WO2014061011A1 - Interactive tool for nurturing a relationship - Google Patents

Interactive tool for nurturing a relationship Download PDF

Info

Publication number
WO2014061011A1
WO2014061011A1 PCT/IL2013/050814 IL2013050814W WO2014061011A1 WO 2014061011 A1 WO2014061011 A1 WO 2014061011A1 IL 2013050814 W IL2013050814 W IL 2013050814W WO 2014061011 A1 WO2014061011 A1 WO 2014061011A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
tool
message
situation
user
Prior art date
Application number
PCT/IL2013/050814
Other languages
French (fr)
Inventor
Shlomo GUR ARIE
Original Assignee
Bondinnet Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Bondinnet Ltd filed Critical Bondinnet Ltd
Publication of WO2014061011A1 publication Critical patent/WO2014061011A1/en

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

Definitions

  • the present invention relates to the field of network based tools for improved quality communication between people. Specifically, the invention relates to a game-like network based tool for nurturing a relationship between two people such as parents and children.
  • a good relationship between two people is typically based on good communication between these two people, but communicating may sometimes be difficult. Parents and children usually live in separate worlds as may be the case with couples or friends.
  • the quality of the connection between a parent and child or between couples or any two people is based on the quality of their communication, which becomes a challenge when their lives run different courses.
  • the difficulty of sharing quality time and maintaining good communication is a result of several parameters which include:
  • Embodiments of the invention provide a bilateral interactive network based tool that may serve as a platform for two people, such as a parent and a child, to play, create and communicate with one another - each at his own time and from his own location.
  • the tool encourages and motivates sharing thoughts and feelings on a daily basis and may provide a way for a parent to increase insight into his child's world.
  • the tool which may have the feel and fun of a game, is actually an instrument for reinforcing, nurturing and improving a parent- child bond (or other bond between people) by providing opportunity for long-lasting quality time on a daily basis, thus overcoming distance and enabling indirect dialogue when direct dialogue is not possible or when there is a reluctance for direct dialog.
  • One embodiment of the invention provides a bi-lateral interactive tool for nurturing a relationship of two (or more) players.
  • the tool includes a network based game which includes at least one interaction session in which at least two players must take part. According to one embodiment completing the interaction session is required for completing the game.
  • An interaction session typically consists of solving a computer generated situation or problem, where a first player identifies tasks required for solving the situation or problem and a second player successfully completes the tasks to produce a solution to the problem. According to one embodiment the first and second players may each be playing at different times and/or from different locations.
  • each interaction session includes a step of each of the players sending to the other player a message.
  • the message may include personal subject matter and may be unrelated to the tasks and situations requiring solutions.
  • a message may include information relating to the player creating the message, such as the player's mood, information about the player's life, etc.
  • messages may have or include a pre-determined format, such as, the message may include a pre-started sentence which the players need to complete, the message may include a minimum pre-defined number of words or the message may include a question and a non-question sentence.
  • the game aspect of the game-like tool is greatly enhanced by the creating and sending messages. For example, according to some embodiments a session may not be completed without a message being sent from one player to another. According to another embodiment the players get bonuses for sending messages.
  • one of the people/ players is a parent whereas the second player is a child.
  • a parent and child may interact in a game-like environment while being encouraged to communicate, also on a personal level, with each other through messages sent during the game.
  • FIGs. 1A-C schematically illustrate game flows according to embodiments of the invention
  • FIGs. 2A-C schematically illustrate user interfaces of the tool, according to embodiments of the invention.
  • FIG. 3 schematically illustrates a communication window according to an embodiment of the invention.
  • An interactive tool enables people worldwide to share quality time overcoming distances and a reluctance to share thoughts and feelings.
  • embodiments of the invention include an interactive game which is dependent on communication between the players for progressing.
  • the interactive game includes a step of receiving a bonus for communicating with the other player.
  • the interactive tool is typically provided over a network using end devices such as PCs, laptop computers, PDAs, tablet computers, cellular phones, smartphones, smart TVs set top boxes etc.
  • end devices such as PCs, laptop computers, PDAs, tablet computers, cellular phones, smartphones, smart TVs set top boxes etc.
  • a system which includes two user end devices communicating over a virtual network may be used, such as the internet or a cellular network.
  • software is installed in each end device to enable the users to engage in a process according to embodiments of the invention.
  • each end device is part of a system which includes a remote server through which the process is directed. Other techniques may be implemented.
  • the invention provides a bi-lateral interactive tool for nurturing a relationship of two (or more) players, e.g., a parent and a child.
  • the tool includes a network based game, the game having at least one interaction session, where the completion of the interaction session is a requirement for completion of the game.
  • an interaction session consists of solving a situation (typically a computer generated situation), typically by the first player describing a task related to the situation and the second player producing a completed task thereby solving the situation.
  • an interaction session also includes one of the first or second players sending to the other player a message.
  • Communication between the two players may include game related communication (such as requests/instructions relating the solution to the computer presented situations), personal messages (communication including subject matter related to the players themselves) and free chat.
  • the personal message which may include a text message or any form of graphics (such as emotion icons) or images or voice, audio or video input, is typically not related to technical aspects of the game but rather related to personal subject matter.
  • the message may be of a pre-determined format.
  • the pre-determined format may include properties of the message that are a result of a requirement of the system and may include fulfilling computer generated instructions on how to create the message.
  • the personal message includes a pre-formed beginning of a sentence, which the players should complete.
  • a session may not be completed unless the messages being sent from one player to another are of a predetermined length or include a minimum number of words or unless the messages include at least one question (detected, for example, by the presence of a question mark) and at least one "non-question" sentence.
  • Other properties may include the use of certain words (e.g., positive words) or not using certain forbidden words (e.g., negative words).
  • the pre-determined format may be different for different messages.
  • the parent's messages may be required to always include a question whereas the child's messages may not.
  • the messages created by the users in the first session may have different requirements than the messages created in subsequent sessions.
  • a message is required to include issues of a personal nature.
  • a message may include information about events experienced by the users, their feelings and thoughts about these events, etc.
  • the messages of either or both users may be stored on either the first or second end devices or on a separate storage device for future reference.
  • messages from a child may be saved as a souvenir or for later monitoring or analysis, for example, by a professional advisor, to detect possible difficulties or problems in the child's life.
  • the game includes repeating several interaction sessions, the completion of each session being a requirement for beginning another session and the completion of the plurality of sessions being a requirement for completion of the game.
