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Game show with non-interpersonal subliminal promptRelated Patent Categories: Amusement Devices: Games, Including Means For Processing Electronic Data (e.g., Computer/video Game, Etc.), In A Game Requiring Strategy Or Problem Solving By A Participant (e.g., Problem Eliciting Response, Puzzle, Etc.)Game show with non-interpersonal subliminal prompt description/claimsThe Patent Description & Claims data below is from USPTO Patent Application 20070184885, Game show with non-interpersonal subliminal prompt. Brief Patent Description - Full Patent Description - Patent Application Claims FIELD OF THE INVENTION [0001] The field of the invention is game shows, and especially reality game shows using non-interpersonal subliminal prompts. BACKGROUND OF THE INVENTION [0002] Numerous stage hypnosis shows have been enjoyed by a relatively large audience for several decades. Such shows typically involve voluntary interaction with a hypnotherapist to prepare a show participant for a behavior that the participant would otherwise unlikely be willing to perform. For example, stage hypnotists such as P. Powers, A. Duval, Ormond McGill, Paul McKenna, and others have prompted volunteers to forget how to swim, to engage in socially questionable behavior, etc. [0003] Such preparation typically requires personal interaction with the hypnotherapist and effectiveness is often affected by the level of attention given to the hypnotherapist, stage fright, etc. Moreover, as such behavior modification is due to a personal interaction, participants may also fake cooperation. For example, participants who volunteer as subjects for stage hypnotism are often self-selecting, willing to lose their inhibitions, and enjoy being the center of attention, whether or not they are actually in a state of hypnosis. Therefore, it could be reasonably argued that the same results could be obtained under the influence of nothing more than a few glasses of alcoholic drinks, or monetary incentive. [0004] Other manners of behavior modification less prone to the drawbacks as discussed above include those in which a person's action is influenced to a certain degree using various signals that are perceptible and/or imperceptible to the player. For example, Kubby al disclose in U.S. Pat. App. No. 2005/0130747 a video game system that includes a micromechanical dispensing device to complement and/or enhance the video gaming experience in a manner not always recognized by the player. In such games, the micromechanical device dispenses a fluid (e.g., perfume or other particular scent) into the players atmosphere in response to a game situation to thereby provide a more intense engagement and/or elicit a specific reaction from the player. While such systems may provide a somewhat more desirable game experience, various disadvantages remain. Among other things, a player must obtain, install, and maintain various fluids over an extended period of time. Moreover, as the player is aware of the presence of the micromechanical device, the player will likely give the operation of the system more attention than the effect and is thereby detracted from the game. [0005] In other known game systems and devices, a subliminal stimulus is delivered to a player as described in JP 2003135767. Here, the game device displays only briefly and consciously imperceptively a winning screen to the player to thereby induce continued gaming as that image is thought to build an expectation of winning soon. However, while such subliminal stimuli tend to increase game revenue to at least some degree, public acceptance for such gaming devices is generally low as such subliminal stimuli may be deemed deceptive. [0006] Therefore, while there are numerous methods of entertainment with various forms of subliminal and non-subliminal messages are known in the art, all or almost all of them suffer from one or more consequences. Thus, there is still a need to provide new methods for such entertainment. SUMMARY OF THE INVENTION [0007] The present invention is directed to (e.g., reality) game shows and methods associated with such game shows, wherein a first or plurality of first contestants is subjected to a subliminal stimulus, while a second, or plurality of second contestants is informed about the subliminal stimulus and will interact with the first or plurality of first contestants. [0008] Therefore, in one aspect of the inventive subject matter, a method of entertaining may include a step of enlisting one or more first and second participants for an interactive game show. In a further step, the one or more first participants are--without his or her knowledge--subjected to a non-interpersonal subliminal prompt. In yet another step, the audience and/or the second participant(s) are informed that the first participant received the subliminal prompt. In still another step, the first and second participants are prompted to engage in an activity according to a game rule of the game show, and in a further step, performance of the first and/or second participants is observed to establish a winner, ranking, or other reward (e.g., financial, travel, personal, etc.). [0009] In especially preferred aspects, the non-interpersonal subliminal prompt is a pheromone, and most preferably a mammalian steroid pheromone. Therefore, in at least some embodiments the pheromone is (typically topically) applied to first participant(s), or the first participant(s) is