US20120208612A1 - Cross-Media Educational And Entertainment System - Google Patents

Cross-Media Educational And Entertainment System Download PDF

Info

Publication number
US20120208612A1
US20120208612A1 US13/026,328 US201113026328A US2012208612A1 US 20120208612 A1 US20120208612 A1 US 20120208612A1 US 201113026328 A US201113026328 A US 201113026328A US 2012208612 A1 US2012208612 A1 US 2012208612A1
Authority
US
United States
Prior art keywords
media
puzzle
cross
solution
education
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
US13/026,328
Inventor
Patricia Baal
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Individual
Original Assignee
Individual
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to US13/026,328 priority Critical patent/US20120208612A1/en
Publication of US20120208612A1 publication Critical patent/US20120208612A1/en
Abandoned legal-status Critical Current

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/18Question-and-answer games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/18Question-and-answer games
    • A63F2009/186Guessing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2250/00Miscellaneous game characteristics
    • A63F2250/28Miscellaneous game characteristics with a two-dimensional real image
    • A63F2250/285Photographs
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/18Question-and-answer games
    • A63F9/183Question-and-answer games electric

Definitions

  • the present invention relates to a puzzle, and in particular to a cross-media educational and entertainment system.
  • Games and puzzles may also be used for educational purposes to enhance children's various skills. Games that focus on particular skills, such as reading, memory, and cognitive ability, provide a resourceful educational tool that is educational, entertaining and can be socializing for children of different ages.
  • Conventional educational game devices are typically utilized in the home or other like environments, and are not adapted to be played during travel or when families are out-of-home.
  • travel games are utilized to occupy the children.
  • these games typically include a plurality of game pieces and/or a game board, and further may require more than one individual to play the game, both of which may make the game cumbersome to play.
  • the games may be electronic entertainment devices for individual use, which limits interaction between parents and their children.
  • parents may desire to encourage their children to engage in educational activities to pass the time.
  • the activities may involve learning information about the destination, for example, information of a geographical, historical or local interest nature.
  • parents may also desire to offer motivation to their children in the form of a prize or reward for learning.
  • a puzzle is provided to a user in a first media.
  • the puzzle may include a plurality of clues representative of an item to be identified.
  • the user identifies the item using the clues to obtain a proposed solution.
  • the proposed solution may comprise a portion of the identity of the item.
  • the user tests the proposed solution against an actual solution by entering the proposed solution into a second media. If the proposed solution is correctly entered into the second media, the user may be entitled to a prize or incentive award delivered in the second media.
  • the prize or incentive may be delivered in a third media.
  • a plurality of preliminary puzzles each requiring a discrete solution may be provided in a first media.
  • a portion of each discrete solution may form all or a part of a secondary puzzle requiring a secondary puzzle solution.
  • a solution to the secondary puzzle is entered by the user into a second media for access to a prize or an incentive award.
  • the actual solution to the secondary puzzle may further comprise all or a portion of a final puzzle.
  • the prize may comprise one of a game, a promotional item, a coupon, an additional clue, or the like.
  • the user may request additional information in the second media helpful to determine the one or more of the discrete solutions or the solution to the secondary or final puzzles.
  • the user may be required to solve a plurality of puzzles, wherein the user obtains a proposed final solution comprising one of a code and a cipher, portions of the one of the code and the cipher obtained from the solutions of the plurality of puzzles.
  • the proposed final solution is entered into a second media to test the proposed final solution against an actual final solution. Correctly obtaining the actual final solution entitles the user to delivery of a prize.
  • the prize may comprise one of a game, a promotional item, a coupon, an additional clue, or the like, and may be delivered in the second media, or in a third media.
  • FIG. 1 is an illustration in a first media showing a picture puzzle, including one or more clues according to the present disclosure
  • FIG. 2 is a diagrammatic flow chart of a method for cross-media puzzle solving, including obtaining a prize or a further puzzle according to one embodiment of the present disclosure
  • FIG. 3 is a diagrammatic flow chart of a method for cross-media puzzle solving, according to another embodiment of the present disclosure.
  • An illustration 10 of the type shown in FIG. 1 is provided to a user, where the illustration contains a clue, a partial solution, or other puzzle for solving.
  • the illustration 10 may be targeted to a particular age group, or may be targeted to a particular demographic, such as to adolescent girls or boys.