  • FIG. 1A A game-like process according to one embodiment of the invention is schematically illustrated in Fig. 1A.
  • a user typically a parent (but may be also the child), registers or logs-in to the game-like process (10).
  • the users are then presented (on their computer or other device) a choice of games from which to select.
  • each game or field of game being represented by an icon which may, upon being selected, produce a short "preview” animation of the situation represented by that icon.
  • the user chooses a game after which he is faced with a problem which is essentially a computer generated situation which requires a solution.
  • the situation is typically graphically presented to the user on the user interface of his computer.
  • the situation may be, for example, a case where a plane has crashed on a deserted island and there are several tasks which need to be fixed or completed before the plane can be repaired and fly off the island (e.g., a broken window needs to be fixed, a broken navigating system needs to be amended, missing can of petrol needs to be found, etc.).
  • Another example of a situation may be a case where the user is faced with an icon or figurine of a person that needs to be dressed and accessorized before going to a party or on an important date. Appropriate clothes and accessories need to be found in order to dress the person.
  • the situation is usually generated by the computer based on the type of game chosen by the user (in step 11). Other choices made by the user (the parent or the child) may dictate the situation being presented, as will be further described below.
  • the parent will be presented with a missing element (13).
  • the parent may start an interaction session with the child by requesting help with finding a missing element, for example, by describing the missing element (14).
  • the missing element for the first session of the game may be a broken or missing navigation system or steering wheel of the plane.
  • the parent typically sends a communication to the second user (child) which includes a description of the missing element and possibly educational information (such as interesting information regarding the field of the game or regarding the missing element).
  • the message is received at the second user's computer or other device.
  • the child then needs to successfully complete the task, e.g., to find the missing element (16), which may be, for example, an icon concealed within a scene on the child's user interface. Finding or amending the missing element may require the child to successfully perform a computer generated assignment such as play a mini-game with the missing element.
  • the child may be able to produce the missing element or find a solution to the problem by successfully completing a mini-game. For example, the child may have to complete a puzzle on his computer or compete with the computer in other games before he may get access to the plane's navigation system. Alternatively, the child may use bonus points (as described below) to get hints about the location of the element.
  • the child may collect points, during each session, to be used as bonuses later on, or for other uses. For example, the child may use points to buy elements and to create from the elements he bought a new environment.
  • Both child and parent may communicate at any point and do not have to send personal messages at any specific time point in the game, though, as explained below, sending personal messages may greatly facilitate the game.
  • the users' communications may include game related communications ("I found the missing element"), personal messages and free chat.
  • I found the missing element the missing element
  • personal messages the free chat.
  • steps 13- 18 may be repeated several times (e.g., 10 times) until the game-like process is completed.
  • the game-like process ensures the parent and child communicated ten times in a fun and game-like environment.
  • the system may limit the number of times the interaction sessions may be repeated within a pre-determined time period. For example, a parent and child may play only once or twice a day (complete one or two tasks (e.g., find/fix one or two missing elements) a day) so that the inter-personal communication (which closely follows the game playing) may be prolonged over a longer period.
  • a problem or situation to be solved is selected by choosing a field of game and the problem is then automatically generated according to the chosen field. For example, choosing the field "adventures” and perhaps the sub-field “aviation” may cause a situation involving an airplane crashing on a deserted island to be presented to the users. Similarly, the user may choose an age group and the problem or situation to be solved will be automatically generated depending on the chosen age group. Other parameters may be used to generate problems or situations.
  • the tasks which are typically specific to a situation, may be generated based on a chosen field of game, age group or other parameters such as gender.
  • situations and tasks are generated on a remote server with which the user's end devices may communicate.
  • choosing a field of game or other parameter may cause several options of problems or situations to be presented and the user may choose from the plurality of displayed situations.
  • Fig. IB which schematically illustrates the sequence of actions of both users, shows how communication (especially personal communication) between the parent and the child may promote and enhance the players' chances of winning/completing the game.
  • a parent identifies a task (e.g., chooses a missing element (113) and sends the task ("let's find element" request), optionally together with educational information such as an interesting fact about the missing element, to the child (114).
  • the parent may also send a personal message at this point.
  • the child who gets the request to complete the task and optionally the personal message from the parent (115) writes a message, personal or other (may be in the format of a message, chat or any other suitable format) (116).
  • Writing and sending the message provides bonus points (for one or both players) (120) which may be used by the child to assist in finding/fixing the missing element (117). Fixing all the elements/tasks results in a fixed or solved situation.
  • the parent who receives the child's message (121) may write a (personal or other) message in response (122). Writing and sending the parent's and/or child's message may add bonus points. According to some embodiments, sending personal messages adds bonus points to either one or both players. The parent also receives a "fixed" indication (123) which completes the session.
  • Either player typically, the child, may use the bonus points (provided in step 120 or during other time points in the game) to get a hint on how to complete the task or use the bonus in some other way to get an advantage in the game.
  • the value of the bonus or type of prize may be dependent on the amount, frequency or other parameters of the personal messages being sent.
  • the game -like process according to embodiments of the invention is typically provided over a network using end devices and optionally communicating with a server.
  • the invention includes a method for nurturing a relationship between a first and second user, the method being carried out on a system including the devices, for example, as described above.
  • a method according to one embodiment is schematically illustrated in Fig. 1C.
  • the first step includes providing a first user interface at the first end device, the first user interface illustrating a situation requiring a solution (1102).
  • the situation or problem may be displayed on the user interface of the parent's end device, the child's end device or on both devices.
  • the system receives from the first end device, a message created by the first user, the message possibly fulfilling a pre-determined requirement, e.g., including a predetermined format (1104). If it is determined that the message does not fulfill the predetermined requirement (1106) then the message is not sent onwards and the process cannot advance.
  • a notice (such as a warning text or sound) is sent to the first user (1108) to advise that he must include a message or amend the message.
  • the message created by the first user is determined to fulfill the predetermined requirement it is sent over a network to a second end device (1110) (typically the child's computer) together with a description of the task required for solving the solution.
  • a second end device typically the child's computer
  • the second user (typically the child) completes the task, for example, as described above, and sends the completed task together with a message created by the second user (1112). If it is determined that the message created by the second user does not fulfill the pre-determined requirement (1116) then the message is not sent onwards and the process cannot advance. A notice (such as a warning text or sound) is sent to the second user (1114) to advise that he must include a message or amend the message.
