Not applicable
Not applicable
The present invention relates to a board-type game for amusement that has an educational purpose. The game is for serious game players and for use by students and teaching professionals for classroom instruction and curriculum development in the social sciences. The game is entertaining and involves a level of skill, competition, strategy and content that will enlist serious players. Players have fun, develop learning and strategy skills and gain knowledge in the social sciences, in particular the field of economics. The described embodiment of the present invention is known as Around the World in 90 Days.
The use of games for amusement and teaching is well known in the prior art. Serious games represent a billion dollar global market and are used today by organizations as powerful, efficient workforce tools for learning and skill development. (Derryberry, 2007) Students will participate at length in an enjoyable pursuit and the repetition in game playing is a proven learning tool. Is it argued that educators should adhere to repetition a basic learning tool that for centuries has benefitted brains around the globe. (Perry, 2012) Further, it is argued that people learn better by doing something. Educators are placing more emphasis on the design of learning activities rather than teaching activities. Activity based learning focuses on student centered activities that include interaction between the learner and an environment with resources. A high quality game is an engaging activity that allows for the participation, interaction and communication called for by this new instructional theory. Games can be used inside and outside scheduled classrooms as student centered activities that will lead to deeper and more meaningful understandings. Students learn content, develop their own meanings and construct new ideas. (Walker and Ryan, 2005) When content is viewed in different ways, students strengthen and expand their knowledge of the particular subject matter presented. The game of the present invention combines repetition with an entertaining learning activity. The preferred embodiment of the game of the present invention is an apparatus that reinforces the retention that comes with repetition and allows for creative thinking. The described embodiment of the present invention improves on the prior art by providing a new and improved game.
Academics argue that the subject matter that comprises the social sciences is the single most important source for practitioners writing games. (McGowan, 2010) The social sciences differ from the physical sciences and, for the sake of better knowledge of why people behave the way they do, must value and use their own models. They are mature disciplines with no need to emulate other sciences. (Clark and Primo, 2012) For this reason, they are especially suited to game playing. Games contribute to education and training as a life-long process. The described embodiment of the present invention acknowledges the history and the popularity of games as educational tools and teaches how amusement can be used as a resource to bring the wealth of information in the social sciences to the general public through games. The present invention can be used by teachers to enhance any social studies curriculum where game players can compete in achieving an objective that can be measured and requires quantifiable resources to attain. For example, the described embodiment is specifically intended to bring about a common understanding of international economics as it relates to currency exchange, borrowing and lending. The game could focus on an understanding of the terms of trade and the most abundant resource of world countries. The present invention improves on the prior art in that it utilizes the social sciences to provide an enjoyable, entertaining and challenging game for amusement and for use as a serious educational tool that would otherwise be unavailable and that produces unexpected results. The game of the present invention through amusement contributes to human development, maturation, and learning. It imparts knowledge to the people that will lead to informed citizen participation in public decision making and to a better world.
Most game boards are designed with grids of squares or divided into defined spatial paths with playing pieces that have specific identities. Players must move along a predetermined path overcoming obstacles to reach the end square and win the game. Most educational games teach a specific lesson relating to facts with reinforcement for correct answers. By way of example, U.S. Pat. No. 324,535 (Clemens, 1885) is for a game apparatus designed as a chart with columns and rows and holes for placement of pegs. The purpose is for amusement and instruction, specifically to help players remember important historical dates. More recently, U.S. Pat. No. 6,102,398 (Kolleth, 2000) is a board game that has a map and path around which players progress based on answering fact questions correctly. The questions and answers are provided on cards. Similarly, U.S. Pat. No. 2,026,082 (Darrow, 1935) is a game board with forty spaces extending entirely around the perimeter of the board. Players follow this continuous path, moving their symbols according to throws of dice. The board provides a track for continuity. The game teaches trading, specifically in real estate, and presents business situations simulating those occurring in real life. The object of each player is to force the other players to quit the game because they cannot meet their financial obligations, leaving one player the winner. U.S. Pat. No. 3,939,578 (Coffey, 1976) is an educational board game designed as a tutorial system of learning specific academic subject matter that includes cards, tokens and chance means. The board is divided into academic subject areas and the cards correspond to these areas. Players move through defined numbered spaces on the periphery of the board based on the chance means and answer the questions on the board or cards that correspond to the defined spaces. Modern games are using technology or computers, popular mediums that are able to engage people for extensive periods of time. U.S. Pat. No. 6,641,400 (Kennedy, 2003) is a multi-disciplinary educational tool that is also suitable for entertainment that can include a playing board with spaces and playing dice that determine user movement on the spaces. The educational tool combines using all the senses, including sight, sound, touch and smell, and educational experiences within a single activity that teaches subject matter by simulation and can be played on a computer by one user.