  • the illustration may be accompanied by one or more puzzles 12 intended to assist the user in finding a solution to the puzzle.
  • the puzzle 12 shown in the illustration 10 is a partial photograph of a larger feature representative of a place or thing.
  • a first clue 14 may contain the answer in scrambled letters, or may include further clues 16 , 18 , 20 that provide information aimed at assisting the user in solving the puzzle 12 of illustration 10 .
  • each puzzle 12 may contain more or fewer clues 14 , 16 , 18 , 20 , and it is further understood that a puzzle 12 may be comprised of one or more separate illustrations 10 wherein each illustration 10 includes one or more clues. Additionally, a plurality of blank spaces 22 may be included wherein each blank space represents a single letter of the anticipated solution 24 .
  • a user receives a first media containing one or more puzzles 12 , as shown in FIG. 2 as step 30 .
  • the one or more puzzles 12 may be combined as a first media containing multiple puzzles 12 but no solutions thereto.
  • a plurality of puzzles 12 may be combined as a paper book, an electronic book, a mobile application, a game or the like.
  • the plurality of puzzles contained in the first media may be targeted at a specific age group, and may include a plurality of puzzles 12 directed at places or things within a specific city or locale.
  • the user decodes the clues 14 , 16 , 18 , 20 or identifies an answer to a puzzle 12 .
  • step 34 the user checks to see if the identified answer to the puzzle 12 is correct by using a second media.
  • the second media may be a website, a text message, a twitter account, a mobile application, electronic mail or the like.
  • the users' identified answer is correct, indicated by reference 36 , or incorrect at reference 38 . If incorrect, the user may enter a new answer to the puzzle 12 by repeating step 34 .
  • the user may request assistance or help at step 40 .
  • the assistance or help at step 40 may include additional clues 14 , 16 , 18 , 20 or any other information to assist the user in identifying the correct answer to the puzzle 12 .
  • the second media optionally provides access to one or more incentive awards, such as a prize or a game, at reference 42 .
  • the prize may be another puzzle, a game, an application, a message, a voucher for an item, or any other type incentive award. It is understood that the prize may comprise an actual item, or may comprise a virtual item, or a combination of actual and virtual items. It is also understood that the prize may be delivered in the second media, or it may be delivered in a third media, such as mail or electronic delivery to a phone or an email account.
  • a plurality of puzzles 112 a , 112 b , 112 c , 112 d are combined in a first media 114 .
  • the first media may include a paper book, an electronic book, a mobile application, a game or the like. It is understood that any number of puzzles 112 may be combined in the first media 114 , as described below.
  • Each of the puzzles 112 a , 112 b , 112 c , 112 d requires a respective independent solution 136 a , 136 b , 136 c , 136 d that, when correctly entered into the second media 116 , may merit an incentive award.
  • each of the puzzles 112 a , 112 b , 112 c , 112 d may be considered a preliminary puzzle, each requiring respective discrete solutions 136 a , 136 b , 136 c , 136 d thereto.
  • the resulting discrete solutions 136 a , 136 b , 136 c , 136 d may themselves comprise a secondary puzzle or cipher 140 .
  • the plurality of discrete solutions 136 a , 136 b , 136 c , 136 d shown in FIG. 3 include highlighted letters 142 that are used to form the solution 144 to the secondary puzzle 140 . It is understood that the discrete solutions 136 a , 136 b , 136 c , 136 d may be used in any manner to present a secondary puzzle 140 to the user, as, for example, a word scramble, a set of clues, or the like.
  • the solution 144 to the secondary puzzle 140 may then be entered into the second media 116 to provide access to an incentive award, or the solution 144 to the secondary puzzle 140 may itself comprise all or a portion of a further intermediate puzzle that requires an ultimate solution 144 be entered into the second media to provide access to the incentive award or prize 146 .
  • the puzzles 112 a , 112 b , 112 c , 112 d and the secondary puzzles 140 may be combined in any number, manner or sequence to create a multi-step puzzle having a plurality of solutions required to identify the ultimate solution 144 for entry into the second media to provide access to the prize 146 .
  • the puzzles 112 a , 112 b , 112 c , 112 d may therefore be arranged to accommodate any age or experience level.
  • the user may go to the second media 116 for help, indicated by button 150 in FIG. 3 .
  • Advertising 152 may also be present in the second media as desired.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Toys (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Electrically Operated Instructional Devices (AREA)

Abstract

A cross-media education and entertainment system is provided. A first media includes a puzzle, the puzzle having a plurality of clues representative of an actual solution to be identified. A user enters a proposed solution into a second media, the second media capable of comparing the proposed solution to the actual solution. A prize is made available to the user when the proposed solution is substantially identical to the actual solution.

