Star Power

Inactive Publication Date: 2007-06-28
AMBROSE JOAN MARIE
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0013] This educational and entertainment game was invented as a sister game to the previously invented game entitled: “Follow the Clues . . . Messages from the Angels,” the name subsequently changed to:“Follow the Clues . . . A Game of Destiny.” This present invention paves the way for that first invention game, “Follow the Clues . . . A Game of Destiny” to share and teach the younger child the noble sense qualities that are needed to have a life of joy, inner-peace and happiness. It was realized and understood that the first game: Follow the Clues . . . A Game of Destiny” assumed that the child and or the adults who play the game were already aware of the noble sense qualities that are needed to fulfill a desired life. This present invention, was designed and created to fill the gap between early childhood learning and later developmental behavior, thoughts and beliefs. If the child and the caregivers can learn early on in their growth development the benefits of positive thoughts, actions and deeds, then, indeed, the later developmental process will be much more positive and successful. We all have the power within ourselves, the STAR POWER, to encourage, share and act in a positive and healthy manner in our day to day activities if and when we understand and believe that it is part of our heritage. The questions and statements used within this present invention game board together with the messages from the angel-like character cards, Lit'l Messengers, work together to foster a fun and entertaining environment thus resulting in success and joy for all involved. 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 conversation 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 peace and harmony within their communities.
[0016] As this game, “STAR POWER” is utilized within a classroom environment or therapist office, the person who is teaching, instructing or counseling will be able to take the time to explain further the word, its meaning and how it can be implemented in that individual's daily life. This game opens up many avenues for self-awareness, self-expression and positive behavioral change.
[0018] The function of the game is to teach the children and also their caregivers the value of helping others and the value of positive thoughts, words and actions through cooperation not competition, caring not indifference. As the child learns to improve his or her self-esteem and self-confidence, he or she will be empowered to perform at a higher level in all activities that life has to offer. This becomes a win / win situation for all. As the child learns to release anger, resentment, worry and feelings of lack, he or she will function and perform to their greatest potential. As we individually grow and heal, the world will heal and grow. This unique and thought enhancing game is an apparatus that will facilitate the child and their caregiver in many ways. It is a powerful tool designed to foster empowerment, love, self-respect and truth.

Problems solved by technology

Most games in the market place emphasis the theme of winners and losers, thus creating an atmosphere of competition and often sadness for the losers.

Method used

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Embodiment Construction

[0030] Referring now in detail to the drawings for the educational and entertainment game apparatus entitled “STAR POWER” there is shown in FIG. 1 of the drawing the drawing of the box that houses the so called game board (10). FIG. 2 is the view of the back of the box which has a clear 2 dimensional, four color view of the game board (10) and the component parts of the game. On FIG. 2, there is shown the entrance pathway (1) of the game board which is the starting point of the game. The figure or pawn as shown in FIG. 3-A is standing on space #1 (12) of the game board (10). All the figures and designs on the game board (10) are in two dimensional four color art design. All of the component parts of the game are also in two dimensional and four color art design except for the 4 colored water soluble markers and the plastic stars.

[0031] The game board (10) is provided with a smooth diagram or layout surface consisting of a single circular design and an entrance pathway (1). There ar...

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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.

Description

BACKGROUND OF THE INVENTION AND CROSS-REFERENCE TO RELATED APPLICATIONS [0001] This present invention is an educational and entertainment game based on the principles and concepts of our first game, “Follow the Clues . . . Messages from the Angels” later renamed “Follow the Clues . . . a Game of Destiny” which was designed to raise the consciousness level of the individual, child or adult by using words, phrases or concepts in a positive way. This present invention, “Star Power” uses some of the designs and angel like characters, which we trademarked as Lit'l Messengers to teach its message in a fun and entertaining manner; however, this present invention is designed to speak to the younger child in the age range of 4 to 9 years old. [0002] (1) Description of Prior Submission of Design and Utility Patent for the sister game: “Follow the Clues . . . Messages from the Angels” later renamed “Follow the Clues, A Game of Destiny” was submitted with all its integral parts respectively on ...

Claims

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Application Information

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IPC IPC(8): A63F3/02
CPCA63F3/001A63F2003/00018A63F2003/0011A63F2003/0489
InventorAMBROSE, JOAN MARIE
OwnerAMBROSE JOAN MARIE