  • a notice (such as a warning text or sound) is sent to the second user (1114) to advise that he must include a message or amend the message.
  • the child initiates personal communication by sending a first personal message or chat.
  • the pre-determined format of a personal message of the first player may be dependent on the personal message sent by the second player (e.g., child).
  • the parent may send a personal message asking the child what his mood is. If the child then sends a message saying that he is in a sad mood the next personal message sent by the parent may necessarily include a specific text which relates to sad moods.
  • the personal communication between the two players may develop from superficial ("how are you?") to significant ("why are you sad” "how can I make you happier", etc.) throughout the game.
  • the pre-determined format includes sentences to be completed by the players.
  • sentences may relate to facts ("the tastiest thing I ate recently is ”) or strong points (" I like it when people tell me that I am ”) or weak points (" I don't like when people tell me that I am ").
  • a child sends the parent a completed sentence from a certain type ("e.g., fact, weak point, etc.), the parent must also complete a sentence from the same type (or even the same sentence) and send the completed sentence to the child.
  • the message created by the second user is determined to fulfill the predetermined requirement it is sent over a network to the first end device (1118) (back to the parent) together with the completed task.
  • the first end device (1118) back to the parent
  • a completed task from the child is received, a "fixed" task or situation may be presented to the parent (1120) and another interaction session may be started or the game may be completed.
  • the amended situation may be presented on the second end device as well.
  • FIG. 2A, 2B and 2C Examples of a graphic user interfaces, according to embodiments of the invention, are schematically illustrated in Figs. 2A, 2B and 2C.
  • the parent's, child's or both users' interfaces show a window or screen (200), possibly as part of a website, shown to the user after login or registration.
  • One of the players presses the start or "let's play” button (204).
  • the screen (200) presents a list of fields of game (201) and subfields (202).
  • each field and/or subfield may be accompanied by a "preview" animation or other representation of the field.
  • the parent or the child may also specify an age group by pressing an age group button (not shown).
  • the age group may be selected in a prior screen and the list of fields of game (201) and/or subfields (202) may be generated based on the already selected age group.
  • the selected age group may be displayed to the user in a window or box (203).
  • Other parameters such as location, language, gender and others, may be selected at any stage, for example in free form or from a pre-existing drop-list.
  • a game or a group of game-like interaction sessions may start by showing both on the parent's user interface and on the child's user interface a computer generated situation, e.g. a plane wreck on a deserted island.
  • the situation or a preview of a situation may be presented by video or any other appropriate graphical presentation and may include an appropriate audio track or any other suitable effects.
  • Fig. 2B schematically illustrates a game screen exemplifying some of the game options according to embodiments of the invention.
  • the screen includes an illustration of a planet (210) which is a graphic representation of an adventure/situation/problem in a specific field (in this case the field is aviation but other fields such as, sports, cooking, fashion and others may be chosen).
  • Several planets may be displayed at first, each planet showing a short "preview" animation of the situation represented by that planet, to help choose a planet for the game.
  • the planet (210) displays the environment (211) of the planet which may include houses, trees, flowers or any other elements suitable for a specific planet. Also displayed on the planet (210) are stars (212) which can be collected during the game to get bonus points and communication hubs (213) to be used for communication between the two players. Other icons or symbols may be used for communication and other aspects of the game.
  • the parent's screen displays to the parent missing elements or other tasks requiring a solution.
  • the missing element may be hidden within the environment (211) for the child to find, as part of his task.
  • the parent usually sends a task request to the child.
  • the task request may include a description of a missing element (which is clearly displayed on the parent's screen but hidden on the child's screen) and an interesting fact about the element or any other educational feature.
  • the education feature is typically displayed on both the parent's and child's screen.
  • the child may then select (e.g., by clicking on) a communication hub (213) to communicate with the parent. Selecting a communication hub (213) may cause a window to open, the window displaying, for example, sentences to be completed. The child may choose a sentence to complete from a list of sentences. According to one embodiment, the parent will be required to complete the same sentence selected by the child, on the parent's screen.
  • only one of the players may initiate personal communication (e.g., through the communication hubs or other icons) after which personal communication may proceed.
  • the second player (child) sending a personal message to the first player is a prerequisite for further personal messages being sent.
  • Either of the players may collect stars (212), which provide bonus points.
  • the child may collect stars (212) and/or elements from the planet (210) (e.g., based on bonus points or based on other criteria) to build his own planet.
  • the screen may include standard operating buttons and icons such as buttons relating to the field of view (zoom-in, out, etc.), buttons for activating, pausing, saving, printing, etc. and icons reporting on the progress of the game, e.g., an icon which shows how many more tasks need to be completed for the problem to be solved.
  • the screen may be a touch screen such that buttons may be selected by the user's interacting directly with the screen. Alternatively the user may use a mouse, joystick, gesture control or any other appropriate method of interacting with a screen.
  • Fig. 2C schematically illustrates a screen showing the history of communication between the players.
  • the screen displays the planet (220) and icons (225) representing each communication occurrence.
  • Each icon may show the player's name and may indicate what type of communication it stands for; game related instructions (requests to find a missing element, completed tasks, etc.), personal communication (typically messages having a predetermined format, e.g., sentences to be completed) or other communication through chat or other free format.
  • the icons (225) may be of different colors or shapes to indicate the type of communication and/or to indicate which player initiated the communication.
  • the communication history may be used to follow-up on the game and/or to monitor the communication between the players.
  • the history of communication may indicate if the child opened up in the course of the game (e.g., sent progressively more personal messages).
  • the content of each personal message may be easily accessed through the screen showing the history of communication to more easily monitor the communications.
  • An example of a communication window is schematically illustrated in Fig. 3.
  • the communication window (300) demonstrated in Fig. 3 appears on the child's displays and includes a task request (301) from the parent, for example, a description of a missing element (the steering wheel of an airplane).
  • An interesting fact (302) about the missing element may also be displayed.
  • facts about the element may be presented to the child as part of a mini-game (e.g., a fact may be presented after the child completes the mini-game or during the mini-game).
  • a box for a personal message For example, a sentence to be completed which has been chosen by the child.
  • the personal message (303) may include an indication (304) of how many stars or bonus points this communication will award the players.
  • the window (300) may also include a box (305) for free chat.
  • the tool is also an instrument for reinforcing, nurturing and improving a parent- child bond (or other bond between people) by providing opportunity for long- lasting (possibly directed) quality time for both players.

