Game for measuring extrasensory perception

Information

  • Patent Application
  • 20030116918
  • Publication Number
    20030116918
  • Date Filed
    December 19, 2002
    21 years ago
  • Date Published
    June 26, 2003
    21 years ago
Abstract
A game adapted for recreational use and for the measurement and development of human extrasensory perception (ESP), comprising an article being located to measure ESP, an article enclosure, a locator being positioned on an exposed surface of said enclosing means; and a pendulum for locating the article based on a particular movement of the pendulum, the particular movement indicating whether the locator is positioned in proximity of the enclosed article.
Description


BACKGROUND TO THE INVENTION

[0001] 1. Field of Invention


[0002] The present invention relates to the field of games and, more particularly, to a novel game which is useful for entertainment purposes as well as measurement and development of extrasensory perception.


[0003] 2. Discussion of the Prior Art


[0004] For centuries, humans have been interested in, and sometimes feared, what is perceived to be a supernatural ability, commonly termed extrasensory perception (ESP). ESP may be described as sensory information that an individual receives which comes beyond the ordinary five senses sight, hearing, smell, taste, and touch. As well, ESP may provide an individual with information of the present, past, and future; as it seems to originate in a second, or alternate reality.


[0005] The term “ESP” was used in 1870 by Sir Richard Burton. A French researcher, Dr. Paul Joire, in 1892 used the term ESP to describe the ability of person who had been hypnotized or were in a trance state to externally sense things without using their ordinary senses. However, the phenomena of ESP activity has been indicated much earlier, some say even in Biblical times. Although there is no clear evidence as to the certainty of the phenomena it has attracted the attention and enthusiasm of many throughout the centuries.


[0006] In the 1920's a Munich ophthalmologist, Dr. Rudolph Tischner, used ESP in describing the “externalization of sensibility.” Then in the 1930s the American parapsychologist J. B. Rhine popularized the term to include psychic phenomena similar to sensory functions. Rhine was among the first parapsychologists to test ESP phenomena in the laboratory.


[0007] The first systematic study of ESP was conducted in 1882, when the Society for Psychical Research was founded in London. The journals of this society were published in the United States and the Netherlands. Soon other countries were reporting similar findings. However, these first studies of ESP rarely adhered to scientific methods of experiments. The studies consisted of mostly spontaneous isolated incidents. Many of the individuals studied were self-claimed “sensitives” or psychics. Rarely were they examined under anything resembling laboratory conditions. The researchers conducting the examinations resembled prosecuting lawyers. The subjects were bombarded with questions, those standing up the best were judged creditable.


[0008] In 1939, Semyon Kirlian discovered by accident that if an object on a photographic plate is subjected to a high-voltage electric field, an image is created on the plate. The image looks like a colored halo or coronal discharge. This image is said to be a physical manifestation of the spiritual aura or “life force” which allegedly surrounds each living thing. Allegedly, this special method of “photographing” objects is a gateway to the paranormal world of auras. Actually, what is recorded is due to quite natural phenomena such as pressure, electrical grounding, humidity and temperature. Changes in moisture (which may reflect changes in emotions), barometric pressure, and voltage, among other things, will produce different ‘auras’. Parapsychologist Thelma Moss popularized Kirlian photography as a diagnostic medical tool with her books The Body Electric (1979) and The Probability of the Impossible (1983). She was convinced that the Kirlian process was an open door to the “bioenergy” of the astral body.


[0009] The astral body is one of seven bodies each human life form possesses, according to Helena Petrovna Blavatsky (1831-1891), one of the co-founders of the Theosophical Society, in New York, in 1875. According to Blavatsky, the astral body is the seat of feeling and desire and has an aura. How the physical body and the other alleged bodies interact is unknown, but it is reported to be by some sort of occult force. The astral body is said to be capable of leaving the other bodies for an out-of-body experience known as astral projection.