exposed to an atmosphere that includes the pheromone, wherein such application or exposure may be performed by or mediated by the second participant(s). Regardless of the manner of application or exposure, it is contemplated that the first participant(s) may receive a second and distinct non-interpersonal subliminal prompt, which may, for example, be of visual nature. [0010] In still further contemplated aspects, the first participant(s) forms a team with at least one other participant. Therefore, contemplated team members may include competing and/or cooperating members. Preferred other participants are most typically not selected among the first participants. Furthermore, it is generally preferred that the first and second participants are of opposing gender. [0011] With respect to contemplated game rules, it is typically preferred that the game rules include a determination of a rank for the first and second participants based on the performance, which may also include feedback from the audience to establish the rank. Particularly suitable activities in such game shows are interviews, sales attempts, physical exercise, interpersonal ranking, and/or dating activities. Therefore, where the activity is an interview, the step of observing performance may include computing of at least one of a subjective sympathy index, a subjective persuasion index, and a subjective confidence index. Where the activity is a sales attempt, the step of observing performance may include computing of at least one of a subjective persuasion index, a negotiated price, and a sales volume. Similarly, where the activity is physical exercise, the step of observing performance may comprise computing of at least one of endurance and strength. Where the activity is interpersonal ranking, the step of observing performance may comprise computing of at least one of a subjective sympathy index, a subjective leadership index, and a subjective confidence index, and where the activity is dating, contemplated steps of observing performance may include computing of at least one of a subjective sympathy index, synchronized behavior, subjective body language index, length of eye contact, and bodily contact. [0012] Various objects, features, aspects and advantages of the present invention will become more apparent from the following detailed description of preferred embodiments of the invention. DETAILED DESCRIPTION [0013] The inventor generally contemplates use of a non-personal subliminal prompt in a game in which at least one player is not aware of the delivery of the prompt, which may be delivered to that player and/or any other participant. Typically, the audience and/or other players are aware of the delivery of the prompt to that player. The players will then perform various tasks according to a game rule, and a ranking and/or winner is then established, which may also include input from the audience. [0014] The term "game show" as used herein refers to a form of entertainment in which one or more players perform activities according to a game rule, wherein the players' activities may be moderated and/or observed by a moderator and/or an audience. Therefore, a game show may be performed in a home among a plurality of players (i.e., contestants), or more typically on a stage, or in a studio with an audience. In still further contemplated game shows, a single participant may interact with a plurality of other participants, which may be randomly selected or selected according to one or more criteria. Therefore, contemplated game shows include those in which one player (optionally as member of a team) engages in a game activity with one or more other players or participants, wherein the other players or participants may or may not be informed about their partaking in the game. Therefore, exemplary game shows will be similar to currently known game shows (e.g., The Bachelor, The Apprentice, Survivor, etc.), and/or similar to other known team or competitive games. [0015] Moreover, contemplated game shows may be continuous and be completed within a period of less than an hour to several hours, or discontinuous where the activities of the players are performed and/or observed over several days, typically for a limited period throughout any given day. The term "interactive game show" as used herein refers to a game show in which at least two of the players interact as competitors or as team players that support each other. Furthermore, the term "reality television game show" as used herein refers to a televised game show that is at least in part unscripted and documents actual events over scripted action, and that features ordinary people rather than professional actors. [0016] As still further used herein, the term "non-interpersonal subliminal prompt" refers to a subliminal prompt that is delivered in a manner other than a verbal message from one person to the contestant that receives the non-interpersonal subliminal prompt. For example, a visual subliminal prompt that is delivered to the person by a monitor or TV screen, or a chemical subliminal prompt delivered via exposure of the person to the chemical is considered a non-interpersonal subliminal prompt as defined above. In contrast, a subliminal verbal prompt that is delivered by a hypnotist to the person will not fall within the scope of the definition as provided above. Furthermore, the term "subliminal" as used herein refers to a signal or message that is designed to pass below the