Abstract

The present invention provide a bilateral interactive network based tool that may serve as a platform for two people, such as a parent and a child, to play, create and communicate with one another - each at his own time and from his own location. The tool encourages and motivates sharing thoughts and feelings on a daily basis and may provide a way for a parent to increase insight into his child's world.

Description

INTERACTIVE TOOL FOR NURTURING A RELATIONSHIP
RELATED APPLICATION
[0001] The present invention gains priority from US Provisional Patent Application No. 61/715,298 filed on October 18, 2012.
FIELD OF THE INVENTION
[0002] The present invention relates to the field of network based tools for improved quality communication between people. Specifically, the invention relates to a game-like network based tool for nurturing a relationship between two people such as parents and children.
BACKGROUND OF THE INVENTION
[0003] A good relationship between two people is typically based on good communication between these two people, but communicating may sometimes be difficult. Parents and children usually live in separate worlds as may be the case with couples or friends.
[0004] Parents in every country and culture strive to reinforce, nurture and strengthen the bond they have with their children as do couples and friends.
[0005] The quality of the connection between a parent and child or between couples or any two people is based on the quality of their communication, which becomes a challenge when their lives run different courses. The difficulty of sharing quality time and maintaining good communication (for example, between a parent and child) is a result of several parameters which include:
Physical distance - for example when a parent is busy pursuing a career, employed in a foreign country, away on military deployment, divorced, in a correctional facility, etc.
Lack of shared time - due to careers, hectic daily schedules (of children and/or adults), etc.
Low motivation to share thoughts and feelings (often on the part of the child). Lack of awareness by the parent of an increasing gap between himself and his child's world.
Lack of a means to reinforce the bond between parent and child.
[0006] In today's environment most people, adults as well as children, spend a large portion of their time in virtual networks, where significant communication between people is limited. This, among others, may contribute to deteriorating relationships.
SUMMARY OF THE INVENTION
[0007] Embodiments of the invention provide a bilateral interactive network based tool that may serve as a platform for two people, such as a parent and a child, to play, create and communicate with one another - each at his own time and from his own location.
[0008] The tool, according to embodiments of the invention, encourages and motivates sharing thoughts and feelings on a daily basis and may provide a way for a parent to increase insight into his child's world.
[0009] According to some embodiments, the tool which may have the feel and fun of a game, is actually an instrument for reinforcing, nurturing and improving a parent- child bond (or other bond between people) by providing opportunity for long-lasting quality time on a daily basis, thus overcoming distance and enabling indirect dialogue when direct dialogue is not possible or when there is a reluctance for direct dialog.
[0010] One embodiment of the invention provides a bi-lateral interactive tool for nurturing a relationship of two (or more) players. The tool includes a network based game which includes at least one interaction session in which at least two players must take part. According to one embodiment completing the interaction session is required for completing the game. An interaction session typically consists of solving a computer generated situation or problem, where a first player identifies tasks required for solving the situation or problem and a second player successfully completes the tasks to produce a solution to the problem. According to one embodiment the first and second players may each be playing at different times and/or from different locations. [0011] According to one embodiment each interaction session includes a step of each of the players sending to the other player a message. According to one embodiment the message may include personal subject matter and may be unrelated to the tasks and situations requiring solutions. A message may include information relating to the player creating the message, such as the player's mood, information about the player's life, etc. According to some embodiments messages may have or include a pre-determined format, such as, the message may include a pre-started sentence which the players need to complete, the message may include a minimum pre-defined number of words or the message may include a question and a non-question sentence.
[0012] The game aspect of the game-like tool is greatly enhanced by the creating and sending messages. For example, according to some embodiments a session may not be completed without a message being sent from one player to another. According to another embodiment the players get bonuses for sending messages.
[0013] According to one embodiment one of the people/ players is a parent whereas the second player is a child. Thus, while using a tool and method according to embodiments of the invention, a parent and child may interact in a game-like environment while being encouraged to communicate, also on a personal level, with each other through messages sent during the game.
BRIEF DESCRIPTION OF THE FIGURES
[0014] The invention will now be described in relation to certain examples and embodiments with reference to the following illustrative figures so that it may be more fully understood. In the drawings:
[0015] Figs. 1A-C schematically illustrate game flows according to embodiments of the invention;
[0016] Figs. 2A-C schematically illustrate user interfaces of the tool, according to embodiments of the invention; and
[0017] Fig. 3 schematically illustrates a communication window according to an embodiment of the invention. DETAILED DESCRIPTION OF THE INVENTION
[0018] An interactive tool according to embodiments of the invention enables people worldwide to share quality time overcoming distances and a reluctance to share thoughts and feelings.
[0019] In a general form, embodiments of the invention include an interactive game which is dependent on communication between the players for progressing. According to one embodiment the interactive game includes a step of receiving a bonus for communicating with the other player.
[0020] Embodiments of the invention will now be demonstrated using an example of a parent-child relationship but the invention is also relevant to any other types of interpersonal relationships.
[0021] The interactive tool is typically provided over a network using end devices such as PCs, laptop computers, PDAs, tablet computers, cellular phones, smartphones, smart TVs set top boxes etc. Thus, a system which includes two user end devices communicating over a virtual network may be used, such as the internet or a cellular network. According to one embodiment software is installed in each end device to enable the users to engage in a process according to embodiments of the invention. In another embodiment each end device is part of a system which includes a remote server through which the process is directed. Other techniques may be implemented.
[0022] According to one embodiment the invention provides a bi-lateral interactive tool for nurturing a relationship of two (or more) players, e.g., a parent and a child. The tool includes a network based game, the game having at least one interaction session, where the completion of the interaction session is a requirement for completion of the game. According to one embodiment an interaction session consists of solving a situation (typically a computer generated situation), typically by the first player describing a task related to the situation and the second player producing a completed task thereby solving the situation. According to one embodiment an interaction session also includes one of the first or second players sending to the other player a message. [0023] Communication between the two players may include game related communication (such as requests/instructions relating the solution to the computer presented situations), personal messages (communication including subject matter related to the players themselves) and free chat.
[0024] The personal message, which may include a text message or any form of graphics (such as emotion icons) or images or voice, audio or video input, is typically not related to technical aspects of the game but rather related to personal subject matter. The message may be of a pre-determined format. For example, the pre-determined format may include properties of the message that are a result of a requirement of the system and may include fulfilling computer generated instructions on how to create the message. According to one embodiment the personal message includes a pre-formed beginning of a sentence, which the players should complete. According to additional embodiments, a session may not be completed unless the messages being sent from one player to another are of a predetermined length or include a minimum number of words or unless the messages include at least one question (detected, for example, by the presence of a question mark) and at least one "non-question" sentence. Other properties may include the use of certain words (e.g., positive words) or not using certain forbidden words (e.g., negative words).
[0025] The pre-determined format may be different for different messages. For example, the parent's messages may be required to always include a question whereas the child's messages may not. According to some embodiments the messages created by the users in the first session may have different requirements than the messages created in subsequent sessions.
[0026] According to one embodiment a message is required to include issues of a personal nature. For example, a message may include information about events experienced by the users, their feelings and thoughts about these events, etc.
