WO2009077822A4 - Educational profession-oriented role-play game and method of playing - Google Patents

Educational profession-oriented role-play game and method of playing

Info

Publication number
WO2009077822A4
WO2009077822A4 PCT/IB2008/002867 IB2008002867W WO2009077822A4 WO 2009077822 A4 WO2009077822 A4 WO 2009077822A4 IB 2008002867 W IB2008002867 W IB 2008002867W WO 2009077822 A4 WO2009077822 A4 WO 2009077822A4
Authority
WO
Grant status
Application
Patent type
Prior art keywords
game
play
role
player
profession
Prior art date
Application number
PCT/IB2008/002867
Other languages
French (fr)
Other versions
WO2009077822A1 (en )
Inventor
Juan Pablo Toral
Julia Patricia Toral
Original Assignee
Juan Pablo Toral
Julia Patricia Toral
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

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/12Video games, i.e. games using an electronically generated display having two or more dimensions involving interaction between a plurality of game devices, e.g. transmisison or distribution systems
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B19/00Teaching not covered by other main groups of this subclass
    • G09B19/22Games, e.g. card 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
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/205Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform for detecting the geographical location of the game platform
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8023Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game the game being played by multiple players at a common site, e.g. in an arena, theatre, shopping mall using a large public display
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Abstract

An educational profession-oriented role-play game is provided within an indoor game environment specially designed to resemble a city with scaled buildings, pavilions, play sites and streets. The players receive game money, booklet with game environment map, game rules and principles and basic information about wellbeing concepts (health, safety, nutrition, fitness and interaction), and security RFID (Radio-frequency Identification) bracelet or card configured with a tag, barcode or a magnetic 'swipe' strip or the like. The tag or other identifying device is used to store certain information describing certain game money amounts and certain wellbeing skill awards which each player has accumulated throughout the game. Players advance in the game by participating in many role-play activities comprising: adult professions, business and industrial processes, science, arts and sports, whilst accumulating wellbeing skill awards and earning, or spending game money, depending of the type of role-play activity they may participate in. All of this information is preferably stored on the tag so that the player's game money earnings and wellbeing skill awards can be easily and conveniently transported and/or linked to other similarly equipped environments and the game's official website. In this manner, the game can seamlessly transcend from one play environment and/or entertainment medium to the next.