Description

    FIELD OF THE INVENTION
  • The present invention relates to a puzzle, and in particular to a cross-media educational and entertainment system.
  • BACKGROUND OF THE INVENTION
  • Parents and teachers continually strive to combine entertainment and education to maintain the interest of children. For example, the use of puzzles for learning enhances cognitive ability while providing an entertaining and fun way to impart educational information to a target audience. Games and puzzles may also be used for educational purposes to enhance children's various skills. Games that focus on particular skills, such as reading, memory, and cognitive ability, provide a resourceful educational tool that is educational, entertaining and can be socializing for children of different ages. Conventional educational game devices are typically utilized in the home or other like environments, and are not adapted to be played during travel or when families are out-of-home.
  • During travel, parents often seek activities to occupy their children during the time it takes to reach a destination. In some instances, travel games are utilized to occupy the children. However, these games typically include a plurality of game pieces and/or a game board, and further may require more than one individual to play the game, both of which may make the game cumbersome to play. Alternatively, the games may be electronic entertainment devices for individual use, which limits interaction between parents and their children.
  • During the time it takes to reach a destination, parents may desire to encourage their children to engage in educational activities to pass the time. In some instances, the activities may involve learning information about the destination, for example, information of a geographical, historical or local interest nature. In order to engage the attention and interest of children, parents may also desire to offer motivation to their children in the form of a prize or reward for learning.
  • It is therefore desirable to provide parents with a system and method for providing educational content to their children while also providing a motivation for the children to complete activities, such as puzzles or games, that provide educational content.
  • SUMMARY OF THE INVENTION
  • Concordant and consistent with the present invention, an educational cross-media educational and entertainment system and method that incentivizes completion of educational activities has surprisingly been discovered.
  • According to the present disclosure, a puzzle is provided to a user in a first media. The puzzle may include a plurality of clues representative of an item to be identified. The user identifies the item using the clues to obtain a proposed solution. The proposed solution may comprise a portion of the identity of the item. The user tests the proposed solution against an actual solution by entering the proposed solution into a second media. If the proposed solution is correctly entered into the second media, the user may be entitled to a prize or incentive award delivered in the second media. Optionally, the prize or incentive may be delivered in a third media.
  • In one embodiment, a plurality of preliminary puzzles each requiring a discrete solution may be provided in a first media. A portion of each discrete solution may form all or a part of a secondary puzzle requiring a secondary puzzle solution. A solution to the secondary puzzle is entered by the user into a second media for access to a prize or an incentive award. In a further embodiment, the actual solution to the secondary puzzle may further comprise all or a portion of a final puzzle.
  • In another embodiment, the prize may comprise one of a game, a promotional item, a coupon, an additional clue, or the like. In another embodiment, the user may request additional information in the second media helpful to determine the one or more of the discrete solutions or the solution to the secondary or final puzzles.
  • In another embodiment, the user may be required to solve a plurality of puzzles, wherein the user obtains a proposed final solution comprising one of a code and a cipher, portions of the one of the code and the cipher obtained from the solutions of the plurality of puzzles. The proposed final solution is entered into a second media to test the proposed final solution against an actual final solution. Correctly obtaining the actual final solution entitles the user to delivery of a prize. The prize may comprise one of a game, a promotional item, a coupon, an additional clue, or the like, and may be delivered in the second media, or in a third media.
  • BRIEF DESCRIPTION OF THE DRAWING
  • The above, as well as other advantages of the present disclosure, will become readily apparent to those skilled in the art from the following detailed description of the preferred embodiment when considered in the light of the accompanying drawings, in which:
  • FIG. 1 is an illustration in a first media showing a picture puzzle, including one or more clues according to the present disclosure;
  • FIG. 2 is a diagrammatic flow chart of a method for cross-media puzzle solving, including obtaining a prize or a further puzzle according to one embodiment of the present disclosure; and
  • FIG. 3 is a diagrammatic flow chart of a method for cross-media puzzle solving, according to another embodiment of the present disclosure.
  • DETAILED DESCRIPTION OF EXEMPLARY EMBODIMENTS OF THE INVENTION
  • The following detailed description and appended drawings describe and illustrate various embodiments of the invention. The description and drawings serve to enable one skilled in the art to make and use the invention, and are not intended to limit the scope of the invention in any manner. In respect of the methods disclosed, the steps presented are exemplary in nature, and thus, the order of the steps is not necessary or critical.
