The present invention relates to games for entertainment and behavior modification. More specifically, the invention relates to games for assisting persons with learning disabilities or Attention Deficit Hyperactivity Disorder (ADHD) to modify and/or control their behaviors.
Games may be employed as effective tools that engage the attention of the player while teaching a concept, behavior, or skill. As the player interacts with the game, feedback is provided to the player by positive or negative reinforcement. Positive reinforcement rewards a player for a desired outcome or behavior. In contrast, negative reinforcement punishes the player when the outcome or behavior is less than desired.
Behavior-modifying games may be especially useful for children or adults diagnosed with Attention Deficit Hyperactivity Disorder (ADHD), also referred to as Attention Deficit Disorder (ADD). Approximately 4 to 6% of the U.S. population may have ADHD, which often manifests as poor sustained attention to tasks, impaired impulse control, or excessive activity and physical restlessness. Treatment of individuals with ADHD is usually focused on behavior therapy or counseling but may include medication where necessary.
An example of a device to help children with ADD is U.S. Pat. No. 5,288,233 issued to Green. Green discloses a device that provides both positive and negative reinforcement when a child completes a task within an allotted time period. When a child completes a task within the allotted time period, the child is rewarded with chips that may be accumulated and redeemed for a reward.
Another example is U.S. Pat. No. 5,725,381 issued to Kollath et al. Kollath et al. discloses a motivation system for children, consisting of motivation board that lists a schedule of tasks that may be performed by the child along with the number of credits the child receives for completing the task. The motivation board also includes a list of rewards and the number of credits the child must redeem to receive the reward. Undesirable behavior may also be listed on the motivation board along with the number of penalty credits that are subtracted from the child's account if the child demonstrates the undesirable behavior.
Another example is U.S. Pat. No. 6,042,383 issued to Herron. Herron discloses a portable electronic device that alerts the user at predetermined times to perform scheduled tasks and coaches and encourages the user in completing the task through text, audio, and animation. The device includes a timer and points are awarded to the user for completing the task within a pre-determined time interval. If the user takes longer than the pre-determined time interval to complete the task, a smaller number of points is awarded to the user. The user may redeem his/her points for a reward at the end of the day or week.
While the aforementioned examples may teach children organization, delayed gratification, and attention to completion of a task, they are not suitable for less developed or younger children or for children with more severe forms of ADHD. Therefore, there remains a need for devices or games that assist younger or less developed children to learn coping skills.
One embodiment of the present invention is directed to a game providing positive reinforcement to a child for completing a task, the game comprising: at least one reward tag displaying a reward and a movement indicator and a reward dispenser containing the reward tag. The child retrieves one reward tag from the reward dispenser when the child completes the task and receives the reward displayed on the retrieved reward tag. The game may also include a game board displaying a game path (having a starting point and an ending point) and a figurine. The figurine is advanced along the game path according to the movement indicator displayed on the retrieved reward tag.
Another embodiment of the present invention is directed to a method of providing positive reinforcement to a child for completing a task. The method comprises: providing a reward dispenser containing at least one reward tag; allowing the child to retrieve one of the at least one reward tag from the reward dispenser after the child completes a task; and giving the child a reward displayed on the retrieved reward tag. The method may further include providing a game board displaying a game path, the game path having a starting point and an ending point; and allowing the child to advance a figurine along the game path according to a movement indicator displayed on the retrieved reward tag. The method may further include allowing the child to retrieve one of the at least one reward tag from the reward dispenser if the child completes three tasks in a day.
The invention will be described by reference to the preferred and alternative embodiments thereof in conjunction with the drawings in which:
In some embodiments, the game of the present invention is a positive reinforcement game wherein the player, referred to hereinafter as the child, is rewarded for tasks accomplished. The child is not punished or penalized for negative behavior in these embodiments.
Tasks or behaviors that earn the child a reward when completed may include, for example, without being limiting, making his/her bed, brushing teeth, eating breakfast, putting on his/her shoes and coat, making the school bus on time, finishing his/her homework, finishing dinner, playing nicely with his/her siblings, taking a bath, going to bed on time, or behaving well when guests are visiting.
