This present invention is an educational and entertainment game based on the principles and concepts of our first game, “Follow the Clues . . . Messages from the Angels” later renamed “Follow the Clues . . . a Game of Destiny” which was designed to raise the consciousness level of the individual, child or adult by using words, phrases or concepts in a positive way. This present invention, “Star Power” uses some of the designs and angel like characters, which we trademarked as Lit'l Messengers to teach its message in a fun and entertaining manner; however, this present invention is designed to speak to the younger child in the age range of 4 to 9 years old.
(1) Description of Prior Submission of Design and Utility Patent for the sister game: “Follow the Clues . . . Messages from the Angels” later renamed “Follow the Clues, A Game of Destiny” was submitted with all its integral parts respectively on Jan. 19, 2005 for the Design Patent and on Jan. 26, 2005 for the Utility Patent.
(2) Description of Prior submission of Design Patent
A design patent application for this game: “STAR POWER” and all its integral parts was submitted on May 21, 2005
(3) Field of the Inventiion
This present game, “Star Power” is designed for the younger child from the ages of 4 to 9 years old. The first game “Follow the Clues . . . A game of Destiny” assumes that when the child reaches the age of 10 years old, he or she already knows and understands the noble values that that game encourages. Realizing that this is not always the case and with that thought in mind, the second game was invented. The second game “STAR POWER” starts with the very young child and takes that child on the process of thinking in a clear and positive way as to his behavior, attitude and the outcome that follows. With that in mind, “STAR POWER” was born to teach and share with the younger child positive thoughts, expressions and actions so that as the child grows, he or she will have the tools needed to speak, think and act in a positive and healthy manner. This present invention shows that when we live with the thinking, action and deeds of anger, worry, fear, hurt and negativity our energy has the potential to fall into the trap of responding in the same manner. This present invention has as its theme encouragement, self-esteem, and self-confidence building. It shows the child how to support and encourage his or her teammates in a fun and entertaining way. It focuses on the concept that all children are winners. In this game there are no winners or losers. When the first child jumps into the sun, he or she is required to return to help and support another team member so he or she can also reach and jump into the sun. It is through an environment of fun and interaction with the angels and the stars that this educational game “Star Power” has been invented. This present invention will teach and inform the child to follow a path in life that will lead to inner-peace, joy and happiness when they follow the messages from their angel friends, the Lit'l Messengers. It lets the child know that through cooperation and caring, they are now a star and an angel to themselves and their friends. Through the practice of noble sense qualities, they have power within themselves to succeed. The child is rewarded in this game with stars when they follow the instructions in a positive manner.
In particular, this invention concerns an educational and entertainment game apparatus comprising a game board having thereon a single circular playing area with one pathway to enter onto the playing board. This game board is designed as a tool to teach and reinforce the belief that each and every child is born to succeed. It encourages and opens the pathway to conversation and questions by the child and their caregiver to discuss noble sense values and qualities that are needed in society in order for all people to live in peace and harmony within their respective communities. The game board was designed in a circle as a symbol that there is no beginning and there is no end. As the child moves around the game board he or she is asked to perform certain tasks or answer certain questions. When they respond and are willing to perform the tasks, their reward is to receive two (2) stars which they will place in their basket. If however, the child is unwilling to participate, he or she must give back two (2) stars and forfeit the next turn. If a child is timid, afraid or rebellious in life, this game will help in the development and execution of teaching and supporting the child so he or she can overcome their fears, inhibitions and/or difficulties. As the game progresses and the first child reaches the last space and jumps into the sun, that child is required to return and assist another child who is having difficulty in completing his or her tasks. Through caring and support both of the children become a shinning star and truly an angel, thus “Star Power” is generated.
(4) Description of Related Art
Through my research and exploration of other games, specifically educational games, I have not come up with one other educational or entertainment game that incorporates angels or angel-like characters as helpmates, friends and/or guides or messengers. The angel like character design cards, Lit'l Messengers, become the teachers and mentors for the children in a fun and non-threatening way as they share, instruct and instill messages in the children and their caregivers that can be used in their daily lives. It is soon apparent that the children and their caregivers are learning how to speak in caring and healthy ways through cooperation and caring resulting in genuine respect.