[0010] A further understanding of the astral body may be achieved through study of the art of dowsing. Dowsing is a searching tool that has been used for at least one thousand years by prospectors who have tried, with the help of a Y shaped rod, to locate underground water, ore bodies, oil and other important resources. Dowsing is subjective by nature. Its success depends on the qualities developed by the dowsers themselves, who sense, via a mind-body link, the presence of underground structures. Scientists have tried to understand the physical basis of dowsing; what factors link the movement of the rod in the dowser's hand to underground structures. No one has yet successfully explained the dowsing signal. Pendulums are commonly known as a form of dowsing. Pendulums may be made of most anything, such as a small weight suspended from a string.


[0011] In reviewing the prior art, U.S. Pat. No. 3,764,135, issued to Madison, discloses an empathy game for the measurement and development of empathy. The empathy game is based on the teachings of S. C. Mahoney's doctoral dissertation, The Literature Empathy Test, “Development of a Procedure for Differentiating Between Good Empathizers and Poor Empathizers”, Ann Arbor, University of Michigan Microfilms, 1960, No. 60-2677. The game scoring depends on the empathetic reaction of the players. The game comprises a series of identity cards, situation cards, reaction cards, and means for counting empathetic responses. A minimum of two players each select a reaction card based on a combination of identity card and situation card selected by a single player. The reaction cards chosen are compared and the empathetic reactions are scored on the counting means. If a player improves ones score, in that they choose a more empathetic reaction card, the player's empathetic ability will improve. While this game is useful for improving the empathic response of a person, and for entertainment purposes, different devices and game strategy are required to measure the sixth sense.


[0012] As many people subscribe to the belief that ESP is present in most humans and may be further developed through various techniques, there is a need for a tool made available to the public, which may be embodied in the form of a game, to measure ESP. In view of the above-noted shortcoming, the present invention seeks to provide a game for measuring and developing ESP. The present invention further provides a game which utilizes dowsing techniques.



SUMMARY OF THE INVENTION

[0013] The present invention provides a game for measuring and developing ESP abilities. The game includes a variety of devices to measure ESP abilities in players. Such devices may be used in a variety of methods to achieve another purpose of the game, for the entertainment of the players.


[0014] In a first aspect, the present invention provides a game adapted for recreational use and for the measurement and development of human extrasensory perception (ESP), said game comprising an article being located to measure said ESP; an article enclosure; a locator being positioned on an exposed surface of said article enclosure; and a pendulum for locating said article based on a particular movement of said pendulum, said particular movement indicating whether said locator is positioned in proximity of said article being enclosed.


[0015] In a second aspect, the present invention provides A game adapted for recreational use and for the measurement and development of human extrasensory perception (ESP), said game comprising a series of identity cards to be selected by a given player in said game, each identity card having a unique symbol relevant to determining said ESP; a pendulum meter reader; and a pendulum for determining a unique symbol on one of said series of identity cards selected an for utilizing said ESP; wherein each unique symbol is facing away from said given player.


[0016] In a third aspect, the present invention provides a game adapted for recreational use and for the measurement and development of human extrasensory perception (ESP), said game comprising: at least one ESP sensitivity plate; and a series of identity cards, each identity card having a unique symbol that is determined by a player of said game; wherein said series of identity cards are positioned on said at least one sensitivity plate, facing away from the player; and wherein said player places their hand over a particular identity card and corresponding unique symbol to sense said unique symbol.


[0017] In a fourth aspect, the present invention provides a kit for a game adapted for recreational use and for the measurement and development of human extrasensory perception (ESP), comprising tools and instructions for use thereof, wherein said tools comprising: an article; an article enclosure; an article locator; a pendulum; a pendulum meter reader; and a series of identity cards each having a unique symbol.







BRIEF DESCRIPTION OF THE DRAWINGS

[0018]
FIG. 1 shows a pendulum for use in accordance with the present invention.


[0019]
FIG. 2

a
illustrates the direction in which to commence movement of the pendulum of the present invention.


[0020]
FIG. 2

b
shows a chart indicating the various directions in which the pendulum may move according to the present invention.


