FRIENDSHIP GAME
Patent Information
- Application Number
- TR202611989
- Authority / Receiving Office
- TR · TR
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2026-07-20
- Publication Date
- 2026-09-21
Smart Images

Figure 00000009_0000
Abstract
Description
1 TARIFF FRIENDSHIP GAME Technical Area Our invention generally raises awareness among players about peer bullying. a friendship that pits them against each other in friendship, empathy, courage, and speaking kind words It relates to the game. The invention specifically includes 10 sets containing question cards, courage cards, empathy cards, and magic phrase cards. playing cards that encourage players to think positively, empathize, and be courageous. It relates to the game of friendship. State of the Art Today, peer bullying hinders the healthy personality development of students and makes schools more challenging. This is an obstacle to their safety. In recent years, violence has been increasing all over the world. Education systems have made efforts to find solutions against bullying tendencies. In our country... Various studies are being conducted on this subject. In the known state of the technique, it teaches children empathy, courage, and kind words. Various methods are used to teach. Playing games is one of the primary methods. This is because children explore the world through play. Also, role modeling and storytelling play play a role. reading and role-playing, recognizing emotions, caring for living beings, community help, and It is one of the other methods in listening. 25 There are many differences in the current production methods. In the current methods, children Modeling skills to teach empathy, courage, and kind words. This method is applied in which the child learns behaviors through observation. Therefore, parents And teachers set an example by showing empathy, being courageous, and speaking kind words. 30 The patent application numbered 2023 / 006570 relating to the previous technique is "Core Values Desk Calendar". It is stated in the invention abstract that "the transmission of core values in our schools". facilitating the active processing of these values with feasible activity suggestions. 2 The aim is to provide. To achieve this goal, we need core values and visuals that incorporate these values. A desk calendar containing proverbs, aphorisms, and activity suggestions, along with instructions for implementing these activities. The research was designed and conducted using document analysis, a qualitative research technique. As a first step, a literature review was conducted using various books, journals, and articles. This review... As a result, justice, friendship, honesty, self-control, patience, respect, love, responsibility, 5 patriotism and helpfulness are core values, along with their importance and place in education. Information was obtained. Then, this information was transformed into a concrete and applicable material. A draft of the Values Desk Calendar, which aims to transform the values, has been created. The calendar includes: The placement of core values, visuals, activities, proverbs, and quotes to be included is in the draft. After these points were determined, the prototype construction process began. The 10 points identified during the prototype construction... The images are drawn and colored, and the value of the month, proverb, activity suggestion and concise saying are placed on the front page. A box was drawn on the floor and the text was written inside. Then, the implementation of the suggested activity was entered into the calendar. It is stated that "it is written on the back page." However, peer bullying is mentioned in this invention. There is no mention of raising awareness about it. The patent application CA2612861A1 relating to the previous technique was titled "Fail and Fly 'Friendship'". It is referred to as "Game 2". In the invention abstract section, it is stated as "Chess and Clubs "Friendship Game". Each The piece is made of ceramic coated with a non-toxic glaze, therefore it is not suitable for drinking. It is safe. All materials and the firing are done in a famous and reputable ceramics workshop: Le Caveau, 2708 Des Ormeaux, Montreal, 514-354-3955. In every game of Chess and Clubs, every 20 The partner consumes between 8 and 9 ounces, or 250 and 280 ml, of beverage. Why a friendship game? Because it's a Or after one or two games, communication improves between partners because there is no competition. The pieces, to encourage dialogue and, where appropriate, help achieve shared dreams or projects It was stated that "it was designed for...". However, this invention also addresses peer bullying. There is no mention of raising awareness. 25 The existence of the technical problems explained above and the solutions provided to these problems The inadequacy has revealed the need to play a friendly game. Purpose of the Invention 30 The present invention meets the aforementioned requirements and eliminates all technical problems. It is related to the friendly game, which removes obstacles and brings some additional advantages. 3 The main purpose of the invention is to raise awareness among child actors about peer bullying. The players excel in friendship, empathy, courage, and using kind words. The goal is to ensure that they compete. Another aim of the invention is to help child actors recognize their emotions through an empathy journal and The goal is to ensure that they are assisted in their transfers. 