Abstract:
A game comprising a plurality of stations, each of which recognizes the accomplishment of a task therewith and communicates this accomplishment to at least one other station. In this manner, at least one of the stations can gather information from all of the stations for score-keeping and other purposes. An output can be generated by one, some, or all of the stations based on an accomplishment with a particular station and/or based on the information gathered from all of the stations. The communication between/among the stations is preferably performed wirelessly by infrared light techniques, radio frequency techniques, and/or ultra high-frequency sound techniques.

Description:
FIELD OF THE INVENTION  
       [0001]     The present invention relates generally as indicated to a children&#39;s game nd, more particularly, to a children&#39;s game having a station whereat a particular ask is to be accomplished.  
       BACKGROUND OF THE INVENTION  
       [0002]     Children enjoy games that allow them to compete with others while trying to accomplish a certain task. For an example, children enjoy “miniature” sports games such as basketball, wherein a ball is dropped through a station (e.g., a basketball hoop). For another example, children enjoy on-going games of tag, wherein each child attempts to contact a station (e.g., a base) prior to the other children. These types of games teach a child to be quick on his/her feet, develop hand-eye coordination, and/or enhance gross motor skills. However, recurring problems with these games include the children&#39;s frustration (and/or fights) when trying to accurately keep score, the need for parental participation for time-based competitions, the limited ability to achieve the randomness required to keep a game interesting, and/or the lack of an ultimate output at the conclusion of the game.  
       SUMMARY OF THE INVENTION  
       [0003]     The present invention provides a game that eliminates the child&#39;s need to accurately keep score, minimizes the need for parental participation for time-based competitions, can achieve the randomness required to keep a game interesting, and/or generates an “award” output at the conclusion of the game. These things are accomplished by the interaction of the game&#39;s stations with each other, whereby score-keeping information, output-generating instructions, etc. can be conveyed to each station of the game.  
         [0004]     More particularly, the present invention provides a game comprising a plurality of stations, each of which recognizes when a task is accomplished therewith and communicates this accomplishment to at least one other station. In this manner, at least one of the stations can gather information from one or more of the other stations for score-keeping and other purposes. An output can be generated by one, some, or all of the stations based on an accomplishment with a particular station and/or based on the information gathered from all of the stations. The communication between/among the stations is preferably performed wirelessly by infrared light techniques, radio frequency techniques, and/or ultra high-frequency sound techniques.  
         [0005]     In one embodiment of the invention, the game comprises a first station, a second station, and a ball-like object. One child/team attempts to affiliate the ball-like object with the first station and another child/team attempts to affiliate the ball-like object with the second station. In other words, the task is accomplished by affiliating the ball-like object with the assigned station. The first station (and/or the second station) wirelessly communicates to the other station, gathers information pertaining to affiliations at both stations, and generates an output based on the gathered information. The ball can be affiliated with the station by being positioned within a net or, more particularly, by passing through the net. For example, the first station and the second station can each resemble a basket hoop with a net, and the ball can be affiliated with the station by passing through the net.  
         [0006]     In another embodiment of the invention, the game comprises a plurality of stations (e.g., four bases) and a plurality of identification items (e.g., three identification items). Each child/team carries an identification item and attempts to be the first to contact (e.g., “tag”) the currently relevant station. The stations each recognize when contact has been made therewith and identify the identification item which made such contact. Specifically, each station comprises a reader (e.g. radio frequency or bar code), and each identification item comprises an identification tag that can be read by the reader. The identification item can comprise a wearable garment (e.g., a glove, a shoe, etc.), and each child/team can carry the identification item by wearing it.  
         [0007]     These and other features of the invention are fully described and particularly pointed out in the claims. The following description and annexed drawings set forth in detail certain illustrative embodiments of the invention, these embodiments being indicative of but a few of the various ways in which the principles of the invention may be employed. 
     
    
     DRAWINGS  
       [0008]      FIG. 1  is a perspective view of a game  10  according to one embodiment of the invention.  
         [0009]      FIG. 2  is a schematic diagram of the interactive device of the game  10 .  
         [0010]      FIG. 3  is a perspective view of a game  110  according to another embodiment of the invention.  
         [0011]      FIG. 4  is a schematic diagram of the interactive device of the game  110 .  