  • An illustration 10 of the type shown in FIG. 1 is provided to a user, where the illustration contains a clue, a partial solution, or other puzzle for solving. As a non-limiting example, the illustration 10 may be targeted to a particular age group, or may be targeted to a particular demographic, such as to adolescent girls or boys. The illustration may be accompanied by one or more puzzles 12 intended to assist the user in finding a solution to the puzzle. In the embodiment shown in FIG. 1, the puzzle 12 shown in the illustration 10 is a partial photograph of a larger feature representative of a place or thing. A first clue 14 may contain the answer in scrambled letters, or may include further clues 16, 18, 20 that provide information aimed at assisting the user in solving the puzzle 12 of illustration 10. It is understood that each puzzle 12 may contain more or fewer clues 14, 16, 18, 20, and it is further understood that a puzzle 12 may be comprised of one or more separate illustrations 10 wherein each illustration 10 includes one or more clues. Additionally, a plurality of blank spaces 22 may be included wherein each blank space represents a single letter of the anticipated solution 24.
  • According to the present disclosure, a user receives a first media containing one or more puzzles 12, as shown in FIG. 2 as step 30. In one embodiment, the one or more puzzles 12 may be combined as a first media containing multiple puzzles 12 but no solutions thereto. As non-limiting examples, a plurality of puzzles 12 may be combined as a paper book, an electronic book, a mobile application, a game or the like. The plurality of puzzles contained in the first media may be targeted at a specific age group, and may include a plurality of puzzles 12 directed at places or things within a specific city or locale. In step 32, the user decodes the clues 14, 16, 18, 20 or identifies an answer to a puzzle 12. In step 34, the user checks to see if the identified answer to the puzzle 12 is correct by using a second media. As a non-limiting examples, the second media may be a website, a text message, a twitter account, a mobile application, electronic mail or the like. The users' identified answer is correct, indicated by reference 36, or incorrect at reference 38. If incorrect, the user may enter a new answer to the puzzle 12 by repeating step 34. Alternatively, the user may request assistance or help at step 40. The assistance or help at step 40 may include additional clues 14, 16, 18, 20 or any other information to assist the user in identifying the correct answer to the puzzle 12. After receiving the assistance at step 40, the user continues to repeat step 34 until a correct solution 36 is provided by the user for puzzle 12. Once the correct solution 36 is provided by the user, the second media optionally provides access to one or more incentive awards, such as a prize or a game, at reference 42. As non-limiting examples, the prize may be another puzzle, a game, an application, a message, a voucher for an item, or any other type incentive award. It is understood that the prize may comprise an actual item, or may comprise a virtual item, or a combination of actual and virtual items. It is also understood that the prize may be delivered in the second media, or it may be delivered in a third media, such as mail or electronic delivery to a phone or an email account.
  • In a further embodiment shown with reference to FIG. 3, a plurality of puzzles 112 a, 112 b, 112 c, 112 d are combined in a first media 114. As non-limiting examples, the first media may include a paper book, an electronic book, a mobile application, a game or the like. It is understood that any number of puzzles 112 may be combined in the first media 114, as described below.
  • Each of the puzzles 112 a, 112 b, 112 c, 112 d requires a respective independent solution 136 a, 136 b, 136 c, 136 d that, when correctly entered into the second media 116, may merit an incentive award. Alternatively, each of the puzzles 112 a, 112 b, 112 c, 112 d may be considered a preliminary puzzle, each requiring respective discrete solutions 136 a, 136 b, 136 c, 136 d thereto. The resulting discrete solutions 136 a, 136 b, 136 c, 136 d may themselves comprise a secondary puzzle or cipher 140. As a non-limiting example, the plurality of discrete solutions 136 a, 136 b, 136 c, 136 d shown in FIG. 3 include highlighted letters 142 that are used to form the solution 144 to the secondary puzzle 140. It is understood that the discrete solutions 136 a, 136 b, 136 c, 136 d may be used in any manner to present a secondary puzzle 140 to the user, as, for example, a word scramble, a set of clues, or the like. The solution 144 to the secondary puzzle 140 may then be entered into the second media 116 to provide access to an incentive award, or the solution 144 to the secondary puzzle 140 may itself comprise all or a portion of a further intermediate puzzle that requires an ultimate solution 144 be entered into the second media to provide access to the incentive award or prize 146. In particular, the puzzles 112 a, 112 b, 112 c, 112 d and the secondary puzzles 140 may be combined in any number, manner or sequence to create a multi-step puzzle having a plurality of solutions required to identify the ultimate solution 144 for entry into the second media to provide access to the prize 146. The puzzles 112 a, 112 b, 112 c, 112 d may therefore be arranged to accommodate any age or experience level.
  • If the user encounters difficulty in deriving a solution to the puzzles 112 a, 112 b, 112 c, 112 d, the user may go to the second media 116 for help, indicated by button 150 in FIG. 3. Advertising 152 may also be present in the second media as desired. Thus, for each preliminary puzzle 112 a, 112 b, 112 c, 112 d, the user is encouraged to go across media for help 150; solutions 136 a, 136 b, 136 c, 136 d to the preliminary puzzles 112 a, 112 b, 112 c, 112 d; prize 146 validation and delivery; possible secondary puzzles 140; and advertising or cross-promotional items 152 may be available.
  • While certain representative embodiments and details have been shown for purposes of illustrating the invention, it will be apparent to those skilled in the art that various changes may be made without departing from the scope of the disclosure, which is further described in the following appended claims.