5 Another aim of the invention is to raise awareness about peer bullying and to prevent bullying. and ensuring that children are taught the value of friendship. Another aim of the invention is to teach children the correct responses to bullying. The goal is to improve skills in dealing with bullying. Another aim of the invention is to facilitate the expression of emotions and the reinforcement of positive behaviors. The aim is to reduce peer bullying and tendencies towards violence. Another aim of the invention is to address peer bullying, communication, and empathy while children are playing. The aim is to ensure the acquisition of social skills. The structural and characteristic features and all the advantages of the invention are given in the figures below. Thanks to the detailed explanation written with references to the figures, it is clearer than ever. 15 This will be understood, and therefore the evaluation should also take these figures and detailed explanations into account. It must be done by taking it. Figures that will help understand the invention. The best way to utilize the advantages of the existing invention, together with its structure and additional elements. For it to be understood, it must be considered together with the figures explained below. Figure 1 shows the perspective view of the friendship game that is the subject of the invention. System references 1. Game board 2. Playing cards 2.1. Question cards 30 2.2. Courage Cards 2.3. Empathy cards 2.4. Magic phrases cards 4 3. Empathy star 4. Medal of Courage 5. Pawn 6. Number Spinning Top 7. Notebook 5 8. Hourglass The drawings do not necessarily need to be scaled and are necessary for understanding the invention. Details that are not present may have been fabricated. Furthermore, at least to a large extent Elements that are identical or at least have substantially identical functions are numbered 10 times. It is shown. Detailed Description of the Invention The present invention meets the aforementioned requirements and eliminates all disadvantages. 15 It is related to the friendly game, which removes obstacles and brings some additional advantages. This detailed explanation describes the preferred configurations of the friendship game that is the subject of the invention. This explanation is provided solely to facilitate a better understanding of the subject. Figure 1 shows the perspective view of the friendship game that is the subject of the invention. The friendship game in question is: hourglass (8) which measures the player’s time, determines which player will start the game number top (6), pawn (5) which players follow the moves of, players play the game in a certain way the starting and ending points played within the game's structure, game-related visuals, and game board (1) with instructions, player on game board (1) instructions 25 As you progress by following the cards, you are given tasks when you reach the boxes where the stops are located. (2) After the player who lands on the box with “?” on the game board (1), the next player chooses “?” The player on the card chooses one of the 3 options on the game board (1) The question card (2.1) that the player will proceed to, the most courageous stop on the game board (1) Courage card (2.2), which he reads by pulling the top one and moves 1 step forward on the game board (1), 30 The courage badge (4) given to the player who draws the courage card (2.2) is on the game board (1) The player who comes to the empathy stop answers by pulling the top one and the game board (1) The empathy cards (2.3) on which the player moves one step forward, the player’s response to the empathy card (2.3) the notebook (7) he wrote in, the empathy card (2.3) the empathy star (3) given to the player who draws, game board (1) The player who comes across the magic sentences pulls the top one and reads it, and the game board is 35 (1) consists of the magic phrases card (2.3) on which he moves 2 steps forward. The friendship game discussed in the invention is played with a minimum of 2 and a maximum of 4 people. Each player chooses a pawn (5). The selected pawns (5) are placed in the starting box on the game board (1). Number spinner (6) The player decides who will start the game. When it is their turn, the player rolls the hourglass (8) He spins the number top (6). He has to do 5 of the things before the time in the hourglass (8) runs out. He does the whole thing. If the time (8) on the hourglass runs out, the turn passes to the next player. The player The player moves forward by following the instructions in the boxes (1) on the game board. Where are the stops? When the playing cards arrive in the boxes, follow the instructions given in the description section (2) of the playing cards. If the player lands on a question box on the game board (1), he / she draws a question card (2.1). On the question cards (2.1), the player who draws the card is given three options. The player chooses 10 from the three options. The player chooses one. The number of steps to advance is determined according to the option chosen. The player uses the game board (1) If it comes to the empathy stop, it draws one empathy card (2.3). According to the card it draws The player writes his / her thoughts in the notebook (7). After writing in the notebook (7), he / she receives the empathy star (3). If it lands on the courage stop on the game board (1), it draws one courage card (2.2) and He reads aloud the courage card (2.2) he drew. After moving one step forward on the game board (1), 15 If the player lands on the magic phrases on the game board (1), he / she receives a courage badge (4). The player draws a magic phrases card (2.4) and reads aloud the magic phrases card (2.4) that he / she has drawn. Game board (1) moves two steps forward. The first player to reach the finish line wins the game. At the end of the game The player who collects the most empathy stars (3) receives the "most empathetic player certificate", the player with the most courage The player who collects the badge (4) receives the "bravest player" certificate. 