The present invention is designed to promote serious learning through organized games and play. An intention is to show how games can be effective learning environments when creatively integrated into a curriculum. The game apparatus is an efficient teaching tool. A new substrate for board-type games enables teaching and demonstration. A primary intention is to provide an enjoyable recreation activity for social interaction between family and friends through a board-type game apparatus that is especially efficient in small living spaces. Another intention is to promote this activity and social interaction by providing an inexpensive, durable, reusable, portable game apparatus. Acknowledging the expense of acquiring the new technology games and the technical support for maintenance, the present invention can be easily translated into software for use on a computer by a plurality of players. The experience, reflection, questioning and discussion that come with group interaction are important parts of learning. An important aspect of the present invention is having a community that develops around the game. Game community mirrors the definition of an educational community of practice. Players bring diverse experience and are valued for their contributions as the group continually advances in knowledge and skills. (Oblinger, 2006) The game of the present invention provides a framework that supports developing new knowledge through social interaction. Rather than providing a fixed game board path for lessons or instruction, the game board-type surface of the present invention allows players to determine and mark their own spatial path on a board-type surface with an identifiable image. It provides all the possible positions and allows players to create a new spatial location each round. The timeframe for game playing is flexible. The game can be played as one timed game session of eighteen rounds with a high score winner or as a series of game sessions with players building on their score in the prior game. It teaches basic concepts in the social sciences, requires skill and strategic thinking and encourages creativity. The game components of the present invention are constructed of a paper like material that adheres to most surfaces in a vertical or horizontal position. The new structure improves on the prior art that restricts players to a table and chairs and game chance determined moves with predetermined spaces. The design of the present invention combines the ingredients necessary for serious games.
Modern games are criticized as having insipid content, being too teaching focused or being too concerned with entertainment utility. By way of example, U.S. Pat. No. 6,079,710 (Brown, 2000) is a bingo-type game to teach basic mathematics. U.S. Pat. No. 5,478,076 (Aylett, 1976) relates to a theme park. Users are entertained by traversing the attractions and structures of a theme park. The present invention builds on a basic economic concept, the covered interest differential. In large international financial transactions this involves securing a foreign loan with a forward foreign exchange currency contract. It is a conventional rule for reducing the foreign exchange risk that comes with fluctuating exchange rates. (Linden and Kindleberger, 1982) The game uses variables from the covered interest differential, foreign currency, interest rates and time, as the means by which players earn back the money expense of traveling the world.
The content of the preferred embodiment of the game as described herein engages players in fun activity and achieves serious, measureable and sustainable learning results. Learning is an intentional outcome of the present invention. In the preferred embodiment, players gain an understanding of economics. People love the excitement of travel to exotic places. While millions of dollars are spent each year in international travel and tourism has become a major component of the world economy, most Americans do not have passports and do not travel abroad. Americans spend most of their leisure time at home. Attributed to many factors, i.e., the work ethic, the hassle and expense of air and auto travel, Americans prefer to spend time at home interacting with family and friends. Sales of board games in recent years were in the hundreds of millions of dollars. Over 250 million sets of the popular game of monopoly have been sold worldwide. In the described invention, game players travel to choice destinations on each of the seven continents. The game enlists players with the prospect of visiting interesting and exotic destinations around the world while adding value to these destinations. It provides a peaceful, enjoyable pursuit, in a relaxing atmosphere as it develops learning skills and encourages new understandings of important concepts, creative thinking and decision making.