Most games in the market place emphasis the theme of winners and losers, thus creating an atmosphere of competition and often sadness for the losers. This invention encourages all children to believe that they are winners in our game and in life. This invention supports the concept of working together. It reflects positive thought, clear and wholesome values and character building with emphasis on self-empowerment, cooperation and constructive encouragement through self-fulfillment. Success can be achieved by all in this new invention and in life if we choose to change our point of view. There is furnished as part of this game board, a deck of 24 angel cards with simple messages that either share a thought or ask a question. The angel like characters, Lit'l Messengers, on the cards have been designed to express love, warmth, friendship and joy to the children who play the game. In a friendly and non-threatening way, these 24 angel-like character cards become the mentors and teachers to the children and a powerful tool for the caregivers.
The purpose and function of this game is to teach all children and also their caregivers the value of helping others and the value of positive thoughts, words and actions. Then and only then will we individually and collectively find peace and happiness. The peace that we are all seeking in the world must first be realized within us. That is, within our thoughts, actions and deeds. What we say and what we think, we will achieve.
This present invention entitled, “STAR POWER” provides an educational and entertainment functioning game using twenty four angel-like characters called, Lit'l Messengers, as teachers and mentors who encourage and share messages or ideas to the children as they play the game. The theme of this game is building self-confidence, self-esteem, cooperation and encouragement. “STAR POWER” is achieved in the game when the child shares encouragement and shows support to a fellow teammate. The plastic stars used within the game are considered rewards for the willingness of the child to play and express his or her feelings in a non-threatening and wholesome environment.
This educational and entertainment game was invented as a sister game to the previously invented game entitled: “Follow the Clues . . . Messages from the Angels,” the name subsequently changed to:“Follow the Clues . . . A Game of Destiny.” This present invention paves the way for that first invention game, “Follow the Clues . . . A Game of Destiny” to share and teach the younger child the noble sense qualities that are needed to have a life of joy, inner-peace and happiness. It was realized and understood that the first game: Follow the Clues . . . A Game of Destiny” assumed that the child and or the adults who play the game were already aware of the noble sense qualities that are needed to fulfill a desired life. This present invention, was designed and created to fill the gap between early childhood learning and later developmental behavior, thoughts and beliefs. If the child and the caregivers can learn early on in their growth development the benefits of positive thoughts, actions and deeds, then, indeed, the later developmental process will be much more positive and successful. We all have the power within ourselves, the STAR POWER, to encourage, share and act in a positive and healthy manner in our day to day activities if and when we understand and believe that it is part of our heritage. The questions and statements used within this present invention game board together with the messages from the angel-like character cards, Lit'l Messengers, work together to foster a fun and entertaining environment thus resulting in success and joy for all involved. This present invention is designed as a tool to teach and reinforce the belief that each and every child is born to succeed. It encourages and opens the pathway to conversation and questions by the child and their caregiver to discuss noble sense values and qualities that are needed in society in order for all people to live in peace and harmony within their communities.
The educational and entertainment game apparatus is comprised of a two dimensional circular game board having a single circular areas with 26 spaces and one pathway entrance onto the game board. Within the design of the game are four (4) plastic baskets that are arranged in the four corners to hold the plastic stars, the rewards for carrying out the function called upon within the game.
If the child lands on an angel space, he or she must pick an angel card from the deck and read it out loud. Each card will identify a specific angel and give a message or statement that encourages the child to smile, think and feel nurtured. The text spaces ask a question or require an action to be taken by the child; such as, draw a happy face on your hand. The child who responds in a willing fashion is rewarded by picking two colorful stars and placing them in their basket. If a child is unwilling to participate or fulfill the function of that space, that child must give back two stars and he or she forfeits their next turn. As the game progresses and the first child reaches the last space and jumps into the sun, that child is required to return and assist another child who is having difficulty in completing his or her task. Through this assistance or coaching of a peer, both children become a winner, a star and an angel to each other. Star Power is the power that shines forth within each one of us as we have compassion, support and encouragement for another.
