Patent classifications
A63F9/18
Gamification device
A messaging gamification device. A messaging gamification device can include a customizable message provisioning system and a customizable display system. A method of operating a messaging gamification device can include controlling reproduction of content on a customizable display system of the gamification device according to how a user interacts with the gamification device and content presentation rules.
GAMIFICATION DEVICE
A messaging gamification device. A messaging gamification device can include a customizable message provisioning system and a customizable display system. A method of operating a messaging gamification device can include controlling reproduction of content on a customizable display system of the gamification device according to how a user interacts with the gamification device and content presentation rules.
GAMIFICATION DEVICE
A messaging gamification device. A messaging gamification device can include a customizable message provisioning system and a customizable display system. A method of operating a messaging gamification device can include controlling reproduction of content on a customizable display system of the gamification device according to how a user interacts with the gamification device and content presentation rules.
EDUCATIONAL GAME
An educational tool is described. It includes a set of question cards relating to at least one strand of at least one subject area, where each card of the set of question cards containing at least one question. The tool further includes a game board defining a victory condition and a set of gameplay conditions, the set of gameplay conditions including at least one question trigger, each question trigger of the at least one question trigger instructing a user of the educational tool to select a card of the set of question cards and answer the at least one question contained. Also disclosed is a method of teaching a subject.
EDUCATIONAL GAME
An educational tool is described. It includes a set of question cards relating to at least one strand of at least one subject area, where each card of the set of question cards containing at least one question. The tool further includes a game board defining a victory condition and a set of gameplay conditions, the set of gameplay conditions including at least one question trigger, each question trigger of the at least one question trigger instructing a user of the educational tool to select a card of the set of question cards and answer the at least one question contained. Also disclosed is a method of teaching a subject.
METHODS, SYSTEMS, APPARATUSES AND DEVICES FOR COLLECTING SUBJECTIVE PREFERENCES FROM USERS USING GAMIFICATION
A system for collecting subjective preferences from users using gamification is disclosed. The system may include a communication device configured for transmitting at least one prompt to at least one presentation device, receiving a plurality of responses from at least one input device associated with a plurality of users, and transmitting indication of the at least one winner to the at least one presentation device. Further, the system may include a processing device configured for analyzing the plurality of responses, calculating a metric associated with the plurality of users based on the analyzing, assigning a plurality of scores to the plurality of users, and determining at least one winner based on the scoring. Further, the system may include a storage device configured for storing the plurality of responses in association with a plurality of identifiers associated with the plurality of users.
RELATIONSHIPS GAME
A game designed to facilitate the formation of new relationships and deepen existing relationships by accomplishing an assigned task within the game. The game involves the players' personalities, traits, emotions, and opinions. Players gather evidence, alibis, or other information needed to solve a mystery by making inquiries and exchanging information. The game has two general formats: the Networking format being a setting in which any of eight or more players visit other players or settings to gather and exchange information in order to acquire evidence used to solve a mystery; and the Family format being a setting for up to ten players, the players gathering around a playing surface and answering personal questions, sharing and learning information about each other in exchange for evidence used to solve a mystery by considering Alibis and Evidence.
RELATIONSHIPS GAME
A game designed to facilitate the formation of new relationships and deepen existing relationships by accomplishing an assigned task within the game. The game involves the players' personalities, traits, emotions, and opinions. Players gather evidence, alibis, or other information needed to solve a mystery by making inquiries and exchanging information. The game has two general formats: the Networking format being a setting in which any of eight or more players visit other players or settings to gather and exchange information in order to acquire evidence used to solve a mystery; and the Family format being a setting for up to ten players, the players gathering around a playing surface and answering personal questions, sharing and learning information about each other in exchange for evidence used to solve a mystery by considering Alibis and Evidence.
Time lag synchronized, simultaneous gameplay of trivia contests
A system and methodology for executing a trivia contest/tournament simultaneously to a plurality of electronic devices, while eliminating fraud associated with trivia contests by ensuring that every gameplay experience across multiple devices, regardless of location, is consistent. This is accomplished by onboarding an electronic device, receiving a current date and time of the underlying user in a predetermined set of parameters, generating a payload (start time of contest, questions, order of questions, duration of each question, termination time of contest, etc.) and transmitting it to the electronic device at a time before the start of the contest. The lag time between all electronic devices is calculated and accounted for, so that each device starts the contest at the same time. The trivia contest takes place and terminates, so that each player has the same experience. Their answers are encrypted and transmitted back to the system for recording and assessment.
Time lag synchronized, simultaneous gameplay of trivia contests
A system and methodology for executing a trivia contest/tournament simultaneously to a plurality of electronic devices, while eliminating fraud associated with trivia contests by ensuring that every gameplay experience across multiple devices, regardless of location, is consistent. This is accomplished by onboarding an electronic device, receiving a current date and time of the underlying user in a predetermined set of parameters, generating a payload (start time of contest, questions, order of questions, duration of each question, termination time of contest, etc.) and transmitting it to the electronic device at a time before the start of the contest. The lag time between all electronic devices is calculated and accounted for, so that each device starts the contest at the same time. The trivia contest takes place and terminates, so that each player has the same experience. Their answers are encrypted and transmitted back to the system for recording and assessment.