Claims (20)

1. A cross-media education and entertainment system, comprising:
a first media having a puzzle, the puzzle having a plurality of clues representative of an actual solution to be identified;
a second media into which a user enters a proposed solution, the second media capable of comparing the proposed solution to the actual solution; and
a prize made available to the user when the proposed solution is substantially identical to the actual solution.
2. The cross-media education and entertainment system of claim 1, wherein the prize is delivered in the second media.
3. The cross-media education and entertainment system of claim 1, wherein the prize is delivered in a third media.
4. The cross-media education and entertainment system of claim 1, wherein the prize is one of a game, a promotional item, a coupon, a second puzzle, and a clue.
5. The cross-media education and entertainment system of claim 1, wherein the first media is one of a paper book, an electronic book, a mobile application, and a game.
6. The cross-media education and entertainment system of claim 1, wherein the second media is one of a website, a text message, a twitter account, a mobile application, and electronic mail.
7. The cross-media education and entertainment method of claim 1, wherein the second media further includes at least one advertisement.
8. A cross-media education and entertainment system, comprising:
a first media having a plurality of preliminary puzzles, each preliminary puzzle respectively having plurality of clues representative of an actual solution thereto;
a second media into which a user enters a proposed solution for each respective preliminary puzzle, the second media capable of comparing the proposed solution for each respective puzzle to the actual solution thereof; and
a first prize made available to the user when the proposed solutions for each respective preliminary puzzle entered into the second media is substantially identical to the actual solution thereto.
9. The cross-media education and entertainment system of claim 8, wherein a portion of each preliminary puzzle actual solution comprises at least a portion of a secondary puzzle, the secondary puzzle requiring an actual secondary solution.
10. The cross-media education and entertainment system of claim 9, wherein the second media is further capable of comparing a proposed secondary solution provided by a user to the actual secondary solution, wherein a second prize is made available to the user when the proposed secondary solution is substantially identical to the actual secondary solution.
11. The cross-media education and entertainment system of claim 10, wherein the secondary puzzle is a final puzzle.
12. The cross-media education and entertainment system of claim 10, wherein at least one of the first prize and the second prize is delivered in a third media.
13. The cross-media education and entertainment system of claim 12, wherein at least one of the first prize and the second prize is one of a game, a promotional item, a coupon, a second puzzle, and a clue.
14. The cross-media education and entertainment system of claim 8, wherein the first media is one of a paper book, an electronic book, a mobile application, and a game.
15. The cross-media education and entertainment system of claim 8, wherein the second media is one of a website, a text message, a twitter account, a mobile application, and electronic mail.
16. The cross-media education and entertainment method of claim 8, wherein the second media further includes at least one advertisement.
17. A cross-media education and entertainment method, comprising the steps of:
providing a puzzle to a user in a first media, the puzzle having a plurality of clues representative of an actual solution to be identified;
requiring the user to enter a proposed solution into a second media;
comparing the proposed solution against the actual solution in the second media; and
providing a prize to the user when the proposed solution is identical to the actual solution.
18. The cross-media education and entertainment method of claim 8, wherein the prize is delivered in one of the second media and a third media.
19. The cross-media education and entertainment method of claim 8, wherein the prize is one of a game, a promotional item, a coupon, a second puzzle, and a clue.
20. The cross-media education and entertainment method of claim 8, wherein the first media is one of a paper book, an electronic book, a mobile application, and a game, and wherein the second media is one of a website, a text message, a twitter account, a mobile application, and electronic mail.
US13/026,328 2011-02-14 2011-02-14 Cross-Media Educational And Entertainment System Abandoned US20120208612A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US13/026,328 US20120208612A1 (en) 2011-02-14 2011-02-14 Cross-Media Educational And Entertainment System