As this game, “STAR POWER” is utilized within a classroom environment or therapist office, the person who is teaching, instructing or counseling will be able to take the time to explain further the word, its meaning and how it can be implemented in that individual's daily life. This game opens up many avenues for self-awareness, self-expression and positive behavioral change.
Throughout the game as throughout life, it will benefit the players to remember to ask for help in having the courage and strength to continue on their pathway. The game is over when all the players have jumped into the sun. There are no winners or losers in the game. If one player is successful in reaching the sun, he or she is required to go back and be a helpmate for another on the board. {They can choose who they wish to help.} Through positive reinforcement and encouragement, all the players will eventually reach the sun. To jump into the sun, the arrow must land on the exact number on the spinner. The first player to reach the sun must stand and recite the poem that is on the sun card or have their caregiver read the card for them. Each subsequent player who reaches the sun must repeat the steps of standing to recite the poem on the sun card and then go back to become a helpmate for another player who is still working to attain his or her goal.
The function of the game is to teach the children and also their caregivers the value of helping others and the value of positive thoughts, words and actions through cooperation not competition, caring not indifference. As the child learns to improve his or her self-esteem and self-confidence, he or she will be empowered to perform at a higher level in all activities that life has to offer. This becomes a win/win situation for all. As the child learns to release anger, resentment, worry and feelings of lack, he or she will function and perform to their greatest potential. As we individually grow and heal, the world will heal and grow. This unique and thought enhancing game is an apparatus that will facilitate the child and their caregiver in many ways. It is a powerful tool designed to foster empowerment, love, self-respect and truth.
This game is designed for two to four players. There are four (4) pawns or figures that the players can choose from; two are girl designs and two are boy designs. The pawns will be the tools that the players use to move around the game board.
All the integral parts that comprise this game are in a two dimensional design and four color art.
The above and other objects, features and advantages of this invention will be apparent from the following description of the preferred embodiment when considered with the accompanying drawings.
The invention will be best understood in the following detailed description of a preferred embodiment of the invention.
Referring now in detail to the drawings for the educational and entertainment game apparatus entitled “STAR POWER” there is shown in
The game board (10) is provided with a smooth diagram or layout surface consisting of a single circular design and an entrance pathway (1). There are 26 spaces (12) on the surface of the game board; 18 of the spaces (12) are text and 8 of the spaces (12) have angel-like character designs Lit'l Messengers”. These spaces are an integral part of the game and must be used to play and complete the game.
As shown in
In order to play the game and move along the game board (10), a spinner card with the numbers from 1-3 on its face,
This game does not emphasize or suggest a winner or loser but rather the helping cooperation of one successful player who willingly assists another player so that that player can become successful too.
It can be seen from the above that the invention herein disclosed can be used to teach the use of positive thoughts, actions and deeds in a fun and non-threatening manner. This game also encourages self-empowerment and the building of self-esteem and the positive feelings of accomplishment. This game does not require any particular level of training. It does, however, encourage discussion of the questions or statements and the messages that the angel-like characters are sharing together with the questions and/or statements that the text spaces indicate. Thus this game of the present invention may be directed to a broad range of capabilities, with one interpretation being intended for use of young pre-school age children to children in the early years of primary education and another interpretation of the game directed towards caregivers utilizing this present invention as a tool to encourage, strengthen and foster the development of young child's personality. In this way, the child will begin to believe in his or her self-worth and success. It can, therefore, be seen and said that the game of the present invention can provide a stimulating learning situation and a pursuit of raising an individual's awareness towards positive thoughts, actions and deeds that encourage a continued state of inner peace and calm rather than words, thoughts or deeds of negative expression. The game of the present invention also provides a cooperative environment of working together and an atmosphere of noble sense values whereby all individuals can learn and grow over a broad range of educational levels for years to come.
Having described the invention, it is to be understood that many variations will be obvious to those skilled in the art without departing from the spirit of the invention herein.