         [0012]      FIG. 5  is a schematic diagram of an identification portion of the interactive device according to another embodiment of the invention. 
     
    
     DETAILED DESCRIPTION  
       [0013]     Referring now to the drawings, and initially to  FIG. 1 , a game  10  according to the present invention is shown. The game  10  comprises a first station  12 A and a second station  12 B which, in the illustrated embodiment, each resemble a basketball hoop. To this end, the station  12 A comprises a stand  14 A, a backboard  16 A and a net  18 A, and the station  12 B comprises a stand  14 B, a backboard  16 B and a net  18 B. A basketball  20  is provided for insertion through the nets  18 . It may be noted that the stations  12 A and  12 B could instead resemble soccer nets, hockey baskets, football posts, and/or any other analogous stations that require a task to be accomplished therewith. In any event, the stations  12  can be placed closer together for younger children (e.g., five to ten feet apart) and can be placed farther apart for older children (e.g., twenty to thirty feet apart).  
         [0014]     The game  10  is designed for two children (or two teams), with the first child/team inserting the basketball through the first station  12 A to earn points and the second child/team inserting the basketball through the second station  12 B to earn points. A sensor  40 A is provided on the first station  12 A to sense when the basketball  20  passes through the net  18 A, and a sensor  40 B is provided on the second station  12 B to sense when the basketball  20  passes through the net  18 B. In the illustrated embodiment, the sensors  40  are each mechanical switches that are pushed down upon insertion of the basketball  20  into the nets  18 ; however, other types of sensors (e.g., radio frequency, ultraviolet, proximity, etc.) are certainly possible with and contemplated by the present invention.  
         [0015]     A display  42 A is provided on the backboard  16 A of the first station  12 A, and a display  42 B is provided on the backboard  16 B of the second station  12 B. These displays  42  can each visually present information corresponding to the status of the game. For example, the displays  42  can present the number of baskets scored at that particular station  12 , show the number of baskets scored at each station  12 , and/or provide a clock for time-based competitions or competitive aspects (e.g., shot clock, game clock, “most baskets in thirty seconds,” etc.). Each station  12  can also include a speaker  44  for audibly conveying, and/or a light source  46  for visually conveying, certain game information.  
         [0016]     Referring now to  FIG. 2 , the interactive device  50 A for the first station  12 A and the interactive device  50 B for the second station  12 B are schematically illustrated. The device  50 A includes a power supply  52 A (e.g., a battery), a processor  54 A, an interactive port  56 A, a start-game switch  58 A, and a mode selector  60 A. The device  50 B includes a power supply  52 B (e.g., a battery), a processor  54 B, and an interactive port  56 B. When the power supply  52  is turned on for each station  12 , the processors  54  are powered to perform the necessary calculations and time-keeping and to generate the appropriate outputs for particular inputs. Specifically, for example, the processor  54  receives a signal from the sensor  40  when a basket has been made, and it correspondingly updates the score on the display  42 . If the station  12  is to generate an appropriate response upon the accomplishment of this task, the processor  54  instructs the output components (e.g., display  42 , speaker  44 , and/or light source  46 ) accordingly.  
         [0017]     The stations  12 A and  12 B wirelessly communicate (i.e., wirelessly interact) with each other via the interactive ports  56 A and  56 B. In the illustrated embodiment, the ports  56  employ infrared technology to achieve this interaction. That being said, other interaction techniques (wireless and otherwise) are possible with, and contemplated by, the present invention. For an example, the IR ports  56  each could be replaced with transceivers in order to accomplish the station-to-station interaction with radio frequency techniques. For another example, ultra high-frequency sound conveying techniques (e.g., wherein a high-frequency sound that humans cannot hear is sent out by the station(s)  12 ) could be used to accomplish station-to-station interaction. While non-wireless interaction could be used and is within the scope of the invention, it is noted that wireless techniques are preferred as they provide a cleaner play space and an easier game set-up.  