Most educational games that develop skill in collecting data, planning and strategic thinking, such as the many chess and war games, do so in a conflict environment with the goal of destroying the enemy or dominating opponents. The popular war game Stratego and other modern conflict games of strategy are based on French Patent No. 396,795 (Edan, 1909). Edan teaches strategy through a war game played on a board divided into squares with game pieces representing different military ranks. U.S. Pat. No. 1,144,927 (Wunsch, 1915) is a board game for all ages. The board depicts Germany, Russia, Austria, Belgium, Turkey and France, battle strategies and fields of battle. Objectives are to be interesting and instructive while capturing your opponent's flags. U.S. Pat. No. 5,026,070 (Watt, 1991) is a strategic naval warfare game played on a checker-style board with the object of capturing an opponent's naval bases. U.S. Pat. No. 6,209,873 (DeGeorge, 2001) teaches strategic and tactical decision making by simulating real combat scenarios. U.S. Pat. No. 6,981,700 (Syed, 2006) is a turn-based strategic board game similar to chess and checkers with the strategy of attack and defense improved only in difficulty to be more competitive and thereby enjoyable to players.
The content of the preferred embodiment of the present invention is entertaining and useful in that it is an enjoyable activity that teaches social studies concepts important to everyday living and involves strategic thinking without conflict. Similar to chess-type games, knowing the rules and strategies are only a beginning. There is so much to learn through this game that over a lifetime players will still discover new understandings and new ways to improve their play. In the described embodiment of the present invention, players add value to their choice travel destinations. As tourists, they must purchase each choice destination's currency to cover the travel expense. Players travel the world and develop strategies that involve time, distance and money to earn back the expense of their trip. In so doing, they collect the information they need, plan their moves and use strategic thinking while they expand their knowledge of the social sciences as it relates to present day international currency exchange.
Evident in the aforementioned patents there are many games involving boards and cards and requiring skills and strategy with the object of teaching. The present invention preserves the entertainment aspect of games so as to engage players in activity that expands their knowledge base and changes nonproductive skills and beliefs. The present invention has the amusement value of a game of monopoly and chess and the learning value called for by the internationalization of the world economy. The board-type game of the present invention substantially departs from the conventional content and design of the prior art and in so doing provides a new and improved apparatus for the purpose of amusement and teaching.
The general purpose of the present invention is for players to enjoy with others an amusing game and to make subject matter in the social sciences interesting and understandable to the ordinary person. One of the most significant events of recent years has been the internationalization of the world economy. The massive movement of goods, labor and money across national borders makes it imperative that the ordinary person understand basic principles of economics that apply worldwide. While citizenship education, the basis of mandatory schooling in the United States, requires an understanding of a free market economy, economics is not a required subject in public schools. The transformation in society is having an impact on teachers and learners and on the learning environment in all sectors. Educators worldwide are placing more emphasis on the design of learning activities to include a wider range of practices that focus more on learner activity than teacher activity and that lead to planned outcomes. Therefore, it can be appreciated that there exists a need for a new and improved game of amusement that is a teaching tool for learning important concepts that apply to our everyday lives and developing creative thinking.
The described embodiment of the present invention is for serious game players and for learning and curriculum development in economics. Game players experience currency and solve problems in a new way. The described game apparatus can be used to supplement and enhance social studies curriculum with subject matter adaptable to a game where game players compete in achieving an objective that can be measured and requires quantifiable resources to attain. The present invention is a game for amusement that engages players in a fun activity while teaching concepts relating to current events, an activity that would otherwise be unavailable.
The components of the board-type game in the described invention are flexible, durable, adherent, printable, reusable and portable. They include a playing field surface, a measuring device, playing cards, rules, a game guide and a game log permanently printed with the game method and content. The playing pieces are erasable color markers. The game components roll into a three compartment cylinder for storage and carrying. A plurality of players visit choice tourist destinations and learn about the currencies unique to countries around the world. Players use strategic planning to choose and execute their route of travel. Players select choice DESTINATION CARDs and randomly choose CURRENCY, INTEREST RATE and BONUS PENALTY CARDs. Players measure their travel distance in miles, calculate the expense per mile of their travel and combine the values on their hand of cards with values in the TRAVEL GUIDE to determine earnings possibilities in order to earn their trip expense. To this end, players buy and borrow, sell and lend foreign currency. The player best able to comprehend the many possibilities present in their hand of cards and to transact in the most efficient way wins. Skill is developed with continued play as players learn the process and the card possibilities. In this regard, the present invention substantially meets the need for a new and improved game for serious game players.