[0021]
FIG. 3

a
is a top view of the top portion of a set of mapping plates used to enclose an article in accordance with a first embodiment of the present invention.


[0022]
FIG. 3

b
is top view of the bottom portion of the set of mapping plates used to enclose an article in accordance with a first embodiment of the present invention.


[0023]
FIG. 4 is a top view of the article placed on the bottom portion of the set of mapping plates in accordance with a first embodiment of the present invention.


[0024]
FIG. 5 is a side view of a pair of rulers used to locate the article in accordance with a first embodiment of the present invention.


[0025]
FIG. 6 illustrates a pendulum meter reader for measuring the extrasensory perception of a person in accordance with a second embodiment of the present invention.


[0026]
FIG. 7 illustrates a set of two sensitivity plates for measuring the sensitivity of a person in accordance with a third embodiment of the present invention.


[0027]
FIG. 8 illustrates a series of larger and smaller cards for use in measuring the sensitivity of person in accordance with the present invention.







DETAILED DESCRIPTION

[0028] The invention will be described for the purposes of illustration only in connection with certain embodiments; however, it is to be understood that other objects and advantages of the present invention will be made apparent by the following description of the drawings according to the present invention. While the preferred embodiment is disclosed, this is not intended to be limiting. Rather, the general principles set forth herein are considered to be merely illustrative of the scope of the present invention and it is further understood that numerous changes may be made without straying from the scope of the present invention.


[0029] The present invention will now be described with reference to the drawings. FIG. 1 illustrates a pendulum 10 held by a person's hand 20 according to the present invention. The pendulum 10 should be held such that the distance 30 between the pendulum and the ground 40 is less than the length 50 of the pendulum relative to the person's hand 20. The pendulum 10 is an instrument which may be used in a number of games for developing ESP. The pendulum enables the player of the game to find hidden articles. However, the success of the player in determining the location of the hidden articles depends on the ESP abilities of the player. The pendulum 10 may assist a player in finding the hidden article through a series of YES or NO answers derived from the pendulum 10. The following are a list of directions that may assist the player in utilizing the pendulum 10:


[0030] 1) Still the pendulum 10.


[0031] 2) Say to it, “Show me YES.” It will soon swing in one direction . . . . could be side to side, back and forth, or circles.


[0032] 3) Say, “Show me NO.” It should swing in the opposite direction.


[0033]

4
) Practice makes this easier and faster.


[0034]

5
) Now you are ready to begin. Ask your questions.


[0035]

6
) Eventually as your ESP abilities develop you will hear the answers in your mind.


[0036]
FIG. 2A and FIG. 2B both illustrate movement of the pendulum 10 in FIG. 1. FIG. 2A shows a circular movement 60 which should be commenced when using the pendulum 10. The circular movement 60 is commenced in either a clockwise or counterclockwise direction as illustrated by the arrows. In FIG. 2b, a chart 70 indicating the various directions in which the pendulum 10 moves after the pendulum 10 is set in motion according to FIG. 2a. If the pendulum 10 moves along the II-II line, then the hidden article is likely off to side. However, the right answer is derived provided that the player is also tuning into his ESP abilities. Essentially, the pendulum 10 enables the player to develop his ESP abilities. Success in determining the location of the hidden article should correlate to a heightened ESP ability in the player.


[0037]
FIG. 3

a
illustrates a top view of the top portion 80 of a set of mapping plates. FIG. 3b illustrates a top view of the bottom portion 90 which form the set of mapping plates. The top portion 80 is placed on top of the bottom portion 90 such that a hollow space (not shown) between the top and bottom portions 80, 90 encloses an article 100 as part of a first game. The top portion 80 is divided into six sections, marked as A, B, C, D, E, and F, and delineated by dashed lines. The delineation of the sections A, B, C, D, E, and F should be visible to the player. For explanation purposes, the sections are marked as A, B, C, D, E, and F. The present invention does not require six sections; the top portion may be delineated into fewer or more sections. It may be more suitable in an ESP related game to have the sections delineated by lines where each section has a symbol. Correspondingly, the article 100 will be placed by the player or another player on the bottom portion of the plates. The player will position the article 100 between the mapping plates, such that the top and bottom portion 80, 90 enclose the article. If the player is alone, then the set of mapping plates 80, 90 must be shaken so that the player does not know under which section the article 100 lies. If there are at least two players, than an opposing player may hide the article 100 in the mapping plates.


