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Numéro de publicationWO1993020913 A1
Type de publicationDemande
Numéro de demandePCT/AU1993/000153
Date de publication28 oct. 1993
Date de dépôt7 avr. 1993
Date de priorité9 avr. 1992
Numéro de publicationPCT/1993/153, PCT/AU/1993/000153, PCT/AU/1993/00153, PCT/AU/93/000153, PCT/AU/93/00153, PCT/AU1993/000153, PCT/AU1993/00153, PCT/AU1993000153, PCT/AU199300153, PCT/AU93/000153, PCT/AU93/00153, PCT/AU93000153, PCT/AU9300153, WO 1993/020913 A1, WO 1993020913 A1, WO 1993020913A1, WO 9320913 A1, WO 9320913A1, WO-A1-1993020913, WO-A1-9320913, WO1993/020913A1, WO1993020913 A1, WO1993020913A1, WO9320913 A1, WO9320913A1
InventeursPeter C. Neale
DéposantNeale Peter C
Exporter la citationBiBTeX, EndNote, RefMan
Liens externes:  Patentscope, Espacenet
Audio/video play segment game
WO 1993020913 A1
Résumé
A game of chance and/or skill for at least one player. A play sequence is displayed, for instance, via a video screen, which indicates a play result or question. Each player identifies the existance of a corresponding indicia on his/her card (figs. 1 to 7) or the like, and records the play result so indicated or answer. At the end of the game, the player having the highest score wins.
Revendications  (Le texte OCR peut contenir des erreurs.)
THE CLAIMS
1. A game for one or more players comprising: a plurality of play segments each having associated therewith one of a plurality of identification indicia and each comprising a play sequence which provides for a play result each segment one at a time being capable of adopting an in-play condition; a display carrier for each player each carrier being provided with a selected plurality of the indicia; whereby when a selected play segment is in the in-play condition and the indicium associated therewith is also contained on the display carrier, the player acts in response to the play result of the play sequence of the play segment.
2. A game as claimed in claim 1, wherein identification indicia is an identification number, a letter, a logo, or any other indicia which is indicated to the player(s) .
3. A game as claimed in claims 1 or 2, wherein each display carrier is a card, a form, a computer screen, a television screen, or any other device which provides a visual or audible display to the player(s).
4. A game as claimed in any one of claims 1 to 3, wherein said play segments are stored/dispatched to each player via video tape, CD-I (Interactive CD), CD-Rom, DCC (Digital Computer Cassette) or the like.
5. A game comprising: a plurality of play segments, each play segment having a randomly selected play segment number and a play segment scene which indicates a play segment score; at least two players (person(s) or comρuter(s)) each having at least one play carrier, each carrier provided with a random selection of indicia thereon; wherein, as each play segment is displayed/indicated, each player determines the existence of the play segment number on his/her carrier(s) and writes/reveals the play segment score adjacent to the play segment indicia; such that, when all play segments have been displayed, the player having the highest summation of said play segment scores wins said game.
6. A game as claimed in claim 5, wherein each play segment scene is an audio/visual scene which is broadcast or otherwise transmitted, or provided on tape or other storage means.
7. A method of playing a game, comprising the steps of: providing at least one play carrier to at least two players (person(s) or computer(s)) , each carrier having a plurality of random numbers thereon; displaying/indicating a plurality of play segments, each comprising a play segment indicia and a play segment scene indicating a play segment score; each player identifying whether each play segment indicia is one of said indicia provided on his/her carrier(s), and when identified, writing/revealing said play segment score adjacent to said play segment indicia; and calculating, after all play segments are displayed/indicated the highest summation of said play segment scores to identify the player(s) who wins said game.
8. A method as claimed in claim 7, wherein, in said displaying/indicating step, each play segment scene is broadcast or otherwise transmitted, or provided on tape, CD-I, CD-Rom, DCC or other storage means and displayed/ indicated to each player as an audio and/or visual scene.
9. A game/method of playing a game as claimed in any one of claims 1 to 8 wherein each play segment scene is a scene from or simulation of an authentic or a fictitious game of cricket, baseball or other 'batting-fielding' game.
10. A game/method of playing a game as claimed in claim 9, wherein said game is cricket, baseball or other
'batting-fielding' game.
11. A game/method of playing a game as claimed in claims 9 or 10, wherein a 'batting' play carrier is provided with a random selection of indicia chosen from said 'batting' play segment indicia each having its respective 'batting' play segment scene, and, each 'fielding' play carrier is provided with a random selection of indicia chosen from said 'fielding' play segment numbers each having its respective 'fielding' play segment scene.
12. A game/method of playing a game as claimed in any one of claims 1 to 8, wherein each play segment scene is a scene from or simulation of an authentic or a fictitious game of football, soccer, basketball, hockey, polo, tennis, golf or any other 'two—team* game, and wherein a first of said players is provided with a 'first-team' carrier representing a first team and a second of said players is provided with a 'second-team' carrier representing a second team.
13. A game/method of playing a game as claimed in claim 12 wherein said playing segments are divided into first team play segments and second team play segments, and wherein, each first team carrier is provided with a random selection of indicia chosen from first team play segment indicia each having its respective first team play segment scene, and, each second team carrier is provided with a random selection of indicia chosen from second team play segment indicia each having its respective second team play segment scene.
14. A game comprising: a plurality of question segments, each question segment having a randomly selected question segment indicia and an audio/visual question; at least one contestant having at least one question carrier, each carrier provided with a random selection of indicia thereon; wherein, as each question segment is displayed, each contestant determines the existence of the question segment indicia on his/her carrier(s) and writes/reveals an answer adjacent to said question segment indicia; such that, when all question segments have been displayed, the player having the highest indicia of correct answers wins said game.
15. A method of playing a game, comprising the steps of: providing at least one question carrier to at least one contestant, each carrier having a random selection of indicia thereon representative of a question segment indicia; displaying a plurality of question segments, each question segment having a question segment indicia followed by an audio/visual question; each player determining the existence of said question segment indicia on his/her carrier(s) and writing/revealing an answer adjacent to said question segment indicia; determining, at the end of displaying all question segments, the highest indicia of correct answers to identify the player(s) who win said game.
16. A game/method of playing a game as claimed in claims 14 or 15, wherein each question is a geography, botany, geology, mathematics, spelling and/or any other educational, sports and/or general knowledge question.
Description  (Le texte OCR peut contenir des erreurs.)