         [0018]     The interactive ports  56  allow the first station  12 A to communicate input information (e.g., the scoring of a basket at this station) to the second station  12 B and/or allows the second station  12 B to communicate input information to the first station  12 A. In the illustrated embodiment, the processor  54 A of the first station  12 A coordinates the inter-station outputs. Specifically, the processor  54 A calculates total game information and time periods, and provides corresponding output instructions to its output components (e.g. components  42 A,  44 A and  46 A) and also to the processor  54 B of the second station  12 B (via the interactive ports  56 ). The processor  54 B of the second station  12 B then conveys these output instructions to its output components (e.g., components  42 B,  44 B, and  46 B). It may be noted that, instead of the first station  12 A alone performing the inter-station coordinating functions, these functions could be performed by the second station  12 B and/or by both stations  12 A and  12 B.  
         [0019]     In this manner, the game  10  can monitor/record which child/team is winning the game without the children (or parents) having to keep score manually. Also, the game  10  can acknowledge a winner at the end of the match by, for example, the winning station  12  playing a victory song (via the speakers  44 ) and/or blinking lights (via the light source  46 ). The game  10  further provides the flexibility to play a variety of different games via the mode selector  60 . For example, the first child/team accomplishing a predetermined set of points (e.g., ten points) would win the game, or the child/team scoring the most points in a set time period (e.g., thirty seconds) would win the game.  
         [0020]     The interaction between the stations  12 A and  12 B in the game  10  teaches children to play offensively and defensively, a skill that is needed in so many “full size” games. It also takes the worry out of keeping track of scores and puts emphasis into just playing the sport, while still bringing a full court experience down to the children&#39;s level.  
         [0021]     Referring now to  FIG. 3 , another game  110  according to another embodiment of the invention is shown. The game  110  comprises a first station  112 A, a second station  112 B, a third station  112 C, and a fourth station  112 D. In the illustrated embodiment, the stations are designed for playing “tag,” wherein the children race to a certain station  112  and accomplish the desired task by being the first one to contact this station  112 . The stations  112  can be placed closer together for younger children (e.g., five to ten feet apart) and can be placed farther apart for older children (e.g., twenty to thirty feet apart).  
         [0022]     The children each wear or carry an identification item  120 / 122 / 124  (e.g., a glove in the illustrated embodiment) and contact the appropriate station  112  with this item. Specifically, one child wears the identification item  120 , another child wears the identification item  122 , another child wears the identification item  124 , etc. Each item  120 / 122 / 124  includes a unique identification tag  126 / 128 / 130 , which identifies it and distinguishes it from the other items. Preferably, each identification item  120 / 122 / 124  is associated with different easily appreciated insignia, such as a color (e.g., one red glove red, one yellow glove, one blue glove, etc.), a numeral listed on the item (e.g., #1 glove, #2 glove, # 3 glove, etc), and/or a popular character on the item (e.g., horse glove, cow glove, cat glove, etc.).  
         [0023]     The game  110  can be designed for two or more children (or two or more teams) and can be designed to be played with two or more stations  112 . The number of stations  112  does not have to correspond to the number of players, and the number of players is limited only by the number of identification items available. Accordingly, more or less than the four stations  112  could be provided in the game  110  so as to increase or decrease the degree of difficulty, and/or more or fewer than three identification items  120 / 122 / 124  could be provided so as to increase or decrease potential players. Also, the game  110  can be played with fewer children than identification items  120 / 122 / 124 , whereby it may be desirable to provide a plurality of such items so as to not limit participation at, for example, a birthday party or other event. Additionally or alternatively, when the game  110  is to be played in a team format, each member of a particular team could wear an identification item with the same identification tag  126 / 128 / 130 . The present invention also contemplates games wherein one child plays at a time to beat or match his/her own personal best and/or that of another child.  
         [0024]     A reader  140  is provided in each station  112  (specifically, a reader  140 A is provided in the station  112 A, a reader  140 B is provided in the station  112 B, a reader  140 C is provided in the station  112 C, and a reader  140 D is provided in the station  112 D) to sense what identification item  120 / 122 / 124  is the first to contact the station  112 . Each station  112  can also include a speaker  144  for audibly conveying certain game information and/or a light source  146  for visually conveying certain game information. Although not shown in the illustrated embodiment, one or more of the stations  112  could include a display to visually present information corresponding to the status of the game and/or relevant time information.  