[0038]
FIG. 4 illustrates a top view of the article 100 placed on the bottom portion 90 of the set of mapping plates in FIG. 3. It should mentioned that the article 100 may be any shape or form that will fit between the top and bottom portions 80, 90, of FIG. 3, and that is suitable for purposes of the present invention.


[0039]
FIG. 5 illustrates a side view of a pair of rulers 110, 120 used to locate the article 100, shown in FIG. 3b and FIG. 4, as part of the first game. In accordance with the first game, the rulers 110, 120 are placed on the top portion 80 of the set of mapping plates. As the location of the article 100 relative to the six sections A, B, C, D, E, and F is not known to the player, the use of the pendulum 10 and the rulers 110, 120 will enable the player to find the article 100. According to the first game, the player will ask the pendulum 10 to indicate whether the rulers point to, or cross at, the location of the article 100. Based on the answer received from the pendulum 10, the player will either adjust the position of one or both rulers, or be able to locate the article 100. If the position of one or both of the rulers 110,120 must be adjusted then the player must derive a new answer from the pendulum 10. The player should place the pendulum 10 directly over the rulers 110, 120, at a distance shown in FIG. 1, to enhance the accuracy of the answers derived from the pendulum 100. Through use of the first game, the player(s) will be able to measure their ESP abilities. As they increase their success in locating the article 100, the increase is correlated to an improved ESP ability in the player.


[0040]
FIG. 6 illustrates a pendulum meter reader 130 for also measuring the ESP abilities of a person in accordance with a second game of the present invention. The meter reader 130 consists of a centre point 140 where the pendulum 10 should be placed over top, a series of arrows 150, and a series of marked spots for placing a corresponding series of smaller symbol cards A2, B2, C2, D2, E2, and F2, illustrated in FIG. 8. The series of arrows 150 extending from the centre point 140 are used to help indicate that the direction of the pendulum 10 swinging will indicate the card to choose. The object of the game may be to ask the pendulum 10 where a desired smaller symbol card is located. The symbol portion of the card could indicate a corresponding section A, B, C, D, E, F of the mapping plates, in FIG. 3a. Accordingly, the symbol card may further reveal to the player where an article 100 may be found in the mapping plates. However, the second game only consists of locating a particular symbol card placed on the pendulum meter reader 130. Essentially, finding the hidden article 100 through use of the pendulum meter reader 100 and the series of smaller symbol cards A2, B2, C2, D2, E2, and F2 would combine aspects of the first game and the second game.


[0041]
FIG. 7 illustrates a set of two sensitivity plates 170, 180 for measuring the sensitivity of a person in accordance with a third game of the present invention. The sensitivity plates 170, 180 are made of material suitable for ESP measurement, for example a wood-based or plastic material. It should be mentioned that the material should be non-conductive for ESP measurement. In FIG. 8, a series of larger cards A1, B1, C1, D1, E1, and F1 and a corresponding series of smaller cards A2, B2, C2, D2, E2, and F2, are illustrated. In accordance, with a third game of the present invention, the larger cards A1, B1, C1, D1, E1, and F1, or the smaller cards A2, B2, C2, D2, E2, and F2, is placed on the sensitivity plates to further measure the ESP abilities. The sensitivity plate 170 has three marked positions, shown as triangles 170A, 170B, 170C, where the smaller cards A2, B2, C2, D2, E2, and F2 or the larger cards A1, B1, C1, D1, E1, and F1 are placed. The sensitivity plate 180 also has three marked triangles 180A, 180B, 180C, where the smaller cards A2, B2, C2, D2, E2, and F2 or the larger cards A1, B1, C1, D1, E1, and F1 are placed. While there are only three marked triangles 170A, 170B, 170C and 180A, 180B, 180C on each sensitivity plate 170, 180, fewer or more triangles are marked. As such, there need only be one sensitivity plate if there are marked positions for all of the cards.