Claims

AMENDED CLAIMS received by the International Bureau on 13 May 2009 (13.05.2009)
1. An educational profession-oriented role-play game comprising: a certain quantity of game money for use during play of the game for each player; one security RFID bracelet or card configured with a tag with a personal 'game member1 number and personal account used to store certain information describing certain game money amounts and certain wellbeing skill awards which each player has accumulated throughout the game. The RFID bracelet is used at any stage of the course of the game as an information device, whereas the player can download to his or her virtual personal 'game member' account the stored information from the RFID bracelet to an electronic module configured for online delivery over a computer network, located throughout the indoor game environment, to receive information regarding the balance of game money or wellbeing skill awards accumulated by the player so far in the course of the game; one booklet for each player with all the rules and principles of the game, as well as basic information enclosing certain wellbeing concepts and a map of the specially designed indoor game environment resembling a city, wherein each player participates in several role-play activities inside scaled buildings, pavilions, play sites and streets to earn wellbeing skill awards and earn and/or spend game money and consequently acquire knowledge, skills and conscience concerning adult professions, business and industrial processes, science, arts, sports, and wellbeing concepts such as: health, safety, nutrition, fitness and interaction.
2. The educational profession-oriented role-play game according to claim 1 additionally comprising a plurality of security RFID bracelets or cards configured with a tag, barcode or a magnetic "swipe" strip or the like. The tag or other identifying device is used to store certain information, which each player may accumulate throughout the game, describing certain game money amounts and certain wellbeing skill awards, which the 'game leaders' will ultimately upload into each player's personal 'game member' account in the game's official website.
3. The educational profession-oriented role-play game according to claims 1 and 2 additionally comprising a plurality of virtual personal 'game member1 accounts configured for online delivery over a computer network, which the respective player can login to assert certain information and current status comprising wellbeing skill awards and saved game money amounts.
4. The educational profession-oriented role-play game according to claim 3 additionally comprising a specially developed software configured for online delivery over a computer network, which the 'game leaders' use to upload certain information regarding wellbeing skill awards and game money amounts into each player's personal 'game member1 account from the player's bracelet or card tag, after the player's completion of the game session. This specially developed computer software also enables the player to login to the player's personal 'game member1 account in the game's official website.
5. The educational profession-oriented role-play game according to claim 4 additionally comprising the development of the game's official website configured for online delivery over a computer network, in which the players can login to their personal 'game member' account and to certain menus comprising educational profession-oriented role-play game news and updates, game rules and principles, indoor game environment map, information regarding wellbeing concepts, online games, online store, site promotions, downloads, chat rooms, blogs, sponsored ads, etc.
6. The educational profession-oriented role-play game according to claim 2 additionally comprising a plurality of electronic scanners configured for online delivery over a computer network, which the 'game leaders' use to scan each player's tag to add information regarding wellbeing skill awards into the player's personal 'game member1 account after the player has performed a certain role- play activity.
7. The educational profession-oriented role-play game according to claim 3 additionally comprising a plurality of electronic modules configured for online delivery over a computer network, located throughout the indoor game environment, in which each player can login to the player's personal 'game member1 account to assert certain information and current status comprising wellbeing skill awards and saved game money amounts.
8. The educational profession-oriented role-play game according to claim 1 additionally comprising a plurality of specially designed and printed game money notes in denominations of 5.00, 10.00, 20.00 and 50.00 units, comprising logos, fictional characters and any other suitable design, hence each player uses the game money to either earn it or spend it during the role-play activities, and ultimately save it at the completion of the game session.
9. The educational profession-oriented role-play game according to claim 1 additionally comprising a full-color printed booklet for each player enclosing an indoor game environment map, which displays all specially designed scaled buildings, pavilions, play sites, streets, plazas and also a menu of services and amenities, such as: main entrance, main exit, emergency exits, toilets, public phones, ATM machines, wardrobe/lost and found room, infirmary, restaurants, shops, etc.
10. The educational profession-oriented role-play game according to claim 9 additionally comprising the described full-color printed booklet, enclosing all the rules, regulations, instructions and principles of the game, as well as basic information about wellbeing concepts such as: health, safety, nutrition, fitness and interaction.
11. The educational profession-oriented role-play game according to claim 1 additionally comprising a plurality of children players participating in the game as individuals, yet performing the role-play activities as team members of groups of two to ten players. The role-play activities may have some restrictions according to the player's age, weight, height and/or physical conditions.
12. The educational profession-oriented role-play game according to claim 1 additionally comprising a plurality of specially trained 'team leaders' to brief, guide, interact, motivate, support and award the players with wellbeing skill awards and either charge or pay game money to the players. One or more 'game leaders' can perform in each role-play activity.
13. A method of playing an educational profession-oriented role-play game according to claim 1 wherein the main objective of each player is to participate in role-play activities in no particular order or quantity, to earn knowledge and skills comprising: adult professions, business and industrial processes, science, arts , and sports, as well as to accumulate consciousness of wellbeing concepts such as: health, safety, nutrition, interaction and fitness during game play, and wherein wellbeing skill awards may be earned by performing role-play activities during game play and game money may be earned or spent during game play, depending on the type of role-play activity.
14. The method according to claim 13 additionally comprising the main rule is to perform an effective game money management, so that a player must not run out of game money during game play. If this situation presents, the player must participate only in role-play activities designed to earn game money until the player has enough resources to participate in role-play activities designed to spend game money.