The educational focus of the present invention combines an efficient teaching tool with subject matter and learning skills such as collecting information, planning and strategic thinking making the game a serious opportunity for learning in the social sciences, in particular economics. The social sciences are not just about understanding subject matter. They are about understanding people and cultural similarities and differences. The game of the present invention is an opportunity for play to become an important contributor to human development, maturation, and learning. The learning techniques found in the present invention, primarily activity, repetition, immersion and reflection, are valuable learning tools that can be applied to the social sciences. The present invention improves on the prior art for games that relate to single subjects and reward memorization. It builds on the best of the prior art to include the many ingredients of serious games. The game of the present invention as described is a board-type game. It can also be developed as a digital game for use with an electronic device such as a computer. The present invention therefore fills the need for a new and improved game of amusement that would otherwise be unavailable.
The foregoing brief summary of the invention describes a board-type game for amusement that is challenging and engaging and can be used as a powerful, relevant learning tool. The game components demonstrate and teach the learning objective of the game. This and other intentions will become more apparent in the following detailed description. Such description refers to the annexed Drawings wherein:
The foregoing advantages, features and devices are apparent in the following detailed description, drawings and claims.
The following detailed description explains the best mode of making and using the present invention, an entertaining, educational game for two or more players with the earth's surface and currency as the primary subject matter. Time, distance and money are used to determine strategies for traveling around the world. The purpose of the game is for players to have fun visiting choice destinations around the world. The challenge is competing to be the first to travel to the seven continents and earn back the expense of the travel. A further purpose of the game is for players to learn economics, in particular, the supply and demand and exchange value of currency. To better understand the disclosure and to provide information that can be used for the physical design of the board-type game apparatus and of a software program compatible with an electronic device such as a computer, the following terms and intentions as they relate to the present invention and are employed in the specification and claims are explained.
The term social science refers to a plurality of fields including: anthropology, archaeology, business administration, communication, criminology, economics, education, government, linguistics, international relations, political science, sociology and, in some contexts, geography, history, law, and psychology.
The terms supply and demand mean the exchange volume of the currency of the world.
The term interest rate means the cost of or return on having access to currency for a given period of time.
The term foreign exchange rate means the rate at which currency conversion takes place, the difference in value between the US dollar and a foreign country currency.
The term spot rate is the rate at which currency conversion takes place, the value of a foreign currency in US dollars, that changes daily.
The term forward exchange rate is the conversion value at a future date of a foreign currency in US dollars that is agreed upon when a contract for exchange is made.
The term currency exchange market means the interaction of people trading currencies for various reasons.
The term forward exchange contract means a binding agreement to buy or sell a country currency at a specified rate on a future date. A forward contract requires 10% of the total contract amount at the time of contract with the remainder payable when the contract is due.
The term cross-currency exchange rate means the rate at which one foreign currency is converted to another foreign currency without having to first convert either currency into US dollars.
The term arbitrage means a transaction involving three currencies, two foreign and US dollars, where gains can be made when currency exchange rates do not exactly match up. As one of the steps you must always be selling one foreign currency for another foreign currency.
An intention of the game is to provide a peaceful, relaxing, enjoyable social learning environment where players use strategic planning in determining real world non-militaristic moves. Rather than movement of attack and defense on a predetermined grid, players create their own spatial path on a portable, reusable, adherent board-type surface playing field and in a collective effort add value to the countries they visit by spending money at each destination. At the same time they maintain and enhance their own value as they earn the travel money they spend through currency exchange.
An intention of the described embodiment of the present invention is to make game playing more worthwhile, challenging and interesting by providing activity centered instruction in the social sciences to the general public.
An intention of the game is to make classroom learning more exciting by giving intermediate, secondary and college level teachers an interactive, engaged learning activity that they can customize with social science content at different levels of difficulty.
To accomplish these intentions, game players utilize the game apparatus described in the annexed ten sheets of Drawings.
