The present disclosure relates to games; and more particularly to games in which the consecutive players build sentences including selected words and each sentence, after the first, should be topically related to its preceding sentence.
Games, by definition, are meant to be fun, challenging, entertaining, enjoyable, and a worthwhile passing of time. Certain games can also improve a variety of skills, provide for mental stimulation, enhance interaction skills, and even be educational. Not surprisingly, those games that improve interpersonal skills or useful life skills, etc. often are best loved and stand the test of time. Some timeless games improve our intellectual or cognitive skills (chess or checkers), social skills (Life), mathematics aptitude (Monopoly, Yahtzee), memory skills (Clue or Trivial Pursuit), military strategy (Stratego or Battleship), spelling or vocabulary (Scrabble), or other abilities or skills.
So-called “board games” follow a fixed format based on what is on the board, and often are targeted to specific age groups. Board games can be bulky or unwieldy to store, set up, and/or play which can make them less appealing. Their instructions may make it inconvenient to bring them to other people's homes, camping, into the classroom, to the beach, to the car, or other places where it would be enjoyable to play games and interact with others.
Electronic or computer games have revolutionized the game industry. There are computerized or electronic versions of such traditional games as chess, Monopoly, Scrabble etc. There are also entirely new computerized or electronic games with realistic themes. These electronic and computer games can also be fun and entertaining and some may even provide considerable skills or talents (e.g., Microsoft's Flight Simulator). A number of electronic and computer games can be educational, such as language programs. In this era, it would be unrealistic to consider that any game that becomes reasonably popular is going to remain only in non-electronic form for long. As such, games that have considerable potential, particularly those that are educational, should be considered in their traditional non-electronic/computer form as well as their viable electronic/computer forms.
A number of word games generally rely on creating words from letters. Scrabble and Bananagrams are two examples of such games. Such word games generally improve vocabulary and other skills, though they generally do not improve communicative, social, or sentence structure skills. One game, You've Been Sentenced, does focus on developing sentence structure and grammar skills; however, it does not improve conversational skills such as effective listening, topic identification or maintenance, or improve the ability to formulate relevant follow-up comments.
Embodiments of the present invention, briefly summarized above and discussed in greater detail below, can be understood by reference to the illustrative embodiments of the invention depicted in the appended drawings. The appended drawings, however, illustrate only topical embodiments of this invention and are therefore not to be considered limiting in scope, for the invention may admit to other equally effective embodiments.
To facilitate understanding, identical reference numerals have been used, where possible, to designate identical or similarly functioning elements that are common to the figures. The figures may not be drawn to scale and may be simplified to clarify. It is contemplated that elements and features of one embodiment may be beneficially incorporated in other embodiments without further recitation.
It would be desirable to provide a topical conversational sentence game that challenges its players who may include children, adults, couples, students, organizations, professionals, and others to improve their communication and interaction abilities. Initially, a number of traditional versions of the topical conversation sentence game are described; then a number of electronic versions of the game are described.
Traditional (Manual) Version of Topical Conversation Sentence Game
Certain embodiments of a topical conversational sentence game 90 as described with respect to
Different embodiments of the topical conversational sentence game 90 can be played even with the same word-sets with more or less complex rules, for almost all ages, in a variety of different settings, in competitive or cooperative play modes, using a sentence judge or not, with a variety of word chips 100. All versions of this game should be fun, promote interactivity and good communications, and improve word or sentence usage for the participants.
Small talk is a difficult communication skill for people to develop, largely since it is difficult for people to determine what others might be interested in or about what they may wish to converse. Being able to listen attentively and appropriately respond with a related but interesting sentence to others can be challenging; whether the “others” happen to be a spouse, a date, a friend, a business associate, a classmate, an adversary, etc. The art of persuasion, listening, and negotiation often involves considering what another person is saying and responding with information which is topically relevant, sophisticated in vocabulary, and grammatically correct.
Improving conversation abilities would be beneficial to anyone at any level of skill; however, it might be particularly useful for those that either wish to improve their social communication skills, or for those that have difficulty communicating for a variety of reasons such as speech or language problems or a neurological disorder (e.g., with Asperger Syndrome, Attention Deficit Disorder (ADD), Attention Deficit Hyperactivity Disorder (ADHD)). Often those with difficulty speaking, for one reason or other, do better when they are more relaxed but when expectations are clear, such as would likely occur when playing the topical conversational sentence game 90. Those with trouble communicating could use the topical conversational sentence game 90 to further develop their social, communication, vocabulary or sentence structure skills. People (particularly children) who are shy or withdrawn may even become more expressive by playing this game. People learning a second (or even first) language would find it useful in learning suitable word usage, and would likely cause them to use more spontaneous and creative sentences than activities currently used in many language classes. Schools, hospitals (including mental as well as physical), businesses, youth groups, households, language clinics, would be likely scenarios for tools, such as this game, that could improve social, communicative, or sentence structure skills.
For good conversation, the topic of a follow-up sentence should pertain to the same topic as the first sentence. As such, in the topical conversation sentence game 90, each sentence should be related to its predecessor to get suitable points. A number of factors can lead to ineffective communications including non-communicative discussions, talking over others, illogical follow-up sentences, etc., each of which may characterize the speaker as disinterested, inattentive or rude. This applies in all relationships whether the people conversing are couples, parents, teachers, students, business adversaries, political opponents, etc. In each of these situations, effective two-way communications is crucial for understanding, avoiding or solving conflict and building social bonds.
The topical conversational sentence game 90 can even be played without any rules, or by following rules from a single play rule sheet of Table 1. Since the rules are relatively easy to follow, they could easily be modified or adapted to conform to a variety of situations, for a wide range of abilities and to suit specific types of play. Additionally, rule sheets may become lost or players may not wish to read the rule sheets. As long as players are playing with the same goals, understanding and agreement of the rules and the same level of competition, the game should be enjoyable for and disputes easily settled. Since the same words can be used in a multitude of varied and unique sentences, the same word chips 100 can be used repeatedly without fear of the repetition of previous sentences. Different packets of the word chips 100 can be provided in the same or different languages. Additionally, since each player is constructing their own sentences using their personal vocabulary and sentence structure skills, it is difficult to cheat since scoring relies on language skills and resultant sentence structure. Repeat playing would tend to improve a player's language skills, and playing with others of different skills and language abilities would develop more variation in language type skills, and creativity. Whereas the word-game Scrabble is often played with a dictionary as a reference book, it is envisioned the topical conversational sentence game 90 may be played with a grammar or sentence structure book as a reference book.
The topical conversational sentence game 90 can be very entertaining as well as used as a teaching structure to improve social, conversational, or other speaking behavior. The topical conversational sentence game 90 could benefit those ranging from little skill to experts in the language, as well as a great ice-breaker since it naturally draws everyone involved into the game and provides topics for conversation. The topical conversational sentence game 90 does not require a board or even a flat playing surface (though both could be used), piece holders, or superstructure, such as is common to other board games. The game can be played by laying the word chips 100 flat on a table or other flat surface, etc., or alternately the word chips can be picked directly out of a container such as a canister of
Each word chip 100 has a word face 104 and an opposing face 106. The word face 104 has at least one word 108 printed or otherwise formed thereupon. Typically, each topical conversation sentence game 90 can have words ranging from nouns, verbs, adjectives, etc. The opposing face 106 can have a logo formed thereupon, or alternately can be left blank. Within each topical conversational sentence game 90, there can be different numbers of word chips 100 with words printed or formed thereupon.
Each sentence is intended to apply to the topic of the immediately preceding topical conversational sentence. Table 1 shows one embodiment of the contents of the rule sheet for one version of the topical conversational sentence game 90, which may go by the name “Chip Chat”.
During playing certain embodiments of the topical conversational sentence game, as many as desired or all of the word chips 100 as are described are positioned face down on a table or flat surface. Each player picks their respective word chips 100 and thereupon attempts to construct a relevant topical conversational sentence using the word thereupon. Because both simple and complex sentences can be formed including the same words, the same word list can be utilized by players of different ages and skill levels.
Table 1 is a sample rule sheet for one embodiment of the topical conversational sentence game 90. There can be variations with rules for virtually any game, and the topical conversational sentence game is no exception. For example, the rules can be modified by requiring variations of the words of phases on the word chips 100. Alternately, players could be required to use two or three word chips 100 per turn. Still yet, players may be required to use a rhyme in their sentences. The game can be made as simple or complex as desired or appropriate. To further assist with grammar, the player can be required to tell what part of speech their word is (e.g., a noun, verb, adjective, adverb, interjection, etc.). The topical conversational sentence game 90 can have allotted times for each turn (e.g., 10 seconds for advanced, 30 seconds less advanced).
Now, a progression illustrating sample sentences that may be used when sample words are selected are illustrated, with scoring as per each sentence provided during each turn. For illustrative purposes, three turns are shown with three players playing.
Turn 1
Player 1—Draws a chip that reads SILLY and uses it in the sentence: “My brother was acting SILLY today.” Score=2 points [1 for the correct use of the drawn word (SILLY) and 1 for the introduction of a new topic (my brother)]
Player 2—Draws a chip that reads PENGUIN and uses it in the sentence: “Well my little brother was acting like a PENGUIN today, now that's SILLY!” Score=3 points [1 point for the correct use of the word (PENGUIN), 1 point for maintenance of the previous topic (my brother), and 1 point for the re-use of the word from player 1 (SILLY)]
Player 3—Draws a chip that reads SPINACH and uses it in the sentence: “I think PENGUINS are SILLY, they don't even like SPINACH!” Score=4 points [1 point for the correct use of the drawn word (SPINACH), 2 points for re-using the previous players drawn words (PENGUIN and SILLY), and 1 point for the introduction of/smooth transition to a new topic (PENGUIN is now the new topic)] Note that this player did not maintain the previous topic (brother) so does not receive a point for topic maintenance.
Turn 2
Player 1—Draws a chip that reads TRICKY and uses it in the sentence: “I think PENGUINS only do TRICKS to get fish.” Score=2 points [1 point for the maintenance of the topic (PENGUIN), 1 point for the re-use of the word PENGUIN.] The player does not receive the point for his/her own drawn word because he/she used the word TRICKS instead of the word TRICKY and that variation of the word has an entirely different meaning—TRICKS is a plural noun, TRICKY is an adjective.
Player 2—Draws a chip that reads GROSS and uses it in the sentence: “Fish is GROSS!” Score=2 points [1 for the use of the drawn word (GROSS) and one for the introduction of a new topic (fish as a food)]
Player 3—Draws a chip that reads PIZZA and uses it in the sentence: “Fish is GROSS, but some people even eat it on PIZZA!” Score=3[1 for the correct use of the drawn word PIZZA, 1 for the re-use of GROSS, 1 for the maintenance of the topic of food and/or fish.]
Turn 3
Player 1—Draws a chip that reads BRILLIANT and uses it in the sentence: “Fish on pizza may be GROSS, but I think whoever invented PIZZA was BRILLIANT; what inventions do you think are BRILLIANT?” Score=6[2 points for each correct use of the drawn word BRILLIANT, 1 for the reuse of PIZZA, 1 point for the reuse of GROSS, 1 point for continuing the topic of food, and 1 for the introduction of a new topic (inventions).]
Player 2—Draws a chip that reads ANSWER and uses it in the sentence: “Well, my ANSWER might surprise you, but I think the invention of the ball point pen was BRILLIANT; before that, people had ink wells and writing was very messy.” Score=3[1 point for the use of their drawn word ANSWER, 1 for the reuse of BRILLIANT, and 1 for the topic maintenance (inventions)]
Player 3—Draws a chip that reads CRAZE and uses it in the sentence: “Writing might have been messy, but ink wells were fun mischief for many boys who dipped girls' pigtails in them; that prank was quite a CRAZE!” Score=2[1 point for the correct use of the drawn word CRAZE, and 1 point for the introduction of a new topic (pranks/crazes)].
Score after 3 rounds: Player 1=10 points; Player 2=8 points; Player 3=9 points. If the game ended after the 3rd turn, then player #1 would be the winner.
There are a thus a variety of words 108 that may be selected (randomly by successive players) in the topical conversational sentence game 90. In the electronic version of the topical conversational sentence game, a variety of words may be selected. Illustrative topical conversational sentences can be constructed from the sample words 108 selected, as well as illustrative scoring of such illustrative topical conversational sentences. The scoring may be provided by judges in competitive versions of the topical conversational sentence game 90. Such judges may be players alternating turns as players (which means three players would be required to play instead of the minimum two players); or alternately particularly for very competitive games, the judges might be non-playing, skilled in sentence structure and the game rules, and hopefully impartial and agreed upon to be non-biased in their scoring.
During playing the topical conversational sentence game 90, the at least one word 108 is used by a player based on selecting one word chips 100. The at least one word 108 of the selected word chip 100 is thereupon used to form a topical conversational sentences including their successive word 108. The goal of each player is to generate series of topical conversational sentences by successive players including their successive words 108.
The topical conversational sentence game 90 can be played for pleasure or entertainment, competitively by using a sentence judge which could be a player alternated between rounds; or even in an educational environment such as a language (mother tongue or second language) classroom. The winner can be determined based on the total number of points earned after playing for a given time or alternately after each player plays a prescribed number of turns.
The topical conversational sentence game 90 can be stored in a relatively small and light container 300 such as a canister or bag (see
Electronic/Computer Version of Topical Conversation Sentence Game
While the above disclosure describes a traditional version of the topical conversational sentence game,
In addition, the electronic/computer version of the topical conversational sentence game 90 could greatly assist educational programs, schools, clubs, groups, etc. in providing a fun and interactive game that can be played in groups (with the traditional or electronic/computer version) or even alone against a computer-based opponent with the electronic/computer version. While many electronic or computer-based games are not particularly social or interactive, except perhaps with a joystick or other device, the electronic/computer version of the topical conversational sentence game 90 is fully interactive and requires its participants to return meaningful sentences. Additionally, and the more someone plays the game, the more improvement they will likely see in vocabulary, sentence construction, etc. Expansion word sets are likely to be produced. The expansion sets of topical conversational sentence game 90 may include languages other than English, sets that focus on particular vocations or hobbies (legal, medical, etc.), sets containing more sophisticated vocabulary for college preparation, sets that are aimed at words that may be used figuratively as well as literally, or sets created for use with younger players, or adult versions with controversial or suggestive words or phrases. Alternately, an electronic/computer version of the topical conversational sentence game 90 can be configured such that users can select or input their own words.
There can be a wide variety of hardware, software, and/or firmware embodiments of the electronic/computer version of the topical conversational sentence game 90. To generalize the computer or electronic structure of the game, certain embodiments of the topical conversational sentence game 90 can include depending on context, a processor 803 such as a central processing unit (CPU), a memory 807, a circuit or circuit portion 809, and an input output interface (I/O) 811 that may include a bus (not shown). Certain embodiments of the topical conversational sentence game 90 can include and/or be played on a portion of a general-purpose computer, a specific-purpose computer, a microprocessor, a microcontroller, a cell phone or smart phone, a discrete plug and play unit, a tablet computer (slate or other), a wireless communicating device, a hard-wired communication device, and/or any other known suitable type of communications device or phone, computer, and/or controller that can run over the internet or a web-based program such as can be implemented in hardware, software, electromechanical devices, and/or firmware.