[0027] These requirements of the system thus direct the communication between the two players ensuring at least a minimum standard of personal communication between the two players.
[0028] According to some embodiments the messages of either or both users may be stored on either the first or second end devices or on a separate storage device for future reference. For example, messages from a child may be saved as a souvenir or for later monitoring or analysis, for example, by a professional advisor, to detect possible difficulties or problems in the child's life.
[0029] In one embodiment the game includes repeating several interaction sessions, the completion of each session being a requirement for beginning another session and the completion of the plurality of sessions being a requirement for completion of the game.
[0030] A game-like process according to one embodiment of the invention is schematically illustrated in Fig. 1A.
[0031] At first, a user, typically a parent (but may be also the child), registers or logs-in to the game-like process (10). The users are then presented (on their computer or other device) a choice of games from which to select.
[0032] According to one embodiment (further described with reference to Figs. 2A and 2B) the choice of games is presented to the users in a graphical way, each game or field of game being represented by an icon which may, upon being selected, produce a short "preview" animation of the situation represented by that icon.
[0033] According to one embodiment the user chooses a game after which he is faced with a problem which is essentially a computer generated situation which requires a solution. The situation is typically graphically presented to the user on the user interface of his computer. The situation may be, for example, a case where a plane has crashed on a deserted island and there are several tasks which need to be fixed or completed before the plane can be repaired and fly off the island (e.g., a broken window needs to be fixed, a broken navigating system needs to be amended, missing can of petrol needs to be found, etc.).
[0034] Another example of a situation may be a case where the user is faced with an icon or figurine of a person that needs to be dressed and accessorized before going to a party or on an important date. Appropriate clothes and accessories need to be found in order to dress the person. [0035] The situation is usually generated by the computer based on the type of game chosen by the user (in step 11). Other choices made by the user (the parent or the child) may dictate the situation being presented, as will be further described below.
[0036] Once a situation or problem is presented to the users one user, typically the parent, will be presented with a missing element (13). The parent may start an interaction session with the child by requesting help with finding a missing element, for example, by describing the missing element (14). For example, the missing element for the first session of the game may be a broken or missing navigation system or steering wheel of the plane. The parent typically sends a communication to the second user (child) which includes a description of the missing element and possibly educational information (such as interesting information regarding the field of the game or regarding the missing element). The message is received at the second user's computer or other device.
[0037] The child then needs to successfully complete the task, e.g., to find the missing element (16), which may be, for example, an icon concealed within a scene on the child's user interface. Finding or amending the missing element may require the child to successfully perform a computer generated assignment such as play a mini-game with the missing element. The child may be able to produce the missing element or find a solution to the problem by successfully completing a mini-game. For example, the child may have to complete a puzzle on his computer or compete with the computer in other games before he may get access to the plane's navigation system. Alternatively, the child may use bonus points (as described below) to get hints about the location of the element.
[0038] The child may collect points, during each session, to be used as bonuses later on, or for other uses. For example, the child may use points to buy elements and to create from the elements he bought a new environment.
[0039] Both child and parent may communicate at any point and do not have to send personal messages at any specific time point in the game, though, as explained below, sending personal messages may greatly facilitate the game. The users' communications may include game related communications ("I found the missing element"), personal messages and free chat. [0040] Once the child finds/wins the plane's navigation system or steering wheel he may then send it to his parent together with a message (18). This session or sequence (steps 13- 18) may be repeated several times (e.g., 10 times) until the game-like process is completed.
[0041] Thus, according to this embodiment, the game-like process ensures the parent and child communicated ten times in a fun and game-like environment. In some embodiments the system may limit the number of times the interaction sessions may be repeated within a pre-determined time period. For example, a parent and child may play only once or twice a day (complete one or two tasks (e.g., find/fix one or two missing elements) a day) so that the inter-personal communication (which closely follows the game playing) may be prolonged over a longer period.
[0042] According to one embodiment a problem or situation to be solved is selected by choosing a field of game and the problem is then automatically generated according to the chosen field. For example, choosing the field "adventures" and perhaps the sub-field "aviation" may cause a situation involving an airplane crashing on a deserted island to be presented to the users. Similarly, the user may choose an age group and the problem or situation to be solved will be automatically generated depending on the chosen age group. Other parameters may be used to generate problems or situations.
[0043] Also, the tasks, which are typically specific to a situation, may be generated based on a chosen field of game, age group or other parameters such as gender.
[0044] According to one embodiment situations and tasks are generated on a remote server with which the user's end devices may communicate.
[0045] According to some embodiments choosing a field of game or other parameter may cause several options of problems or situations to be presented and the user may choose from the plurality of displayed situations.
[0046] Fig. IB, which schematically illustrates the sequence of actions of both users, shows how communication (especially personal communication) between the parent and the child may promote and enhance the players' chances of winning/completing the game. [0047] For example, a parent identifies a task (e.g., chooses a missing element (113) and sends the task ("let's find element" request), optionally together with educational information such as an interesting fact about the missing element, to the child (114). The parent may also send a personal message at this point. The child who gets the request to complete the task and optionally the personal message from the parent (115) writes a message, personal or other (may be in the format of a message, chat or any other suitable format) (116). Writing and sending the message provides bonus points (for one or both players) (120) which may be used by the child to assist in finding/fixing the missing element (117). Fixing all the elements/tasks results in a fixed or solved situation.
[0048] The parent, who receives the child's message (121) may write a (personal or other) message in response (122). Writing and sending the parent's and/or child's message may add bonus points. According to some embodiments, sending personal messages adds bonus points to either one or both players. The parent also receives a "fixed" indication (123) which completes the session.
[0049] Either player, typically, the child, may use the bonus points (provided in step 120 or during other time points in the game) to get a hint on how to complete the task or use the bonus in some other way to get an advantage in the game.
[0050] According to some embodiments the value of the bonus or type of prize may be dependent on the amount, frequency or other parameters of the personal messages being sent.
[0051] The game -like process according to embodiments of the invention is typically provided over a network using end devices and optionally communicating with a server.
[0052] According to one embodiment the invention includes a method for nurturing a relationship between a first and second user, the method being carried out on a system including the devices, for example, as described above. A method according to one embodiment is schematically illustrated in Fig. 1C.
[0053] In this embodiment sending personal messages not only gives an advantage in the game, it is actually essential for completing the game. In this embodiment the first step includes providing a first user interface at the first end device, the first user interface illustrating a situation requiring a solution (1102). The situation or problem may be displayed on the user interface of the parent's end device, the child's end device or on both devices. The system then receives from the first end device, a message created by the first user, the message possibly fulfilling a pre-determined requirement, e.g., including a predetermined format (1104). If it is determined that the message does not fulfill the predetermined requirement (1106) then the message is not sent onwards and the process cannot advance. A notice (such as a warning text or sound) is sent to the first user (1108) to advise that he must include a message or amend the message.