15. The method according to claim 13 additionally comprising the beginning of the game at the moment a player enters the indoor game environment and is given RFID bracelet or card, game money and game booklet to participate in any of the role-play activities inside the specially designed scaled constructions of buildings, pavilions, play sites, plazas and streets.
16. The method according to claim 13 additionally comprising the ending of each player's game session at the moment he/she exits the indoor game environment. The educational profession-oriented role-play game may resume each time a player revisits the specially designed indoor game environment; therefore the game has no virtual ending for the players and not a virtual winner or loser.
17. The method according to claim 13 additionally comprising the rule enclosing the player may earn a certain amount of game money only when participating in role-play activities, which are specially designed to earn game money. Alternatively, the player may spend a certain amount of game money only when participating in role-play activities, which are specially designed to spend game money.
18. The method according to claim 13 additionally comprising each role-play activity performed in eight stages in strict sequential order: 1. The 'game leader" welcomes two to ten players to enter the role-play activity inside a certain role- play site. 2. The 'game leader" briefs the players an overview about the specified role-play activity, comprising: profession/adult activity facts and instructions, basic information enclosing profession/adult activity wellbeing issues (safety, health, nutrition, fitness and interaction); profession/adult activity names, brands and nomenclature; basic wardrobe/equipment handling and maintenance; and basic information comprising tasks and challenges to perform. 3. The team is organized either by the player's choice or by the 'game leader". 4. The 'game leader" provides the players with specific wardrobe, uniforms, safety equipment, gadgets, tools and utensils. 5. The 'game leader" briefs, demonstrates and motivates the players to practice, train or exercise before performing their task or challenge. 6. The 'game leader" places the players in specific areas to begin the task or challenge and repeats important instructions. The players perform the task or challenge by themselves with the full supervision and support of the 'game leader". 7. The team completes the task or challenge within a specified timeframe. The 'game leader" gathers the team to hand over and tidy up wardrobe and equipment. 8. Before each player leaves the role-play site, the 'game leader1 scans the player's RFID bracelet or card tag to add one wellbeing skill award to the player's personal 'game member' account. The 'game leader" either pays or charges each player a specified amount of game money notes.
19. The educational profession-oriented role-play game according to claim 1 additionally comprising a plurality of changes, adaptations and updates for the role-play content of every role-play activity over a certain period of time, enclosing: scripts, stories, plots, characters, tasks, job positions, wardrobe, tools and equipment, game environments, situations and cases.
20. The educational profession-oriented role-play game according to claim 1 additionally comprising one wellbeing skill award to be earned by each player during game play after the player's performance in each of the role-play activities. Through software configured for online delivery over a computer network, every wellbeing skill award is added to the player's personal 'game member1 account after the player ends the game session.
21. The educational profession-oriented role-play game according to claim 1 additionally comprising wellbeing content on every role-play activity enclosing health issues, such as: physical health, hygiene, mental health, etc.
22. The educational profession-oriented role-play game according to claim 1 additionally comprising wellbeing content on every role-play activity enclosing safety issues, such as: accidents, injuries, personal security, physical health, etc.
23. The educational profession-oriented role-play game according to claim 1 additionally comprising wellbeing content on every role-play activity enclosing nutrition issues, such as: eating habits, food nutrients, food handling, etc.
24. The educational profession-oriented role-play game according to claim 1 additionally comprising wellbeing content on every role-play activity enclosing fitness issues, such as: exercise, physical skills, endurance, performance, etc.
25. The educational profession-oriented role-play game according to claim 1 additionally comprising wellbeing content on every role-play activity enclosing interaction issues, such as: social skills, teamwork, creativity, trust, leadership, etc.
26. The educational profession-oriented role-play game according to claim 1 additionally comprising an indoor game environment enclosing a plurality of specially designed scaled buildings, pavilions and play sites, comprising: hospital, airline pilot academy, fire station, cooking academy, vet clinic, fashion model parade, beauty salon, city streets, bank, construction site, bread factory, automobile workshop, newspaper company, supermarket, car dealership and test-drive track, archeological site, computer lab, music show stage, circus stage, play theater, TV studio, movie studio, radio broadcast station, music recording studio, gym and extreme sports trail comprising: assault course, climbing wall and mini bungy.
27. The educational profession-oriented role-play game according to claim 1 additionally comprising a plurality of role-play wardrobe, equipment, tools, utensils, ornaments, props, gadgets, furniture, devices, vehicles and graphic material, which are specially designed or acquired for each role-play activity according to its respective profession/adult activity.
PCT/IB2008/002867 2007-12-19 2008-10-27 Educational profession-oriented role-play game and method of playing WO2009077822A4 (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
AU2007249109 2007-12-19
AU2007249109 2007-12-19

Publications (2)

Publication Number Publication Date
WO2009077822A1 true WO2009077822A1 (en) 2009-06-25
WO2009077822A4 true true WO2009077822A4 (en) 2009-08-13

Family

ID=40795182

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/IB2008/002867 WO2009077822A4 (en) 2007-12-19 2008-10-27 Educational profession-oriented role-play game and method of playing

Country Status (1)

Country Link
WO (1) WO2009077822A4 (en)

Family Cites Families (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6761637B2 (en) * 2000-02-22 2004-07-13 Creative Kingdoms, Llc Method of game play using RFID tracking device
US7614958B2 (en) * 2001-11-16 2009-11-10 Creative Kingdoms, Llc Interactive quest game
US6967566B2 (en) * 2002-04-05 2005-11-22 Creative Kingdoms, Llc Live-action interactive adventure game
US7029400B2 (en) * 2002-08-01 2006-04-18 Creative Kingdoms, Llc Interactive water attraction and quest game
US20070167224A1 (en) * 2006-01-06 2007-07-19 Peter Sprogis Game using transponders to provide player awards

Also Published As

Publication number Publication date Type
WO2009077822A1 (en) 2009-06-25 application

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