After the child has completed one of the tasks, the child is allowed to receive a reward and move a figurine on a game board. The child may be rewarded in the morning after completing a morning task, in the afternoon after completing an afternoon task, and in the evening after completing an evening task. The child may also receive a bonus reward if, for example, the child completes a morning, afternoon, and evening task.
Rewards that may be earned include for example, without being limiting, an extra hour of television during the week or weekend, control of the TV remote for an afternoon, or an outing with Mom or Dad for ice cream or dessert. Rewards may be changed when, for example, the child completes the path or circuit on the game board. The rewards may include previous rewards especially favored by the child or may include more significant prizes such as, for example, picking a place for dinner, a trip to a toy store, or going to the movies with Mom and Dad. Rewards may be pre-determined according to the age of the child. Rewards may also be selected by the parents according to the needs and desires of their child.
The game board 100 may be deployed horizontally or vertically. In one embodiment, the game board 100 is deployed horizontally and has a rigid or semi-rigid support 120. In another embodiment, the game board 100 is deployed vertically and is supported against a vertical surface such as for example, a wall or door, by magnets, tacks, tape, or other such methods or devices.
The game field 110 includes a background area 124 and a game path 128. The background area 124 may be any design, pattern, theme, or print that appeals to a young child. Illustrative examples of background designs may include a favorite cartoon or story character, animal or flower themes, or local landmarks such as the Ramble. The game path 128 may be a closed loop as shown in
In one embodiment, each path segment 129 is color-coded to match a color on the reward tags. Each path segment 129 may also be labeled with a reward to match one of the reward tags. In some embodiments, the color of each path segment 129 corresponds to a number representing the number of path segments the child is allowed to advance his/her figurine. As an illustrative example, the color green may represent an advance of one path segment, the color red may represent an advance of two path segments, the color blue may represent an advance of three path segments, and so on. In some embodiments, each path segment and reward tag is labeled with the number of path segments corresponding to the color of the path segment or reward tag.
Each child advances along the game path 128 by moving his/her figurine 140 the appropriate number of path segments. The figurine may be a scaled three-dimensional object familiar to the child such as, for example, an apple 141, a bat 142, a cat 143, a doll, and so forth.
The reward tag 400 may also display a movement indicator, for example, a number 420 printed on the surface of the reward tag 400 representing the number of path segments the child may advance his/her figurine on the game board. In other embodiments, the number of path segments may be represented as an movement icon 425.
Reward tags may optionally be color-coded to correspond to the number of path segments the child's figurine is advanced on the game board. As an illustrative example, the reward tag may be colored green if the movement number is one, red if the movement number is two, blue if the movement number is three, and so forth. Other color-coding schemes apparent to one of skill in the art should be understood to be encompassed by the scope of the present invention.
In some embodiments, the child begins by picking a figurine and placing the figurine on the starting path segment of the game board. After completing a morning, afternoon, or evening task, the child is allowed to retrieve a reward tag from the reward dispenser. If the child does not complete a task, the child is not allowed to retrieve a reward tag from the reward dispenser. The child, however, is not punished or penalized for not completing the task or exceeding a time limit to perform the task, thereby rendering the game a positive reinforcement game only.
The child is immediately given the reward indicated on the reward tag. If the reward can not be given immediately, the reward tag is placed on the game board to remind the child and parents that an outstanding reward must be rendered as soon as possible. Once the reward has been given, the reward tag is returned to the reward dispenser.
The child advances his/her figurine by the amount indicated on the reward tag. The number of segments comprising the path and the movement numbers on the reward tags are set such that the child is able to complete a circuit or path in approximately four to eight weeks. When the child completes a circuit, the reward tags in the reward dispenser are replaced such that new rewards may be earned by the child.
Bonus rewards may be earned by the child by, for example, completing a morning and afternoon and evening task in one day. Bonus rewards may also be earned on the weekends for completing additional tasks, such as for example, good behavior when invited guests are in the house. Bonus rewards may also be allowed in order to allow the child to complete the circuit on the game board within a time determined by the parent.
Having thus described at least illustrative embodiments of the invention, various modifications and improvements will readily occur to those skilled in the art and are intended to be within the scope of the invention. Accordingly, the foregoing description is by way of example only and is not intended to be limiting. The invention is limited only as defined in the following claims and the equivalents thereto.