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
US13/026,328 US20120208612A1 (en) 2011-02-14 2011-02-14 Cross-Media Educational And Entertainment System

Publications (1)

Publication Number Publication Date
US20120208612A1 true US20120208612A1 (en) 2012-08-16

Family

ID=46637305

Family Applications (1)

Application Number Title Priority Date Filing Date
US13/026,328 Abandoned US20120208612A1 (en) 2011-02-14 2011-02-14 Cross-Media Educational And Entertainment System

Country Status (1)

Country Link
US (1) US20120208612A1 (en)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN103888918A (en) * 2014-04-14 2014-06-25 冯益斌 WeChat-based teaching resource pushing system and method
US10218708B1 (en) * 2018-06-21 2019-02-26 Capital One Services, Llc Systems for providing electronic items having customizable locking mechanism
US12021872B2 (en) 2018-06-21 2024-06-25 Capital One Services, Llc Systems and methods for providing electronic items

Citations (31)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5531600A (en) * 1993-08-13 1996-07-02 Western Publishing Co., Inc. Interactive audio-visual work
US5679075A (en) * 1995-11-06 1997-10-21 Beanstalk Entertainment Enterprises Interactive multi-media game system and method
US5740243A (en) * 1989-07-13 1998-04-14 Rehm; Peter Horst Cryptographic guessing game
US5921864A (en) * 1996-03-20 1999-07-13 Walker Asset Management Limited Partnership Electronic word puzzle game
US6322074B1 (en) * 1999-11-09 2001-11-27 Forrest-Pruzan Creative Llc Interactive quiz game system and method
US6386880B2 (en) * 2000-05-30 2002-05-14 Wilbert Bryant Numerical problem solving game
US20020077166A1 (en) * 2000-10-04 2002-06-20 Ferguson Ronald R. Word linking game apparatus and method for playing same
US20020098891A1 (en) * 2000-10-10 2002-07-25 Graham Michael B. Computerized system and method for providing advertising to a consumer
US20020117802A1 (en) * 2001-02-20 2002-08-29 Seaberg Gordon Eric CrossWordSearch puzzle game
US20020183112A1 (en) * 2001-05-31 2002-12-05 Francis Emmerson Electronic gaming
US20030139210A1 (en) * 2002-01-22 2003-07-24 Joseph Raben Computer-based acrostic puzzle for indiviual play and multi-player competition
US20030162162A1 (en) * 2002-02-06 2003-08-28 Leapfrog Enterprises, Inc. Write on interactive apparatus and method
US6790138B1 (en) * 2000-05-12 2004-09-14 Martin Erlichman System and method for providing and scoring an interactive puzzle
US20050003056A1 (en) * 2003-07-02 2005-01-06 The Procter & Gamble Company Article of commerce comprising edible substrate, image, and message
US6964608B1 (en) * 2000-03-14 2005-11-15 John R. Koza Skill games
US20060177027A1 (en) * 2006-03-17 2006-08-10 Congdon Joseph L "Fone Fun" Word Game Apparatus and Method
US20070232376A1 (en) * 2006-03-31 2007-10-04 Vijay Krishna Search engine crossword puzzle
US20070244585A1 (en) * 2006-04-17 2007-10-18 900Seconds, Inc. Automated administration of network-based contests
US20070282697A1 (en) * 2006-06-01 2007-12-06 Alan Kirby Enhancing commerce
US20080009349A1 (en) * 2006-07-10 2008-01-10 Wolfe Jason H Mobile Phone Mediated Treasure Hunt Game
US7390255B2 (en) * 1996-04-22 2008-06-24 Walker Digital, Llc System and method for facilitating play of a video game via a web site
US20080207316A1 (en) * 2006-11-01 2008-08-28 James Mark Burnett Method and system for using online entertainment to promote goods, services, activities and events
US7577978B1 (en) * 2000-03-22 2009-08-18 Wistendahl Douglass A System for converting TV content to interactive TV game program operated with a standard remote control and TV set-top box
US20090298594A1 (en) * 2008-05-28 2009-12-03 Yahoo! Inc. Media/tag-based word games
US20090325696A1 (en) * 2008-06-27 2009-12-31 John Nicholas Gross Pictorial Game System & Method
US20090325136A1 (en) * 2008-05-27 2009-12-31 Ana Marie Delbue Computer-implemented environments and interfaces for educational games
US20100167807A1 (en) * 2004-05-07 2010-07-01 Gamelogic, Inc. Method and apparatus for conducting a game of chance
US20100259010A1 (en) * 2006-09-06 2010-10-14 Gregory Davidzon Trivia game and method of play
US20110173072A1 (en) * 2010-01-08 2011-07-14 David Ross Systems and methods for advertising on a mobile electronic device
US8109819B2 (en) * 2006-02-21 2012-02-07 Topcoder, Inc. Internet contest
US20120178073A1 (en) * 2007-10-03 2012-07-12 785291314, Inc. Game Systems with Interoperating or both Interoperating and Interrelated Quizzes and/or Puzzles