[0054] Once the message created by the first user is determined to fulfill the predetermined requirement it is sent over a network to a second end device (1110) (typically the child's computer) together with a description of the task required for solving the solution.
[0055] The second user (typically the child) completes the task, for example, as described above, and sends the completed task together with a message created by the second user (1112). If it is determined that the message created by the second user does not fulfill the pre-determined requirement (1116) then the message is not sent onwards and the process cannot advance. A notice (such as a warning text or sound) is sent to the second user (1114) to advise that he must include a message or amend the message.
[0056] According to some embodiments the child initiates personal communication by sending a first personal message or chat. In some embodiments the pre-determined format of a personal message of the first player (e.g., parent) may be dependent on the personal message sent by the second player (e.g., child). For example, the parent may send a personal message asking the child what his mood is. If the child then sends a message saying that he is in a sad mood the next personal message sent by the parent may necessarily include a specific text which relates to sad moods. Thus, the personal communication between the two players may develop from superficial ("how are you?") to significant ("why are you sad" "how can I make you happier", etc.) throughout the game.
[0057] According to some embodiments the pre-determined format includes sentences to be completed by the players. For example, sentences may relate to facts ("the tastiest thing I ate recently is ") or strong points (" I like it when people tell me that I am ") or weak points (" I don't like when people tell me that I am "). According to some embodiments once a child sends the parent a completed sentence from a certain type ("e.g., fact, weak point, etc.), the parent must also complete a sentence from the same type (or even the same sentence) and send the completed sentence to the child.
[0058] Once the message created by the second user is determined to fulfill the predetermined requirement it is sent over a network to the first end device (1118) (back to the parent) together with the completed task. Once a completed task from the child is received, a "fixed" task or situation may be presented to the parent (1120) and another interaction session may be started or the game may be completed.
[0059] Typically, once a problem or situation has been solved or amended the amended situation may be presented on the second end device as well.
[0060] Examples of a graphic user interfaces, according to embodiments of the invention, are schematically illustrated in Figs. 2A, 2B and 2C.
[0061] The parent's, child's or both users' interfaces (Fig. 2A) show a window or screen (200), possibly as part of a website, shown to the user after login or registration. One of the players presses the start or "let's play" button (204). The screen (200) presents a list of fields of game (201) and subfields (202). According to one embodiment, each field and/or subfield may be accompanied by a "preview" animation or other representation of the field. Once the parent or the child has selected, e.g., by clicking on the relevant button, a field and sub field, the parent or child may also specify an age group by pressing an age group button (not shown). Alternatively, the age group may be selected in a prior screen and the list of fields of game (201) and/or subfields (202) may be generated based on the already selected age group. The selected age group may be displayed to the user in a window or box (203). Other parameters, such as location, language, gender and others, may be selected at any stage, for example in free form or from a pre-existing drop-list.
[0062] A game or a group of game-like interaction sessions may start by showing both on the parent's user interface and on the child's user interface a computer generated situation, e.g. a plane wreck on a deserted island. The situation or a preview of a situation may be presented by video or any other appropriate graphical presentation and may include an appropriate audio track or any other suitable effects. [0063] Fig. 2B schematically illustrates a game screen exemplifying some of the game options according to embodiments of the invention. The screen includes an illustration of a planet (210) which is a graphic representation of an adventure/situation/problem in a specific field (in this case the field is aviation but other fields such as, sports, cooking, fashion and others may be chosen). Several planets may be displayed at first, each planet showing a short "preview" animation of the situation represented by that planet, to help choose a planet for the game.
[0064] Once a planet (210) is chosen it is displayed to the users. The planet (210) displays the environment (211) of the planet which may include houses, trees, flowers or any other elements suitable for a specific planet. Also displayed on the planet (210) are stars (212) which can be collected during the game to get bonus points and communication hubs (213) to be used for communication between the two players. Other icons or symbols may be used for communication and other aspects of the game.
[0065] According to one embodiment the parent's screen displays to the parent missing elements or other tasks requiring a solution. On the child's screen the missing element may be hidden within the environment (211) for the child to find, as part of his task. Once the game has begun the parent usually sends a task request to the child. The task request may include a description of a missing element (which is clearly displayed on the parent's screen but hidden on the child's screen) and an interesting fact about the element or any other educational feature. The education feature is typically displayed on both the parent's and child's screen.
[0066] The child may then select (e.g., by clicking on) a communication hub (213) to communicate with the parent. Selecting a communication hub (213) may cause a window to open, the window displaying, for example, sentences to be completed. The child may choose a sentence to complete from a list of sentences. According to one embodiment, the parent will be required to complete the same sentence selected by the child, on the parent's screen.
[0067] According to one embodiment only one of the players (e.g., the child) may initiate personal communication (e.g., through the communication hubs or other icons) after which personal communication may proceed. In some embodiments the second player (child) sending a personal message to the first player is a prerequisite for further personal messages being sent.
[0068] Either of the players may collect stars (212), which provide bonus points. The child may collect stars (212) and/or elements from the planet (210) (e.g., based on bonus points or based on other criteria) to build his own planet.
[0069] The screen may include standard operating buttons and icons such as buttons relating to the field of view (zoom-in, out, etc.), buttons for activating, pausing, saving, printing, etc. and icons reporting on the progress of the game, e.g., an icon which shows how many more tasks need to be completed for the problem to be solved. The screen may be a touch screen such that buttons may be selected by the user's interacting directly with the screen. Alternatively the user may use a mouse, joystick, gesture control or any other appropriate method of interacting with a screen.
[0070] Once the child has completed the task the parent and child together may complete the game successfully while having communicated throughout the process in a fun and creative environment.
[0071] Fig. 2C schematically illustrates a screen showing the history of communication between the players. The screen displays the planet (220) and icons (225) representing each communication occurrence. Each icon may show the player's name and may indicate what type of communication it stands for; game related instructions (requests to find a missing element, completed tasks, etc.), personal communication (typically messages having a predetermined format, e.g., sentences to be completed) or other communication through chat or other free format. The icons (225) may be of different colors or shapes to indicate the type of communication and/or to indicate which player initiated the communication.
[0072] The communication history may be used to follow-up on the game and/or to monitor the communication between the players. For example, the history of communication may indicate if the child opened up in the course of the game (e.g., sent progressively more personal messages). The content of each personal message may be easily accessed through the screen showing the history of communication to more easily monitor the communications. [0073] An example of a communication window is schematically illustrated in Fig. 3. The communication window (300) demonstrated in Fig. 3 appears on the child's displays and includes a task request (301) from the parent, for example, a description of a missing element (the steering wheel of an airplane). An interesting fact (302) about the missing element may also be displayed. Alternatively, facts about the element may be presented to the child as part of a mini-game (e.g., a fact may be presented after the child completes the mini-game or during the mini-game).
[0074] In another area of the window (300) there is a box for a personal message (303). For example, a sentence to be completed which has been chosen by the child. The personal message (303) may include an indication (304) of how many stars or bonus points this communication will award the players. The window (300) may also include a box (305) for free chat.
[0075] Thus, the tool, some embodiment of which have been described above, which may have the feel and fun of a game, is also an instrument for reinforcing, nurturing and improving a parent- child bond (or other bond between people) by providing opportunity for long- lasting (possibly directed) quality time for both players.