         [0025]     Referring now to  FIG. 4 , the interactive devices  150 A/ 150 B/ 150 C/ 150 D for the stations  112 A/ 112 B/ 112 C/ 112 D, respectively, are schematically shown. Each device  150  includes a power supply  152  (e.g., a battery), a processor  154 , and an interactive port  156 . The first station  112 A also includes a start-game switch  158 A and a mode selector  160 A. When the power supply  152  is turned on for each station  112 , the processors  154  are powered to generate the appropriate outputs for particular inputs. Specifically, when the processor  154  receives a signal from a reader  140  that contact has been made with this station  112 , it can randomly select another station. The children can be signaled (e.g., audibly through the speaker  144  and/or visually through the light source  146 ) that the previously selected station  112  has been “tagged” and indicate the “next” selected station  112  that they should now be running towards.  
         [0026]     The stations  112  wirelessly communicate (i.e., wirelessly interact) among themselves via the interactive ports  156 , which can be the same as, similar to, or different from the interactive ports  56  of the game  10 . Also, as with game  10 , the processor  154 A of the first station  112 A can coordinate the inter-station outputs by doing the necessary calculations and/or providing the appropriate output instructions to each of the stations  112 .  
         [0027]     The identification tag  126  includes a receiver  172 , an integrated circuit  174  (which stores encoded identification information), and a transmitter  176 . The identification tag  128  includes a similar receiver  178 , integrated circuit  180 , and transmitter  182 ; and the identification tag  130  includes a similar receiver  184 , integrated circuit  186 , and transmitter  188 . The readers  140  each include an antenna  190  and a decoding transceiver  192 .  
         [0028]     When the power supply  152  for a station  112  is turned on, the reader&#39;s transceiver  192  emits an activation signal, which is broadcast by the antenna  190 . Once an identification item  120 / 122 / 124  passes through the electro-magnetic field created by the broadcast (e.g., when the identification item contacts the station  112 ), the activation signal is received by the radio frequency receiver  172 / 178 / 184 . Contact can be recognized by the broadcast field being such that contact is necessary for receipt of the activation signal. Alternatively, a proximity sensor can be provided to confirm that contact has occurred.  
         [0029]     Upon receipt of the activation signal by the receiver  172 / 178 / 184 , the integrated circuit  174 / 180 / 186  is then powered, and the stored encoded identification information (e.g., a 32 bit word or 128 bit word) is transmitted and received by the reader&#39;s transceiver  192 . The transceiver  192  decodes the transmitted identification information and sends it to the processor  154 , whereat it acts like a “key” to a database of information stored on the processor. Thus, the reader  140  reads the identification information from a particular tag  126 / 128 / 130  when the corresponding identification item  120 / 122 / 124  contacts the station  112 . Alternatively, and as is shown in  FIG. 5 , the reader  140  could comprise a bar code reader, and the tag  126 / 128 / 130  could comprise a bar code printed on the identification item  120 / 122 / 124 . Moreover, other types of suitable identification systems could be used.  
         [0030]     In either or any event, the game  110  can determine which child was the first to contact the station  112  and monitor/record this information as the game progresses. The game  110  can also monitor/record which child/team is winning the game without the children (or parents) having to do so manually. Additionally, the game  110  can acknowledge a winner at the end of a match by one, a plurality, or all of the stations playing a victory song (via the speaker  144 ) and/or blinking lights (via the light source  146 ).  
         [0031]     The game  110  further provides the flexibility to play a variety of different games via the mode selector  160 . For example, the accomplishment by the first child/team of a predetermined set of points (e.g., five points) would win the game, or the child/team scoring the most points in a set time period (e.g., ten minutes) would win the game. Other modes could include “repeat the pattern” (wherein each child has to duplicate a pattern of contacting the stations in a particular order) and/or “guess the station” (wherein each child gets three chances to pick the correct station). With particular reference to the latter two game modes, the stations  112  can be designed to call each player for their turn to attempt to repeat the pattern or guess the station. In any event, the children do plenty of running and are encouraged to think quickly on their feet and to react to a random series of events.  
         [0032]     One may now appreciate that the present invention provides a game that eliminates the child&#39;s need to accurately keep score, minimizes the need for parental participation for time-based competitions, can achieve the randomness required to keep a game interesting, and/or generates an “award” output at the conclusion of the game. Although the invention has been shown and described with respect to certain preferred embodiments, it is evident that equivalent and obvious alterations and modifications will occur to others skilled in the art upon the reading and understanding of this specification. The present invention includes all such alterations and modifications.