Patent Citations (31)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5740243A (en) * 1989-07-13 1998-04-14 Rehm; Peter Horst Cryptographic guessing game
US5531600A (en) * 1993-08-13 1996-07-02 Western Publishing Co., Inc. Interactive audio-visual work
US5679075A (en) * 1995-11-06 1997-10-21 Beanstalk Entertainment Enterprises Interactive multi-media game system and method
US5921864A (en) * 1996-03-20 1999-07-13 Walker Asset Management Limited Partnership Electronic word puzzle game
US7390255B2 (en) * 1996-04-22 2008-06-24 Walker Digital, Llc System and method for facilitating play of a video game via a web site
US6322074B1 (en) * 1999-11-09 2001-11-27 Forrest-Pruzan Creative Llc Interactive quiz game system and method
US6964608B1 (en) * 2000-03-14 2005-11-15 John R. Koza Skill games
US7577978B1 (en) * 2000-03-22 2009-08-18 Wistendahl Douglass A System for converting TV content to interactive TV game program operated with a standard remote control and TV set-top box
US6790138B1 (en) * 2000-05-12 2004-09-14 Martin Erlichman System and method for providing and scoring an interactive puzzle
US6386880B2 (en) * 2000-05-30 2002-05-14 Wilbert Bryant Numerical problem solving game
US20020077166A1 (en) * 2000-10-04 2002-06-20 Ferguson Ronald R. Word linking game apparatus and method for playing same
US20020098891A1 (en) * 2000-10-10 2002-07-25 Graham Michael B. Computerized system and method for providing advertising to a consumer
US20020117802A1 (en) * 2001-02-20 2002-08-29 Seaberg Gordon Eric CrossWordSearch puzzle game
US20020183112A1 (en) * 2001-05-31 2002-12-05 Francis Emmerson Electronic gaming
US20030139210A1 (en) * 2002-01-22 2003-07-24 Joseph Raben Computer-based acrostic puzzle for indiviual play and multi-player competition
US20030162162A1 (en) * 2002-02-06 2003-08-28 Leapfrog Enterprises, Inc. Write on interactive apparatus and method
US20050003056A1 (en) * 2003-07-02 2005-01-06 The Procter & Gamble Company Article of commerce comprising edible substrate, image, and message
US20100167807A1 (en) * 2004-05-07 2010-07-01 Gamelogic, Inc. Method and apparatus for conducting a game of chance
US8109819B2 (en) * 2006-02-21 2012-02-07 Topcoder, Inc. Internet contest
US20060177027A1 (en) * 2006-03-17 2006-08-10 Congdon Joseph L "Fone Fun" Word Game Apparatus and Method
US20070232376A1 (en) * 2006-03-31 2007-10-04 Vijay Krishna Search engine crossword puzzle
US20070244585A1 (en) * 2006-04-17 2007-10-18 900Seconds, Inc. Automated administration of network-based contests
US20070282697A1 (en) * 2006-06-01 2007-12-06 Alan Kirby Enhancing commerce
US20080009349A1 (en) * 2006-07-10 2008-01-10 Wolfe Jason H Mobile Phone Mediated Treasure Hunt Game
US20100259010A1 (en) * 2006-09-06 2010-10-14 Gregory Davidzon Trivia game and method of play
US20080207316A1 (en) * 2006-11-01 2008-08-28 James Mark Burnett Method and system for using online entertainment to promote goods, services, activities and events
US20120178073A1 (en) * 2007-10-03 2012-07-12 785291314, Inc. Game Systems with Interoperating or both Interoperating and Interrelated Quizzes and/or Puzzles
US20090325136A1 (en) * 2008-05-27 2009-12-31 Ana Marie Delbue Computer-implemented environments and interfaces for educational games
US20090298594A1 (en) * 2008-05-28 2009-12-03 Yahoo! Inc. Media/tag-based word games
US20090325696A1 (en) * 2008-06-27 2009-12-31 John Nicholas Gross Pictorial Game System & Method
US20110173072A1 (en) * 2010-01-08 2011-07-14 David Ross Systems and methods for advertising on a mobile electronic device