Reference is now made to the drawings,
TRAVEL LOG, generally designated by numeral 55, is configured as follows:
RULES OF THE GAME, generally designated by numeral 56, illustrate the method of the preferred embodiment in the described invention. The rules also include the definition of terms and explanation of card rates and values as described herein. Game strategies and a scenario of a player's transactions from one hand of cards are included as follows:
Game Strategies:
Players can choose a destination illustrated on the playing field surface, mark a new destination on the map or choose a tour from the TRAVEL GUIDE. Players choose a hand of five cards, one choice DESTINATION CARD for their chosen destination, two chance interest rate cards, and two chance currency cards. Players maximize earnings by following the transaction rule of buy and borrow low, sell and lend high.
Scenario for a Player:
Player has chosen the Deluxe World Tour at a cost of $10,000. $2,500 down and $7,500 due in 90 days with a start and finish destination in Rome, Italy.
Player's Round ONE hand of cards is as follows:
Player's BONUS PENALTY card has eliminated her from the DELUXE WORLD TOUR. She cannot be at the next destination in in ten days. Player decides to continue in the game by planning her own trip and traveling to Belarus in Round FOUR and choose a destination card for this location. She can use the values on the destination card to buy BYR spot and lend in Belarus for 12% interest earnings to earn back the travel expense. In Round ONE she can use her tour destination card to buy ITL spot and lend in Italy for 6% interest earnings, she can buy EUR at the spot rate on the currency card and exchange for ITLs to increase these earnings. She can sell EURs forward and earn both interest and the forward premium in Round ONE and TWO. She can do the same with CNY buying forward and selling spot in Round TWO. She can invest in US Treasury Notes for interest earnings.
Player's Travel Log records her transaction decisions and score:
TRAVEL GUIDE, generally designated by numeral 57, illustrates the game playing system data. As described herein, this includes the following quantitative data.
Currency and interest rates for the continents and countries of the world from Afghanistan to Zimbabwe, numeral 62, 7-13, include:
WORLD SPOT RATES FOR PRECIOUS METALS, numeral 62, page 13, include:
Hypothetical continent currency spot rate and central bank overnight interest rate and participating country cross-currency rates, numeral 62, 13-17, include:
AFRICA—CURRENCY: AFRO AFR includes rates for 11 countries Egypt through Uganda.
EUROPE—CURRENCY: EURO EUR € includes rates for 20 countries, Austria through Ukraine.
NORTH AMERICA—CURRENCY NORTH AMERICAN DOLLAR NAD includes rates for 21 countries, Bahama Islands through United States.
The second side on the DESTINATION CARD, 6, is configured as follows:
The second side of the CURRENCY CARD is configured as follows:
The second side of the INTEREST RATE card is configured as follows:
In the Context Diagram what the game system does is reduced to one process, the game playing system, numeral 51. The external entities from which the system draw and receive system data, designated by numeral 52, are the players and their electronic playing device. Play query, play information, player move and move validity is the data flow, numeral 53, into and out of the process, numeral 51.
The DATA FLOW DIAGRAM begins to refine the game process system and has four processes, obtain transaction information, numeral 51.1, check validity, numeral 51.2, update player file, numeral 51.3 and compute earnings, numeral 51.4. The data stores, designated by numeral 54, are rules, playing cards, travel guide, and player file provide the game playing system information. The data flow arrows, numerals 53, show the movement of data between the system processes, numerals 51, and one external entity, 52, the player. Subsequent levels of the data flow diagram will be obtained by refining individual processes whose complexity warrant it into separate data flow diagrams. For example, check validity would show a data flow of transactions for a known player to processes of evaluate currency in hand and evaluate credit availability. The final stage in the refined system will become the software program for the electronic device, 52, in the context diagram of the preferred embodiment of the board-type game apparatus of the present invention,
The method of playing the game referred to in the foregoing detailed description, and illustrated in the RULES OF THE GAME.
1. A plurality of players, preferably two to six, given $10,000 in United States currency, choose a playing piece,
2. The youngest player begins the game by choosing a hand of cards,
3. Each round, players use the measuring device,
Each round, players record their game play in their TRAVEL LOG,
Maximum borrowing of $100,000 or equivalent units of foreign currency with 10% as collateral for the term of the loan.
Play continues until one player has visited the seven continents and earned back their travel expense. If one player does not meet these criteria in 90 days, eighteen rounds of play, the player with the highest score, US dollar value of currency in hand, wins the game.