AUDIO/VIDEOPLAYSEGMENTGAME

The present invention relates to a game, and in particular, to a game which utilises the combination of audio and/or video sequences, with cards and/or other display carriers, which are provided to each player of said game.

The present invention seeks to provide a game which is exciting, retains player interest, and which may be either select a winner either by chance, and/or by skill.

In its broadest form, the present invention provides a game for one or more players comprising: a plurality of play segments each having associated therewith one of a plurality of identification indicia and each comprising a play sequence which provides for a play result each segment one at a time being capable of adopting an in-play condition; a display carrier for each player each carrier being provided with a selected plurality of the indicia; whereby when a selected play segment is in the in-play condition and the indicium associated therewith is also contained on the display carrier, the player acts in . response to the play result of the play sequence of the play segment.

Each identification indicia may preferably be an identification number, a letter, a logo, or any other indicia which is indicated to the player(s) .

Each display carrier may preferably be a card, a form, a computer screen, a television screen, or any other device which provides a visual or audible display to the player(s) .

In a further broad form, the present invention provides a game comprising: a plurality of play segments, each play segment having a randomly selected play segment number and a play segment scene which indicates a play segment score; at least two players (person(s) or computer(s)) each having at least one play card, each card provided with a random selection of numbers thereon; wherein, as each play segment is displayed/indicated. each player determines the existence of the play segment number on his/her card(s) and writes/reveals the play segment score adjacent to the play segment number; such that, when all play segments have been displayed, the player having the highest summation of said play segment scores wins said game.

Preferably, each play segment scene is an audio/visual scene which is broadcast or otherwise transmitted, or provided on tape or other storage means.

In a further broad form, the invention provides a method of playing a game, comprising the steps of: providing at least one play card to at least two players (person(s) or compute (s)), each card having a plurality of random numbers thereon; displaying/indicating a plurality of play segments, each comprising a play segment number and a play segment scene indicating a play segment score; each player identifying whether each play segment number is one of said numbers provided on his/her card(s), and when identified, writing/revealing said play segment score adjacent to said play segment number; and calculating, after all play segments are displayed/indicated the highest summation of said play segment scores to identify the player(s) who wins said game.

Preferably, in said displaying/indicating step, each play segment scene is broadcast or otherwise transmitted, or provided on tape or other storage means and displayed/indicated to each player as an audio and/or visual scene.