Cited By (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN103888918A (en) * 2014-04-14 2014-06-25 冯益斌 WeChat-based teaching resource pushing system and method
US10218708B1 (en) * 2018-06-21 2019-02-26 Capital One Services, Llc Systems for providing electronic items having customizable locking mechanism
US10476880B1 (en) 2018-06-21 2019-11-12 Capital One Services, Llc Systems for providing electronic items having customizable locking mechanism
US10476881B1 (en) 2018-06-21 2019-11-12 Capital One Services, Llc Systems for providing electronic items having customizable locking mechanism
US11057390B2 (en) 2018-06-21 2021-07-06 Capital One Services, Llc Systems for providing electronic items having customizable locking mechanism
US11115422B2 (en) 2018-06-21 2021-09-07 Capital One Services, Llc Systems for providing electronic items having customizable locking mechanism
US12021872B2 (en) 2018-06-21 2024-06-25 Capital One Services, Llc Systems and methods for providing electronic items

Similar Documents

Publication Publication Date Title
Altstiel et al. Advertising creative: strategy, copy, and design
Boller et al. Play to learn: Everything you need to know about designing effective learning games
Moore et al. The online marketing of food to children: is it just fun and games?
De Schutter et al. Gradequest-Evaluating the impact of using game design techniques in an undergraduate course.
Shea Gamification: Using gaming technology for achieving goals
Su et al. A comparative review of mobile and non-mobile games for language learning
Ghosh et al. Brands in a game or a game for brands? Comparing the persuasive effectiveness of in‐game advertising and advergames
Erkkilä Learning English from digital games: Finnish upper secondary school students' perspective on game-enhanced language learning
Rhodes et al. Recommendations for developing technologies that encourage reading practices among children in families with low-literate adults
Pløhn Pervasive learning using games to tear down the classroom walls
US20120208612A1 (en) Cross-Media Educational And Entertainment System
Holm et al. Bringing Informal E-Learning into the School English as a Second Language Classroom: What Do E-Sports Do to Learning?
US20070142106A1 (en) Progressive puzzle
Chen et al. The Effect of Student Ethnicity on Teacher Perceptions.
Bektas Cetinkaya Vocabulary Size: Experiences of Successful Vocabulary Learners in EFL Context.
Soyoof et al. Inclusive language education and digital games: A literature review and EFL students' perceptions
Santos et al. GikiCLEF: Crosscultural issues in an international setting: asking non-English-centered questions to Wikipedia
Koepfler et al. PHEON: Practicing problem solving and gaining museum literacy from transmedia and alternate reality games in museums
Sánchez Literacy practices in a changing cultural context: The literacy development of two emergent Mayan-Spanish bilingual children
Sekeres et al. New literacies and multimediacy: the immersive universe of the 39 clues
Evans et al. Alternate reality games: a realistic approach to gaming on campus?
de Sousa Silva et al. Design and evaluation of a mobile application for an educational card game
Brænden Improving reading skills: using graphic novels in a Norwegian lower-secondary ESL classroom
Moseley et al. Mapping games to curricula
Davé et al. Winning the bee: South Asians, spelling bee competitions, and American racial branding

Legal Events

Date Code Title Description
STCB Information on status: application discontinuation

Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION