US2007145683A1PendingUtilityA1

Star Power

Individually held — no corporate assignee on recordPriority: May 26, 2005Filed: May 26, 2005Published: Jun 28, 2007
Est. expiryMay 26, 2025(expired)· nominal 20-yr term from priority
A63F 3/001A63F 2003/0011A63F 2003/0489A63F 2003/00018
39
PatentIndex Score
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Claims

Abstract

An educational and entertainment game entitled “STAR POWER” using the power of twenty-four angel-like characters, Lit'l Messengers, together with text that either asks questions or gives instructions to the children within the ages of 4 to 9 years old for the purpose of building self-esteem, self-confidence and encouragement in a fun and entertaining way. The educational game is comprised of a two dimensional single circular game board that features in each of the four corners plastic baskets for the purpose of holding the stars collected as rewards by the children. All the integral pieces of the game are two dimensional in design except for the plastic stars and the water soluble markers. The object of the game is to jump into the sun and then return to help another team player reach the sun, thus reinforcing the concept of working together. The game is over after all players have jumped into the sun. There are no winners or losers in this present invention. The children are encouraged to express cooperation not competition, caring not indifference. A design patent application for this game and all its integral parts was submitted on May 21, 2005. This present invention is the sister to a prior invention entitled: “Follow the Clues . . . Messages from the Angels,” later renamed, “Follow the Clues . . . A Game of Destiny.” The Design patent for this game was submitted on Jan. 19, 2005 and the Utility Patent was submitted on Jan. 26, 2005.

Claims

exact text as granted — not AI-modified
1 . An educational device and entertainment game entitled “STAR POWER” comprising a game board having thereon a two dimensional single circular game board with a single pathway onto the game board itself Said game contains, 
 a. questions and/or statements which must be answered and/or acted upon by the player before the player can proceed on the game board and    b. there is a deck of angel-like characters cards, Lit'l Messengers, that share messages and/or statement that fill the child player with feelings of joy, love, warmth and joy in a friendly and playful way as they teach and instruct the child in noble sense values and attributes, and    c. specifically direct the player's movement about the board in a manner suitable for reinforcement of positive words, thoughts and actions with the angel cards giving specific messages, support and encouragement to assist the player in the game and throughout his or her life.    
   
   
       2 . An educational and entertainment game as described and according to  claim 1  that allows the players to feel safe and secure in this fun and playful environment while the child explores the numerous possibilities and suggestions that this game offers for their personal development and growth.  
   
   
       3 . In accordance with  claim 1 , this educational and entertainment game encourages the players to ask questions that empower him or her and to take right action in a non-threatening way now and in the future. This game further encourages 
 a. cooperation instead of competition and helping others instead of only looking out for ones self, and    b. this game teaches and reinforces an atmosphere of caring not indifference about others which can foster a perpetuation of these beliefs as the child/player grows and matures, and it further    c. requires the players to answer some positive questions that will help them reach their goals and encourage the players to actively participate in an atmosphere of friendship and caring, and    d. furthermore, this educational and entertainment game required the players to perform the tasks or instructions or forfeit their next turn and    e. this game uses colorful plastic stars that the player places in one of the four plastic baskets as rewards for willingly sharing and/or acting out the instructions given within the game. This positive reinforcement encourages the player to respond in a positive and constructive way for their personal growth and development.    
   
   
       4 . As cited in  claim 1 , this educational and entertainment game stimulates the player to think about noble sense values and qualities that we all want to aspire to but somehow forget. Noble sense values are defined as good principled feelings and actions that encourage practical application in a healthy manner and 
 a. teaches and encourages the players to take responsibility for his or her actions in a healthy and non-threatening environment as this game encourages affective cognitive development and further,    b. reminds the players that angels are with all of us, ready to help us learn and grow—in other words, they are our friends and helpmates and,    c. this game further emphasizes to all the players that they are winners and there are no losers. As in life, we all can be winners if we choose. Success belongs to all of us.    
   