A preferred form of the invention is wherein each play segment scene is a scene from or simulation of an authentic or a fictitious game of cricket, baseball or other 'batting-fielding* game, and wherein a first of said players firstly uses a 'batting' play card and then a 'fielding' play card and a second of said players firstly uses a 'fielding' play card and then a 'batting' play card.

In this preferred form of the invention each 'batting' play card is provided with a random selection of numbers chosen from said 'batting' play segment numbers each having its respective 'batting* play segment scene, and, each 'fielding' play card is provided with a random selection of numbers chosen from said 'fielding' play segment numbers each having its respective 'fielding' play segment scene. An alternatively preferred form of the invention is wherein each play segment scene is a scene from or simulation of an authentic or a fictitious game of football, soccer, basketball, hockey, polo, tennis, golf or any other 'two-team' game, and wherein a first of said players is provided with a 'first-team* card representing a first team and a second of said players is provided with a 'second-team' card representing a second team.

In this latter preferred form, said play segments are divided into first team play segments and second team play segments, and wherein, each first team card is provided with a random selection of numbers chosen from first team play segment numbers each having its respective first team play segment scene, and, each second team card is provided with a random selection of numbers chosen from second team play segment numbers each having its respective second team play segment scene.

In yet a further broad form, the present invention provides a game comprising: a plurality of question segments, each question segment having a randomly selected question segment number and an audio/visual question; at least one contestant having at least one question card, each card provided with a random selection of numbers thereon; wherein, as each question segment is displayed, each contestant determines the existence of the question segment number on his/her card(s) and writes/reveals an answer adjacent to said question segment number; such that, when all question segments have been displayed, the player having the highest number of correct answers wins said game.

In yet a further broad form, the present invention provides a method of playing a game, comprising the steps of: providing at least one question card to at least one contestant, each card having a random selection of numbers thereon representative of a question segment number; displaying a plurality of question segments, each question segment having a question segment number followed by an audio/visual, question; each player determining the existence of said question segment number on his/her card(s) and writing/revealing an answer adjacent to said question segment number; determining, at the end of displaying all question segments, the highest number of correct answers to identify the player(s) who win said game.

In these two aforementioned broad forms, preferably each question is a geography, botany, geology, mathematics, spelling or any other educational, sports and/or general knowledge question.

The present invention will become more fully understood from the following detailed description of preferred but non-limiting examples thereof, in connection with the accompanying drawings, wherein:

Figs. 1, 2, 3 and 4 illustrate a card which may be utilised in conjunction with Example 1 of a game of sports, such as cricket, as described hereinafter;

Figs. 5 and 6 illustrates cards, used in conjunction with Example 2, for a baseball game; and

Fig. 7 illustrates a typical card which might be utilised in conjunction with an educational game described hereinafter with reference to Example 4, which might be an educational game such as geography, botany, etc.

The present invention will perhaps become best understood by illustrating particular examples of games which fall within the scope of the present invention. In reading these following examples, it should however be appreciated that numerous variations and modifications can be made to the particular games hereinafter described, and it should be understood that such variations and modifications should fall within the spirit and scope of the — b — invention. It should be appreciated that any such games which utilise a plurality of audio and/or video segments in combination with players being provided with at least one display carrier such as a card, the players having to correlate the information on the cards with information on the video segments, fall within the scope of this invention.

EXAMPLE 1 BATTING - FIELDING GAME

CRICKET

This example illustrates a preferred embodiment of a 'batting-fielding' game. The term 'batting-fielding', is herein used to describe those games wherein one team 'bats' whilst the other team 'fields' or 'bowls' or 'pitches' such as the games of cricket and baseball. The particular embodiment described hereinafter relates particularly to cricket, however, it should be understood that this embodiment is easily modified to suit any other 'batting- fielding' game.

Video preparation

For each inning, a plurality of 'play segments' from one or more authentic or fictitious cricket games are each numbered with 'play segment numbers' in a random sequence, eg between 1 and 90, say 45 of these being 'batting' segments and 45 of these being 'fielding' segments.

eg Play Segment Number Play segments

66 hitting a boundary

2 2 runs

45 catch taken

10 . 1 run 51 bowled out etc. Card preparation

Cards are divided into two groups - 'batting' cards and 'fielding' cards.