Certain embodiments of the processor 803, as described with respect to
Certain embodiments of the controller 97 of the topical conversational sentence game 90 will undergo considerable data or signal processing by the processor 803. As such, certain embodiments of the components of the controller 97 should be designed and configured to handle the type of data, image, and/or provided information processing that will be applicable.
Certain embodiments of the memory 807 of the controller 97 can include a random access memory (RAM) and/or read only memory (ROM) that together can store the computer programs, operands, and other parameters that control the operation of certain embodiments of the controller 97 of the topical conversational sentence game 90. The memory 807 can be configurable to contain sentence and word data, information, images, etc. that can be obtained, retained, or captured by that particular controller 97. The words that are selected can be generated from a fixed set of words such as from about 75 to 200 words as in the traditional topical conversational sentence game 90, or a broader set of words, using a random word generator. In general, the words that are generated should include a solid mix of nouns, verbs, adjectives, adverbs, and other types, such as illustrated in
In this disclosure, the memory 807 can be configurable as RAM, flash memory, semiconductor-based memory, of any other type of memory that can be configurable to store data pertaining to depth visualizations, images, and/or provided information. Certain embodiments of the bus can also connects I/O 811 to the portions of certain embodiments of the controller 97 of either the topical conversational sentence game 90 that can either receive digital information from, or transmit digital information to other portions, or other systems and/or networking components associated therewith.
In certain embodiments, a secondary communication link can be established between the certain embodiments of the controller 97 of the topical conversational sentence game 90. The secondary communication link can be structured similar to as a communication link, or alternatively can utilize network-based computer connections, Internet connections, web-based connections, etc. to provide information and/or data transfer between certain embodiments of the controller 97 of the topical conversational sentence game 90.
In certain embodiments, the I/O 811 provides an interface to control the transmissions of digital information between each of the components in certain embodiments of the controller 97 of the topical conversational sentence game 90. The I/O 811 also provides an interface between the components of certain embodiments of the controller 97 of the topical conversational sentence game 90. The circuits 809 can include such other user interface devices as a display, speech recognition program, and/or a keyboard. In other embodiments, the 97 of the topical conversational sentence game 90 can be constructed as a specific-purpose computer such as an application-specific integrated circuit (ASIC), a microprocessor, a microcomputer, or other similar devices.
Within the disclosure, flow charts of
Certain embodiments of operation 604 can include, but is not limited to, each player completing a sentence including the at least one word, wherein the sentence is topical with a sentences completed by a subsequent player. Certain electronic or computer-based embodiments of the topical conversational sentence game 90 can display each sentence generated during play by the different players. As such, each player will see the word generated for them as well as the last sentence. Each player can input their sentence either verbally using speech recognition programs, or manually such as by inputting or typing the sentence. This also provides for the potential for single player games.
Certain embodiments of optional operation 606 can include, but is not limited to, evaluating the sentence based on it being topical with a prior sentence, and also including the at least one generated word. The evaluation may be for one or more sentence characteristics, and may be scored either by using a program, such or based on input from players or judges. For example, for certain electronic or computer-based embodiments of the topical conversational sentence game 90, the sentence can be evaluated either using the players or a human judge (as with the manual embodiment of the game), or alternately evaluating using suitable sentence grammar programs running on general or specific purpose computer or electronic devices; or alternately supplied over the Internet, an intranet, or a web-based service provider. In non-competitive versions of the game, the evaluation may be taken less seriously or may even be provided by the other player (e.g., commenting that the sentence is improper). As the game continues, each of steps 602, 602, and 606 can be repeated for each subsequent player with certain embodiments of the topical conversational sentence game 90.
While the above shows a number of embodiments of the topical conversational sentence game 90, slight modifications can be provided while remaining within the intended scope of the present invention as limited according to the language of the claims.