its software engine.
  3. 3. A game scoring device which through its method of scoring, according to the preceding claims, allows the user to select data which reflect the desired gaming strategy for proposed playing session(s).
  4. 4. A game scoring device which through its method of scoring, according to claim 1, allows the user to perform self refereeing (by active or passive players) and catalytic refereeing (by non-player) during playing session(s) without significantly affecting the tempo of play.
  5. 5. A game scoring device which through its method of scoring, according to claim 1, allows the user to progressively input and store cumulative and/or deductive scores whilst automatically accounting for progression between stages/levels of play during a playing session.
  6. 6. A game scoring device which through its method of scoring, according to claim 1, allows the user to score a session that accounts for and reflect periods when a player is active and/or passive at the various stages/levels of play.
  7. 7. A game scoring device which through its method of scoring, according to claim 1, allows the user to avoid unwanted scoring by intentionally disabling the effect of various input components.
  8. 8. A game scoring device which through its method of scoring, according to claim 1, allows the user to save, retrieve, and delete complete and incomplete sessions.
  9. 9. A game scoring device, which through its method of scoring, according to claim I, allows the user to view scores and change them if desired.
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US20150202519A1 (en) * 2012-06-27 2015-07-23 Jody P. Murdough Scorekeeping device

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GB2293329A (en) * 1994-09-22 1996-03-27 Christopher Norgrove Wilcox Games scoring device
GB2314779A (en) * 1996-07-02 1998-01-14 Bee Diana Lee Portable game or sport scoring apparatus
DE29901234U1 (en) * 1999-01-26 1999-05-12 Wittenbecher, Rainer, Dr.-Ing., 22397 Hamburg Device for entering, calculating and displaying a score of a tennis game
DE20015681U1 (en) * 2000-09-11 2001-03-08 Schramm Stefan Tennis computer
GB2355203A (en) * 1999-09-11 2001-04-18 Inv S Direct Ltd Score-keeping apparatus for racket games
US6634548B1 (en) * 2000-04-18 2003-10-21 Robert D. Bowman Tennis pal
US20050096761A1 (en) * 2003-11-03 2005-05-05 Hanover Michael D.Jr. Golf score and information device and system
US20070010335A1 (en) * 2005-07-05 2007-01-11 Al-Sabah Sabah N Electronic Personal Assistant Device For Soccer Game Official
US20070030128A1 (en) * 2005-08-04 2007-02-08 Clark Hills Digital baseball and softball umpire game status indicator
US20070032893A1 (en) * 2005-08-02 2007-02-08 Katie Lowran Wearable electronic scorekeeping device

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2293329A (en) * 1994-09-22 1996-03-27 Christopher Norgrove Wilcox Games scoring device
GB2314779A (en) * 1996-07-02 1998-01-14 Bee Diana Lee Portable game or sport scoring apparatus
DE29901234U1 (en) * 1999-01-26 1999-05-12 Wittenbecher, Rainer, Dr.-Ing., 22397 Hamburg Device for entering, calculating and displaying a score of a tennis game
GB2355203A (en) * 1999-09-11 2001-04-18 Inv S Direct Ltd Score-keeping apparatus for racket games
US6634548B1 (en) * 2000-04-18 2003-10-21 Robert D. Bowman Tennis pal
DE20015681U1 (en) * 2000-09-11 2001-03-08 Schramm Stefan Tennis computer
US20050096761A1 (en) * 2003-11-03 2005-05-05 Hanover Michael D.Jr. Golf score and information device and system
US20070010335A1 (en) * 2005-07-05 2007-01-11 Al-Sabah Sabah N Electronic Personal Assistant Device For Soccer Game Official
US20070032893A1 (en) * 2005-08-02 2007-02-08 Katie Lowran Wearable electronic scorekeeping device
US20070030128A1 (en) * 2005-08-04 2007-02-08 Clark Hills Digital baseball and softball umpire game status indicator

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20150202519A1 (en) * 2012-06-27 2015-07-23 Jody P. Murdough Scorekeeping device
US9766594B2 (en) * 2012-06-27 2017-09-19 Jody P. Murdough Scorekeeping device

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