For each innings of each game, say 40 numbers randomly selected from the 45 segment numbers representing 'batting' segments are provided on a 'batting' card, and, 40 numbers randomly selected from the 45 segment numbers representing fielding* segments are provided on a 'fielding' card.

Typical 'fielding* and 'batting* cards are shown in Figs. 1 and 2, respectively.

Each 'fielding card', as shown in Fig. 1, has three sets of columns. The first set of columns contains the 'video segment numbers' . A jacent each ' ideo segment number', is provided two 'blank' columns, one for the player to complete to when each wicket is taken, and one to complete to when runs are scored as 'extras'.

For simplicity, in the embodiment illustrated, the term 'wicket' is used to cover any way in which a batsman may be dismissed, including being 'run-out', being 'stumped', 'Leg-Before', 'caught' and 'bowled'. That is, no matter which of these occurs, a wicket falls. The term 'extra' is also used to cove: a variety of actions. These are usually through the fault of the bowler, for example, a 'wide' by bowling too wide for the batsman, or a 'no ball* by the bowler putting his foot over the crease. The score of 'extras' must be passed to the 'batting' player at the end of the game for final 'batting' score calculation.

Each 'batting card,' as shown in Fig. 2, has a first set of columns indicating the 'video segment numbers'. Adjacent each 'video segment number* is provided one 'blank' column, for indicating the number of runs scored for each video segment.

. Playing procedure

1. Each player is provided with a "fielding card' and a 'batting card", such as illustrated in Figs. 1 and 2 respectively. 2. By tossing a coin, or otherwise, each player is selected to represent a particular team and a selection is made as to who will bat first, for example:

PLAYER A ≡ AUSTRALIA ≡ field PLAYER B ≡ INDIA ≡ bat

Player A therefore uses his/her 'fielding' card and Player B uses his/her 'batting' card for the first game and innings.

3. A first innings is commenced by 'play segment numbers' being displayed on the video, followed by a 'play segment scene'. Each player checks his/her card to identify whether the displayed 'play segment number' appears on his/her card, and, if so, writes or otherwise indicates the 'score' or 'result' shown by the 'play segment scene* in the otherwise blank column(s) adjacent the corresponding 'play segment number'. That is, if the 'play segment scene' shows a 'boundary being hit' (4 runs), then player B, (batting) writes '4' adjacent the appropriate 'video segment number'. Likewise, if the 'play segment scene' shows a "wicket being taken', then Player A (fielding) writes '1* adjacent the appropriate 'video segment number* on his/her 'fielding card'. Play continues in a similar manner until the video sequences (all 90) are shown and the two players have completed their cards. To aid in the understanding of the playing sequence, semi- completed cards are illustrated in Figs. 3 and 4.

4. At the end of the first innings, or at the end of the game, players tally their score, remembering to include the 'extras' in the 'batting' player's score. Each . player then selects his/her other card for the game, as follows:

PLAYER A ≡ AUSTRALIA ≡ bat PLAYER B ≡ INDIA = field. 93/20913 _ Q _

That is, player A now uses his/her 'batting' card and player B uses his/her 'fielding' card.

5. A second innings is commenced and played in like manner as before described in step 3.

6. Any number of. innings and/or games may be played in similar fashion.

7. At the end of the game, the scores are calculated and compared to determine the winner, with the player having the highest number of run points being the winner, as per a conventional game of cricket.

Variations

Whilst a specific example of the game of cricket has been hereinbefore described, it will appreciated that numerous variations and modifications will become apparent. Such variations and modifications should also be considered to fall within the scope of this invention.

It will become obvious that games other than cricket will easily be applied to this batting-fielding example of the present invention. For example, the game of baseball is another 'batting-fielding' game which will be easily adapted to the present invention. Obviously, the video preparation, card preparation and playing procedure would be fairly similar, but modified to suit the rules and playing procedure of baseball. For example, the play segments may depict home runs, strikes, no balls, walks, etc., all which would be scored on fielding (pitching) and batting cards.

EXAMPLE 2 BATTING-FIELDING GAME

BASEBALL

This example illustrates an alternatively preferred embodiment of a 'batting-fielding' game. In particular, _ g _

this example describes a variations of the game, suitable for baseball. It should be understood that this preferred embodiment may be easily adapted to games other than 'baseball', and that variations of the 'baseball' game will become apparent. These variations/modifications should however be considered to fall within the scope of the present invention.