Important to the preferred embodiment are the game playing cards. There are a sufficient number of playing cards to enable six players to complete eighteen rounds of play. The transaction values on the cards are derived from the learning objective, the covered interest differential in the preferred embodiment of the present invention. Forward exchange and lending and borrowing rates become less available for transactions as the game progresses. Understanding and applying the learning objective to card transactions will lead to winning the game. The transaction values on these cards are configured to allow players to earn at least $10,000 within the 90 day time frame. The cards represent real and hypothetical world currencies. By way of example and not as limitation the game cards may include the information described herein.
A player who randomly picks the following chance INTEREST RATE CARD
can buy $1,000 of G Notes earning $200 in three rounds. Higher earnings are a possibility by exchanging the dollars for euros, earning 400 euros, and selling the euros at a favorable rate.
Ten percent of the chance cards are a BONUS PENALTY CARD that can result in a gain or a loss of currency and/or time. If the player who invested in the G Notes picks the following BONUS PENALTY CARD within the next three rounds they would lose 90% of the investment.
While the ability to quickly and accurately calculate the possibilities for earnings allows for earning the expense requirement within the first few rounds of game play, players still must travel to the seven continents to win the game and must comply with mandatory chance cards—that can result in their winning or losing the game. For example,
Currently, foreign exchange trading between banks and financial institutions is in amounts of SI million or more. Given specific formulas, forward exchange rates are based on points. The smallest typical point is 0.0001 which is added or subtracted from the spot rate to determine a forward rate. With billions of dollars being traded each day this makes a difference. Similarly, overnight interest rates are a fraction of a percentage and apply to other banks and large non-bank financial institutions and transfers of millions of dollars. To demonstrate this earnings potential in the game where players are day trading with $10,000, the smallest typical point has been increased four digits to 1 or a fraction thereof and the rates on the cards are flat or fixed rates at the value given not points subtracted or added to the rate. Similarly, the interest rates, in particular the overnight rates reflect the highest historical prime lending rates recorded for the countries.
In economic theory, the difference in interest rates should be equal, but opposite in sign, to the forward exchange premium or discount between currencies. There would be no gain in trading US dollars for foreign currency since the outcome from interest earnings or forward currency exchange is the same. There would be no arbitrage opportunities or need for understanding the covered interest differential.
The unpredictability of currency exchange and interest rates has been the subject of academic research in the social sciences. Since the early 1970s, the currencies of countries with high interest rates have tended to cost less, allowing for gains when trading currency. In the described embodiment of the present invention, the transaction values on the game playing cards reflect this unpredictability. In the game of the present invention as in the real world, a forward contract only requires 10% at the time of contract. 90% of the contract can be earning interest for the term of the contract.
The currency rates in the preferred embodiment of the present invention reflect the “roller coaster ride” term used to define current fluctuations in exchange rates. Similarly, the interest rates do not differentiate by lending and borrowing. In reality, lending rates can exceed deposit rates by 50% or more and vary by purpose. While the transaction values are comprised of exaggerated rates rarely possible in the existing exchange markets, the process in the game and the real world are the same.
To enhance the learning aspect, the cards can be revised to more realistically reflect existing world currencies and currency values.
Advantages of the game apparatus of the present invention, the low cost of manufacture, the reusable game board-type surface and ease of storage and transport, make it affordable and efficient to the buying public.
The many specificities in the above detailed description are an example of the preferred embodiment. Many other variations will occur to one having ordinary skill in the art. All changes and modifications within the scope of the invention as herein described are intended to be protected.
This application is a Continuation-in-Part application, filed Mar. 2, 2018, that repeats a substantial portion of and adds and claims additional disclosure not presented in U.S. Continuation application Ser. No. 14/853,975, filed on Sep. 14, 2015, now pending, that incorporated by reference in its entirety, U.S. application Ser. No. 13/487,626, filed Jun. 4, 2012, now abandoned.
Number | Date | Country | |
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Parent | 13487626 | Jun 2012 | US |
Child | 14853975 | US |
Number | Date | Country | |
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Parent | 14853975 | Sep 2015 | US |
Child | 15910204 | US |