Claims

1. A bi-lateral interactive tool for nurturing a relationship of two players, the tool comprising a network based game, the game comprising at least one interaction session, the completion of the interaction session being a requirement for completion of the game, completion of the interaction session comprising:
solving a situation, wherein a first player at a first end device communicates a task required for solving the situation to a second player at a second end device and the second player successfully completing the task at the second end device.
2. The tool of to claim 1 wherein the game comprises a plurality of interaction sessions, the completion of each session being a requirement for beginning another session, the completion of the plurality of sessions being a requirement for completion of the game.
3. The tool of claim 1 comprising a choice of fields of game and wherein the situation is automatically generated according to a chosen field of game.
4. The tool of claim 1 comprising a choice of age groups and wherein the situation is automatically generated based on a chosen age group.
5. The tool of claims 3 or 4 wherein a choice of situations is automatically generated according to the chosen field of game or chosen age group.
6. The tool of claim 1 wherein a choice of tasks is generated according to the situation.
7. The tool of claim 1 wherein the interaction session comprises sending a personal message to one of the players.
8. The tool of claim 7 wherein the interaction session comprises the second player sending a personal message to the first player as a prerequisite for further personal messages being sent.
9. The tool of claim 7 wherein the personal message comprises a pre-determined format.
10. The tool of claim 9 wherein the pre-determined format of the message is selected from: a beginning of a sentence to be completed by the user, the length of the message, use of required or forbidden words, and fulfilling computer generated instructions on how to create the message.
11. The tool of claim 9 wherein the pre-determined format of a personal message of one player is dependent on the personal message sent by the other player.
12. The tool of claim 7 wherein the personal message comprises text, graphics, audio, video or a combination thereof.
13. The tool of claim 7 wherein the personal message is stored for future reference.
14. The tool of claim 7 wherein sending a personal message to the other player provides bonus points.
15. The tool of claim 1 wherein the interaction session is performed over a virtual network.
16. The tool of claim 1 wherein the situation and/or task is generated at a remote server.
17. A method for nurturing a relationship between a first and second user, the method comprising
a. providing a first user and second user with a user interface at a first and second end device, the user interface illustrating a situation requiring a solution;
b. receiving from the first user a task required for solving the situation;
c. receiving from the second user a completed task and a message; d. sending over a network to the first user the completed task and the message; e. providing on the first and second user interfaces an illustration of an amended or solved situation.
18. The method of claim 17 wherein a plurality of tasks are required for solving the situation and comprising repeating steps (b)-(e) until all of the plurality of tasks are completed by the second user.
19. The method of claim 18 comprising enabling repeating steps (b)-(e) a limited number of times within a pre-determined time period.
20. The method of claim 17 wherein the message is a personal message.
21. The method of claim 20 wherein the personal message comprises a pre-determined format.
22. The method of claim 21 wherein the pre-determined format is selected from a beginning of a sentence to be completed by the user, a certain length of the message, use of required or forbidden words and following certain computer generated instructions.
23. The method of claim 17 comprising
providing on the first and/or second end device a plurality of fields of game; accepting a choice of a field of game; and providing a situation requiring a solution based on the choice of field of game.
24. The method of claim 17 comprising
providing on the first and/or second end device a plurality of age groups;
accepting a choice of an age group; and
providing a situation requiring a solution based on the choice of age group.
25 The method of claim 17 comprising
providing the first and second users with a plurality of situations requiring solutions;
accepting a choice of a situation from the plurality of situations and
providing a choice of tasks based on the chosen situation.
26. The method of claim 17 comprising storing the messages on the first end device and/or on the second end device.
27. The method of claim 26 comprising displaying a history of communication at the first and/or second end devices.
28. The method of claim 17 comprising providing bonus points based on receiving a personal message from the first or second user.
29. The method of claim 17 wherein the end device is selected from a PC, laptop computer, PDA, tablet computer, cellular phone, smartphone and smart TV.
PCT/IL2013/050814 2012-10-18 2013-10-07 Interactive tool for nurturing a relationship WO2014061011A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US201261715298P 2012-10-18 2012-10-18
US61/715,298 2012-10-18