Video preparation

A plurality of 'play segments' are taken from one or more authentic or fictitious baseball games, and each are numbered with 'play segment numbers' in random sequence.

Card preparation

Cards are divided into two groups. Typical 'score cards' for teams 'A' and 'B' are shown in Figs. 5 and 6, respectively. The 'score cards' each have, say 30 'video sequence numbers' provided on each selected out of 35 'play sequences', and alongside each 'video sequence number' are provided four blank squares.

Plaving procedure

1. Each player is provided with a score card, such as illustrated in Figs. 5 and 6.

2. By tossing a coin or otherwise, each player is selected to represent a particular team, and a selection is made as to who will 'bat' first, for example:

PLAYER A = USA = bat PLAYER B = JAPAN = field.

3. The game follows the conventional rules of baseball. Each team bats until three batters are out, and then the opposing team bats. The length of the game is, say, 9 innings each. Each team must lose 27 batters each by the end of the ninth innings.

4. A first inning commences by 'play segment numbers' being displayed on the video, followed by a 'play segment scene*. For example, the number '19* may be the first 'play segment number' displayed, and the 'play segment scene' depicts the batter hitting a "home run". Player *A" , indentifying the number '19* on his score card therefore marks this four blank squares adjacent to the number '19' with '1-2-3-H'. This represents that the batter (now called the runner under the rules of baseball) has touched each base including the home plate.

5. The next 'play segment number' may be '9', and the corresponding 'play segment*, for example, depicts that a batter is struck out and therefore has not scored. Player 'A' therefore draws a line through the boxed adjacent number 9, as shown in Fig. 5, to indicate the loss of a batter.

6. The next 'play sequence number* may be '1', and the corresponding 'play segment', for example, depicts that a batter only marks first base. Player 'A' therefore places a '1' in one of the squares adjacent to play segment number 1.

7. The next 'play sequence number' may be '14', and the corresponding "play-segment* , for example, depicts that another batter only makes first base, and that the runner on first base makes it to second base. Player A therefore marks box 14 with '1', and box 1 with '2', showing that he is 1 down with 2 bases loaded.

8. The .next 'play sequence segment' may be "8', and the corresponding 'play segment', for example, depicts another batter making first base, the runner on first base reaching second base, but the runner on second base being given out. Player A therefore marks on box adjacent the number 8 with '1', the box adjacent the number 14 with '2', but the box adjacent the number with a line therethrough to show the loss of another runner.

Similar playing procedure is followed until the game if finished. The team with the highest number of runs at the end of the ninth innings is the winner of the game. For a fuller understanding of the scoring, reference is made to Figs. 5 and 6, which show:

Interim score 3 out

Interim score 3 out

Therefore, Player A shows 3 out with a score of 2 and Player B shows 3 out with a score of 1. The total score is shown at the bottom of the cards of each player.

That is, team A is leading by one at the end of the first innings.

Variations

Whilst a specific game of baseball has been hereinbefore described, it will be appreciated that numerous variations and modifications will become apparent. Such variation and modification should be considered to fall within the scope of this invention.

EXAMPLE 3 TWO-TEAM GAME

FOOTBALL

-- This example illustrates a preferred embodiment of a 'two-team' game. The term 'two-team' game, is herein used to describe those games wherein two team simultaneously score points, such as the games of soccer, football, basketball, polo and hockey, as opposed to a 'batting-fielding' game wherein each team takes turns to bat and field and thus takes turns in scoring points.

The particular embodiment hereinafter described relates to the game of football, however, it" will be understood that the embodiment is easily adapted to all other 'two-team' games.

Video preparation

A plurality of play segments from one or more authentic or fictitious football games are each numbered with 'play segment numbers' in a random sequence with video segment numbers, eg between 1 and 80, 40 of these being team A playing action segments and 40 of these being team B playing action segments eg Play Segment Number Play segments

66 team A - field goal

2 team B - touchdown

45 team B - conversion

10 team A - goal missed

51 team B - field goal etc.

Card preparation

Cards are divided into two groups - 'team A' cards and 'team B' cards.

35 numbers, randomly selected from the 40 segment numbers, representing 'team A* segments are provided on a 'team A' card, and, 35 numbers, randomly selected from the 40 segment numbers, representing 'team B' segments are provided on a "team B' card.

Each 'card' has a first set of columns indicating the 'video segment numbers' . Adjacent each 'video segment number' is provided a 'blank' column, for completion by the player by writing in the number of points scored for each video segment.