[0042] The larger cards A1, B1, C1, D1, E1, and F1 may each have a colour. According to the art of dowsing, each of the colours emits a particular sensation or mental image. Below is a table of six colours and possible sensations or mental images a player may experience.
1CARD COLOURSENSATIONMENTAL IMAGEWHITECOLDSNOW/ICEBLACKINFINTE SPACETHE UNIVERSEYELLOWSOFT WARMTHSUNREDFIREFIRE/BLOODBLUESOFT WAVESSEA/OCEANGREENSOFT FRESHNESSLAWN/FOREST


[0043] The third game requires that the player place the cards on the sensitivity plates such that the colour of the card is not facing the player. The player is then required to place their hand over a particular card. The object of the third game is that the player utilize his ESP abilities to sense the colour not visible to the player. By placing their hand over top of the card, the player must relate a sensation or mental image, felt by the player, to the hidden colour of the card. If the player is able to improve his ability in determining the colour of the card, the ESP abilities of the player are in turn improving.


[0044] It is also a possible embodiment of the present invention to measure the telepathic abilities of the player through use of the symbol cards in FIG. 8. One player sends the identity of the symbol card through a telepathic message to the second player. If the second player is able to guess the identity of the symbol cards, then both players have been able to utilize their telepathic abilities. It is an object of the present invention that in playing with the symbol cards in the above manner, that the players improve their telepathic abilities.


[0045] It should be understood that the preferred embodiments mentioned here are merely illustrative of the present invention. Numerous variations in design and use of the present invention may be contemplated in view of the following claims without straying from the intended scope and field of invention herein disclosed.


Claims
  • 1. A game adapted for recreational use and for the measurement and development of human extrasensory perception (ESP), said game comprising: an article being located to measure said ESP; an article enclosure; a locator being positioned on an exposed surface of said article enclosure; and a pendulum for locating said article based on a particular movement of said pendulum, said particular movement indicating whether said locator is positioned in proximity of said article being enclosed.
  • 2. A game adapted for recreational use and for the measurement and development of human extrasensory perception (ESP), said game comprising: a series of identity cards to be selected by a given player in said game, each identity card having a unique symbol relevant to determining said ESP; a pendulum meter reader; and a pendulum for determining a unique symbol on one of said series of identity cards selected an for utilizing said ESP; wherein each unique symbol is facing away from said given player.
  • 3. A game adapted for recreational use and for the measurement and development of human extrasensory perception (ESP), said game comprising: at least one ESP sensitivity plate; and a series of identity cards, each identity card of said series of identity cards having a unique symbol that is determined by a player of said game; wherein said series of identity cards are positioned on said at least one sensitivity plate, facing away from said player; and wherein said player places their hand over a particular identity card of said series of identity cards and a corresponding unique symbol to sense said unique symbol.
  • 4. A game as defined in claim 3, wherein each unique symbol is a colour, said ESP of said player are utilized to determine said colour.
  • 5. A kit for a game adapted for recreational use and for the measurement and development of human extrasensory perception (ESP), comprising tools and instructions for use thereof, wherein said tools comprise: an article; an article enclosure; an article locator; a pendulum; a pendulum meter reader; and a series of identity cards each having a unique symbol.
  • 6. A kit as defined in claim 5, wherein said article enclosure is two mapping plates, and wherein each unique symbol matches a top section of said two mapping plates.
  • 7. A kit as defined in claim 5, wherein said article locator is a pair of rulers.
  • 8. A kit as defined in claim 5, wherein said unique symbol is a colour, said colour relating to an ESP sensation.
Priority Claims (1)
Number Date Country Kind
CA 2,366,503 Dec 2001 CA