normal limits of perception. For example, a subliminal signal might be inaudible to the conscious mind but audible to the unconscious mind, or might be an image that is briefly displayed and consciously not perceived while it is unconsciously perceived. Similarly, a pheromone (and especially a mammalian pheromone) that is delivered to a person is considered to act as a subliminal signal as the conscious mind fails to recognize that signal. [0017] In one preferred aspect of the inventive subject matter, a game show is a reality television (TV) game show in which a first contestant is exposed to a mammalian pheromone and in which a plurality of other contestants are informed about the first person's exposure. A moderator of the game show will then pose a challenge to all contestants according to a game rule. The contestants will then compete against each other and performance is rated on the basis of various objective and/or subjective criteria, wherein the audience may provide live feedback to the moderator to thereby establish a ranking and/or a winner (e.g., winning a price, a travel, or even "winning a heart"). [0018] While not limiting to the inventive subject matter, it is generally preferred that the game show is performed such that a relatively large audience (e.g., greater than 100 people) can observe at least part of the contest. Therefore, the game show will typically be performed on a stage, in a studio, and/or in a locale where at least a camera and microphone can be placed to thereby provide the audience and/or moderator with the performance of the contestants. Most preferably, and especially where the contestants are in different locations, the actions of the contestants are visually and/or acoustically recorded to allow replay before the audience. Thus, the audience may receive a live feed from the performance recording, and/or the recording may be preserved and/or edited to allow broadcasting to an even larger audience (e.g., via syndicated stations, satellite/cable TV, etc.). Further advantages of performance recording include presence of various contestants in locations remote relative to each other, simultaneous broadcast of otherwise non-synchronous events, replay according to a programming schedule, etc. Consequently, contemplated shows may be live or recorded, in a continuous or discontinuous fashion. [0019] However, in less preferred aspects, suitable game shows may also be played in an at home or office environment using several players as participants. In such and other contemplated formats, the game show may be executed without a moderator and/or even without an audience. Therefore, one or more of the contestants may also act as a moderator. Similarly, the audience in such configurations may be the players themselves. Furthermore, and especially where the game show is discontinuous, the contestants may play the game according to a predetermined schedule in which performance is observed and/or reported via the Internet. [0020] With respect to the first contestant it is generally preferred that the first contestant is exposed to the non-interpersonal subliminal prompt at least during part of the time in which the audience observes the first contestant. However, and depending on the particular nature of the non-interpersonal subliminal prompt, the first contestant may also be pre-exposed for a period sufficient to elicit the desired/anticipated effect. Of course it should be appreciated that the game according to the inventive subject matter may also involve more than one contestant that is exposed to the non-interpersonal subliminal prompt. For example, and especially where the contestants form a team, multiple contestants are contemplated to receive/have received the non-interpersonal subliminal prompt. It is further especially preferred (but not necessarily so) that the first contestant will receive and/or be exposed to the non-interpersonal subliminal prompt without his or her knowledge (albeit with his or her consent of receiving one or more non-interpersonal subliminal prompts). However, in alternative aspects, the contestant may also be informed about administration of the non-interpersonal subliminal prompt. Typically, such information will be conveyed to the first contestant by indicating to the contestant that he or she has received the prompt, and/or by informing the contestant about the nature of the non-interpersonal subliminal prompt he or she has received or was exposed to. Continue reading about Game show with non-interpersonal subliminal prompt... Full patent description for Game show with non-interpersonal subliminal prompt Brief Patent Description - Full Patent Description - Patent Application Claims Click on the above for other options relating to this Game show with non-interpersonal subliminal prompt patent application. ### 1. Sign up (takes 30 seconds). 2. Fill in the keywords to be monitored. 3. Each week you receive an email with patent applications related to your keywords. Start now! - Receive info on patent apps like Game show with non-interpersonal subliminal prompt or other areas of interest. ### Previous Patent Application: Game device, golf game device shot result decision method Next Patent Application: Video based strategic board game Industry Class: Amusement devices: games ### FreshPatents.com Support Thank you for viewing the Game show with non-interpersonal subliminal prompt patent info. 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