Playing procedure

1. Each player is provided with a 'card*.

2. By tossing a coin, or otherwise, a selection is made as to which player will represent which team:

PLAYER A ≡ AUSTRALIA PLAYER B ≡ U.K.

Player A therefore represents Australia and Player B represents U.K. for the corresponding game. 3. The game is commenced by 'play segment numbers' being displayed on the video, followed by a "play segment scene' . Each player checks his/her card to identify whether the displayed 'play segment number' appears on his/her card, and, if so, writes the 'score' or 'result' shown by the 'play segment scene' in the column(s) adjacent the corresponding 'play segment number'. That is, if the 'play segment scene' shows a field goal being scored by team A, Australia, then player A writes '2* to represent 2 points adjacent the appropriate 'video segment number'. Likewise, if the 'play segment scene' shows a a goal being missed by team B, U.K., then player B writes '0' adjacent the appropriate 'video segment number' on his/her 'card*. Play continues in a similar manner until the video sequences (all 80) are shown and the two players have completed their cards.

4. At the end of the game, the players each tally their score.

5. Any number of games may be played in similar fashion.

6. At the end of the game(s) the scores are calculated and compared to determine the winner, with the player having the highest number of points is the winner, as per a conventional game of football.

Variations

Whilst a specific example of the game of football has been hereinbefore described, it will appreciated that numerous variations and modifications will become apparent. Such variations and modifications should also be considered to fall within the scope of this invention.

It will become obvious that games other than football will easily be applied to this two-team game example of the present invention. For example, the games of soccer, basketball, jockey, polo and golf are other 'two-team' games which will be easily adapted to the present invention. Obviously, the video preparation, card preparation and playing procedure would be fairly similar, but modified to suit the rules and playing procedure of those other games. It will be obvious that more than two teams could be represented, in the form of a race, such as a swimming race, a running race, or a hose race, or a driving or shooting competition. In such a game more than two players may compete. Preferably, to add interest, the race or competition comprises a series of events such as a triathlon or, the race progressively 'viewed' as the race proceeds to determine a progressive score.

EXAMPLE 4 EDUCATIONAL QUIZ

This example illustrates a preferred embodiment of a game which may preferably be a game of skill rather than a game of chances as per previously described examples 1 to 3. A quiz, such as in geography, botany, geology, mathematics, spelling or any other educational game, sports game or game of knowledge may be adapted to this embodiment.

Video preparation

Video segments, depicting, for example geographical scenes for a geography quiz, types of plants for a botany quiz, types of rock for a geology quiz, or, any questions requiring an answer, are sorted into a predetermined order and numbered in a random sequence, eg between 1 and 100.

Card preparation

Each 'student' is provided with a card, for example as illustrated in Fig. 5. Column 1 is provided with a random selection of numbers between 1 and 100, say 30 numbers as . shown in Fig. 5. Two other columns may be optionally provided - column 2 having printed answers thereon which correspond to the correct answer for the particular video segment question of that number, and column 3 having provision for the student to write in his answer.

Playing procedure

1. Each student is provided with an answer card as depicted in Fig. 5.

2. A 'video segment number" is displayed followed by a

'video segment' scene or question.

3. Each student scans column 1 of his card to determine whether he has a number corresponding to the 'video segment number' . In the event that he does not have that number identified on his card, he waits for the next 'video segment' .

4. When a 'video segment number' is identified on a student's card, he completes column 3 of his card with the answer to the educational quiz. For example, if a geography quiz is being conducted and the student is required to identify the city in the scene, and scenes of 'Tower Bridge' are shown, the student should write the answer 'London* in column 3.

5. Play is continued until a student is provided answers corresponding to all his 30 numbers on his card.

6. At this stage, the answers are checked against the printed answers in column 2, by scratching the scratch portion covering those answers.

7. If all the answers are correct, that player wins the game, otherwise, play is continued until another player has completed all his answers.

Variations-

Whilst again a specific example of an educational game has been hereinbefore described, it will be appreciated that numerous variations and modifications to the educational game will become obvious to the reader. Such variations and modifications should once again be considered to fall within the spirit and scope of the invention.

For example, the game could be adapted to a TV quiz game, either utilising on-screen contestants or "home viewer contestants". For instance, column 2 might not be provided, and it is then required for each "home viewer" to write down their answers to the educational scene/question as it appears on the TV. The answer cards or other display carrier could then be provided to a central location, and by way of example, the winner could be the person who has completed all answers and has the most correct answers.