20 In the friendship game which is the subject of the invention, question cards (2.1) are given to the player whose question box is reached. The next player draws a question card (2.1) and asks a question, and the game is played according to the answer given by the player. These are cards that determine how many steps to advance on the board (1). In these question cards (2.1), A specific situation or event is presented to the player. The player is asked to answer three questions written on the question card (2.1). The player is asked to choose one of the options. In an example question card (2.1), the player is asked, “A friend of yours He's sharing the information you gave him about your family with others in a mocking way. What would you do? Option 1: This information is mine; sharing it with you was a sign of trust. You hurt me deeply. "I would say. Option 2: I would beat him up. Option 3: I would never speak to that friend again." These are the questions asked. If the player chooses option 1, he / she moves 2 steps forward on the game board (1), if he / she chooses option 2, he / she moves 3 steps forward. If you take one step back, or choose option 3, you will stay in place. These statements are for illustrative purposes only. It can be improved. In the friendship game which is the subject of the invention, the courage cards (2.2) are given to the player who comes to the courage stop. These are the cards that he read aloud and received a badge of courage (4). These cards of courage (2.2) are 35 for the player. These cards boost self-confidence and encourage trying new things. For example, courage. 6 The card (2.2) has the following phrases written on it: “Jump five times.”, “Smile at a stranger.” These statements are examples only and can be further developed. In the friendship game that is the subject of the invention, empathy cards (2.3) are used by the player who comes to the empathy stop. These are the cards that he wrote his thoughts in the notebook (7) according to the card he drew. He wrote his thoughts in the notebook (7) 5 After writing, the player is given an empathy star (3). With this card, players can write about others. They are encouraged to understand their feelings and thoughts and to develop appropriate behavior. Example In the empathy card (2.3); “Your friend cannot walk. Using a wheelchair It contains phrases like, "You have to. Put yourself in their place, how would you feel?" These phrases... It is exemplary and can be improved upon. 10 In the friendship game which is the subject of the invention, the magic phrase cards (2.4) give players positive feelings These are cards containing motivational phrases to encourage expressing your thoughts. This magic... In the sentences cards (2.4); “You have great ideas.”, “You can do your best.”, “Thank you It includes expressions such as, "I thank you." These expressions are examples and can be further developed. 15 25 35
Claims
7 REQUESTS 1. The invention aims to raise awareness among players about peer bullying. hourglass (8) which measures the player’s time, determines which player will start the game Number spinning top (6) is a friendly game with pawns (5) that players follow the moves of. feature; The beginning and end where players play the game within a specific game structure. game board (1) with dots, game-related visuals and instructions, The player progresses by following the instructions on the game board (1) and the stops Playing cards that give tasks when they come to the boxes they are in (2), 10 The next player after the player who lands on the box marked “?” on the game board (1) The player on the card above “?” chooses one of the 3 options on the game board (1) question card (2.1) on which he will proceed The player who reaches the courage stop on the game board (1) pulls the topmost one The courage card (2.2) that he read and moved 1 step forward on the game board (1), 15 The courage badge (4) given to the player who draws the courage card (2.2), The player who comes to the empathy stop on the game board (1) pulls the top one empathy cards (2.3) that he answered and moved 1 step forward on the game board (1), The notebook (7) in which the player writes the answer given to the empathy card (2.3), The empathy star (3) given to the player who draws the empathy card (2.3), 20 The player who lands on the magic phrases on the game board (1) draws the top one Magic phrases card (2.3) that he read and moved 2 steps on the game board (1) It includes.
2. The invention; friendship 25 aimed to raise awareness among players about peer bullying. Its feature is that it is a game; Players must be selected with a minimum of 2 and a maximum of 4 people. each player chooses a pawn (5), placing the selected pawns (5) into the starting box on the game board (1), Deciding who will start the game with the number spinner (6), 30 When it is the player's turn, he / she spins the hourglass (8) and the score spinner (6) turning, He / She must do everything he / she has to do before the time (8) in the hourglass runs out. If the timer (8) runs out, the turn passes to the next player. The player must progress by following the instructions in the boxes (1) on the game board, 35 8 When you come to the boxes where the stops are located, the explanation section of the game cards (2) follow the given instructions, If the player lands on the question box on the game board (1), one question card (2.1) pulling, In question cards (2.1), the player who draws the card is given three options, 5 The player must choose one of three options, Determining how many steps to advance based on the chosen option, If the player lands on the empathy stop on the game board (1), one empathy card (2.3) pulling, Writing down his thoughts in the notebook (7) according to the card he drew, 10 After writing (7) in the notebook, receiving the empathy star (3), If the player lands on the courage stop on the game board (1), he / she receives one courage card (2.2) drawing and reading aloud the courage card (2.2) that he / she drew, After taking one step forward on the game board (1), receiving a badge of courage (4), If the player lands on the magic phrases on the game board (1), one magic phrase will be added. to draw card (2.4) and read aloud the magic phrases card (2.4) that he / she drew, moving two steps forward on the game board (1), The first player to reach the finish line wins the game. The player who collects the most empathy stars (3) at the end of the game is the “most empathetic player” "certificate", issuance, 20 The player who collects the most courage badges (4) will be awarded the “bravest player” certificate. It includes the steps of the process. 30 35