Publications (1)

Publication Number Publication Date
WO2014061011A1 true WO2014061011A1 (en) 2014-04-24

Family

ID=50487639

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/IL2013/050814 WO2014061011A1 (en) 2012-10-18 2013-10-07 Interactive tool for nurturing a relationship

Country Status (1)

Country Link
WO (1) WO2014061011A1 (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN109885267A (en) * 2019-01-28 2019-06-14 广州美术学院 A kind of based reminding method of intelligent interaction

Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4556390A (en) * 1984-06-25 1985-12-03 Dorothy Laporte Adult/child communication kit
US20040018474A1 (en) * 2002-07-25 2004-01-29 D'ippolito Elaine Adult/child system and method for learning life experiences and good habits and activities and knowledge
WO2005031496A2 (en) * 2003-10-02 2005-04-07 Compearls Ltd. Interactive device for interacting with a computer
US7063535B2 (en) * 2001-12-21 2006-06-20 Jill Stamm System and method for facilitating early childhood brain development
US20060242306A1 (en) * 2005-03-18 2006-10-26 Boro Clifford T Child-oriented computing facilities
WO2011119378A2 (en) * 2010-03-25 2011-09-29 T-Mobile Usa, Inc. Parent-controlled episodic content on a child telecommunication device
US20120122066A1 (en) * 2010-11-15 2012-05-17 Age Of Learning, Inc. Online immersive and interactive educational system

Patent Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4556390A (en) * 1984-06-25 1985-12-03 Dorothy Laporte Adult/child communication kit
US7063535B2 (en) * 2001-12-21 2006-06-20 Jill Stamm System and method for facilitating early childhood brain development
US20040018474A1 (en) * 2002-07-25 2004-01-29 D'ippolito Elaine Adult/child system and method for learning life experiences and good habits and activities and knowledge
WO2005031496A2 (en) * 2003-10-02 2005-04-07 Compearls Ltd. Interactive device for interacting with a computer
US20060242306A1 (en) * 2005-03-18 2006-10-26 Boro Clifford T Child-oriented computing facilities
WO2011119378A2 (en) * 2010-03-25 2011-09-29 T-Mobile Usa, Inc. Parent-controlled episodic content on a child telecommunication device
US20120122066A1 (en) * 2010-11-15 2012-05-17 Age Of Learning, Inc. Online immersive and interactive educational system

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN109885267A (en) * 2019-01-28 2019-06-14 广州美术学院 A kind of based reminding method of intelligent interaction

Similar Documents

Publication Publication Date Title
Sweetser et al. GameFlow: a model for evaluating player enjoyment in games
Chertoff et al. Virtual Experience Test: A virtual environment evaluation questionnaire
Diaz-Orueta et al. What is the key for older people to show interest in playing digital learning games? Initial qualitative findings from the LEAGE project on a multicultural European sample
JP5568189B1 (en) Electronic game providing apparatus and electronic game providing program
US20090069084A1 (en) System and Methods for Monitoring and Controlling the Actions of an Avatar in a Virtual Environment
Baldauf et al. Mobile and gamified blended learning for language teaching: Studying requirements and acceptance by students, parents and teachers in the wild
US20130309641A1 (en) Systems and Methods for Assessing Behavioral Patterns and Promoting Behavioral Change by Comparing Gaming Performance to Aspirational Attributes
Korhonen Evaluating playability of mobile games with the expert review method
Pontes et al. An educational game to teach numbers in Brazilian Sign Language while having fun
Sweetser et al. Evaluating GameFlow in a multiplayer online strategy game under development
WO2014061011A1 (en) Interactive tool for nurturing a relationship
López-Fernández et al. Are virtual reality serious video games more effective than web video games?
Li A mobile game for the social and cognitive well-being of the elderly in China
Torok et al. Smart controller: Introducing a dynamic interface adapted to the gameplay
Theng et al. Investigation of the antecedents and consequences of gamer satisfaction: An individual perspective
Rocha Playsketch-Game Design and Experience Evaluation
JP5613857B1 (en) Electronic game providing apparatus and electronic game providing program
Montemorano Body Language: Avatars, Identity Formation, and Communicative Interaction in VRChat
Raffaele et al. Doctor Who: legacy, an analysis of usability and playability of a multi-platform game
Hansen et al. Learning through a game-exploring fun and learning in a project management game
Lukašík Mobilní aplikace zaměřená na procvičování kognitivních funkcí
Junnutula Asynchronous and synchronous communications’ effect on user engagement in prediction games
Sweetser Kyburz et al. Evaluating GameFlow in a Multiplayer Online Strategy Game under Development
Castro et al. Accessibility Strategies in a Mobile Card Game
Saari User Oriented UI Development in Games for Elderly People

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 13847749

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 13847749

Country of ref document: EP

Kind code of ref document: A1