It will also be appreciated that the game of the present invention will be easily adapted to a computer game, storage of the video segments being enabled, for example, on computer optical discs. It will be appreciated that the card may be alternatively replaced by an 'on screen' card or any other display carrier . In such a computer game, one or more contestants may compete against the computer.

Alternatively, in an alternative educational game which requires skill more than luck, a full 100 questions may be shown in video segments, and a full 100 answers may be provided on the answer card, however, perhaps, the order of the answers could be randomly selected to eliminate copying of answers in a classroom or take home assessment by each student. Once again, the person with the most correct answers would be the winner of the game.

MODIFICATIONS AND VARIATIONS

The foregoing description has detailed four preferred examples of the game in accordance with the present invention. As mentioned, in relation to each example, numerous variations and modifications to the game are possible, all of which should be considered to fall within the ambit of the present invention. The following description describes some such typical variations and modifications. For example, it is envisaged that the 'cards' could be completed by writing thereon in pen/pencil, or, could be 'scratch cards', having a score printed below a 'scratchable' membrane. In this way, it may not be necessary for the player to write down the 'score' as it appears on the video, but just 'scratch' the card to reveal the score. Additionally, it is envisaged that any other form of display carrier or device could be utilised instead of cards - such as a video display device or monitor.

It will be appreciated that any number of play segments may be provided on the video and/or any number of random numbers or other indicia may be provided on the 'cards*. The number of play segments may be greater or smaller than the number of play segment numbers or other indicia indicated on the 'cards.

A typical 'home viewer' variation of the game is wherein certain 'play segments' (indicated by 'play segment numbers') are transmitted to home viewers, by means of broadcast or cable television, and 'home viewers' either scratch or write or otherwise record their score provided on their display device or carrier, such as a card or a computer display monitor.

Particularly in such a 'home viewer* variation of the game, live coverage of certain portions of a game might be preceded with 'play segment indicia', which 'home viewers' are to identify on their 'cards' - the score attributed to each 'play segment indicia' being the actual score of the live 'segment'. In this way, television broadcasters can ensure constant viewer attention through a game by requiring viewers to complete 'cards' with 'scores' throughout the game.

It will be appreciated that any form of media for storage of audio and/or video sequences may be utilised. That is, well known 'video tapes', CD roms, CD-I (Interactive CD), DCC (Digital Compact. Cassette) may be used. All other storage/play media may also be utilised for display of the *ρlay segments*.

Other than providing the -play segments" on a video tape or other storage media, it is envisaged that a randomly accessible viewing device may be used. A control device could then instantaneously and randomly select a sequence of "play segment indicia' and then the 'play segment scenes' are displayed. It is envisaged that this particular variation would be particularly appropriate to computer game (using either video sequences or computer simulations of game scenes) and perhaps even more appropriate for use in video machine games traditionally found in hotels and 'pin-ball' parlours. In such a 'computer game', one or more of the players could be the computer, wherein a person competes against the computer.

Whilst particular examples of the educational and sports games of the invention have been hereinbefore described, it is once again stated that the vast numerations and modifications which become apparent to the reader should be considered to fall within the spirit and scope of the present invention as broadly described with reference to the particular examples hereinbefore.

Citations de brevets
Brevet cité Date de dépôt Date de publication Déposant Titre
AU3989389A * Titre non disponible
AU4702185A * Titre non disponible
GB192268A * Titre non disponible
GB600539A * Titre non disponible
GB872703A * Titre non disponible
GB1304838A * Titre non disponible
GB2219217A * Titre non disponible
US4289315 *28 juil. 198015 sept. 1981Barr Vernon L OGolf simulating game
US4662635 *23 mai 19865 mai 1987Craig EnokianVideo game with playback of live events
US4722526 *20 janv. 19872 févr. 1988Tovar Joseph LGame method and apparatus for use while viewing a sporting event
US4822043 *25 mars 198718 avr. 1989Carter Lewis SBaseball card game
US4861031 *18 avr. 198829 août 1989Simms Cosmian ECard wrestling game
Classifications
Classification internationaleA63F1/04, A63F13/00
Classification coopérativeA63F13/005, A63F1/04, A63F13/812, A63F13/80, A63F13/95
Classification européenneA63F1/04, A63F13/00B
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