   
       5 . An educational and entertainment game that teaches all the players that they can empower themselves to improve the quality of their lives if that is their desire and choice. Empowerment is the permission that we give to ourselves to succeed in a fruitful, joyful and peaceful way as we accept ourselves for whom we are.  
   
   
       6 . An educational and entertainment game, according to  claim 5 , that encourages the players to think about the statement” What are you doing today to be the best you can be.” Asking this statement allows the child to think about the possibilities of what can happen and what they can achieve. It also places responsibility on the child for his or her action.  
   
   
       7 . As stated in  claim 6 , this educational game was invented to help all people discover the power they have within themselves to change in a positive, productive way and thus live in peace and calm.  
   
   
       8 . An educational and entertainment game, as cited in  claim 7 , this game board is designed to help children and their caregivers understand that after they have become successful in whatever they have done, that it is a sign of power and being a star when you turn around and give another person a helping hand so that they, too, can be successful and empowered.  
   
   
       9 . An educational and entertainment game, the game board was designed in a circle as a symbol that there is no beginning and there is no end. Each one of us must do our work and take responsibility for our actions in a positive way. The gift that we receive as a result of our efforts will be rewarded by us standing in the light of the sun. The positive statements and expressions that this game board employs will give the players the tools needed to grow, to change, and to achieve so they will ultimately arrive at the gate of personal peace and happiness which is standing in the sun. The game encourages the players to feel the star power that they possess when they perform in a positive and caring way.  
   
   
       10 . An educational and entertainment game, as cited in  claim 9 , this game instructs the players in the fundamental rules of life, that is, the sharing of love, cooperation, compassion, friendship and truthfulness. It also instructs in how to communicate with the angels, the friendly Litl messengers, who give guidance, help and encouragement in all areas of our lives, and 
 a. this educational and entertainment game opens up many avenues for self-reflection, instruction and behavioral change. As we learn to change our attitudes, behavioral patterns and environment, we will begin to live in greater peace and harmony within and create positive results in all areas of our lives. This becomes a win/win situation for all because if we, as individuals, can learn to release our anger, resentment, worry and feelings of unworthiness, the world will become a better place to live, and    b. as this educational and entertainment game, “STAR POWER” is utilized within a classroom environment or therapist's office, the person who is teaching, instructing or counseling will be able to take the time to explain further the questions and statements so that those individual children can improve their level of self-esteem, self-confidence and self-respect. This game opens up many avenues for self-reflection, instruction and behavioral change in a healthy and positive way thus affecting cognitive development.    
   
   
       11 . As cited in  claim 10 , this unique and thought enhancing educational and entertainment game is a apparatus that will show the way for children to grow and better understand how to interact and behave in real life encounters when they use the methods and approaches that are modeled within this educational game.  
   
   
       12 . Thus this educational and entertainment game of the present invention may be directed to a broad range of capabilities, as cited in  claim 11  with one interpretation being intended for use of young pre-school age children and children in the early years of elementary education and another interpretation of the game directed towards caregivers utilizing this present invention as a tool to encourage, strengthen and aid in the development of the personality of a young child to believe in their self-worth and individual character building, and 
 a. it can, therefore, be seen and said that the game of the present invention can provide a stimulating learning environment and a pursuit of raising of 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 and destructive expression, and    b. this present invention introduces water soluble markets that the child uses to draw pictures on his or her hands as a method of allowing the child to express his or her feelings in a healthy and positive manner thus encouraging the release of emotions or beliefs in a manner that is fun and nurturing, and    c. this game of the present invention also provides a cooperative environment and atmosphere whereby all individuals can learn and grow over a broad range of educational levels for years to come.    d. 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 conversations 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 a caring and sharing way within their communities.    e. the name of this present invention, Star Power, represents the power that Shines forth within each one of us as we express and experience compassion, support and encouragement with one another.

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