Leap in Time: The Patent Game eliminates the challenge and fear of reading patents, and affirms that one needs a patent attorney to draft a patent, not to read one!
THE PROBLEM:
Researchers & students commonly rely on journal articles to deepen their understanding of a topic, evaluate the current state of the field, and identify unexplored opportunities. However, patents, which often contain vast amounts of valuable information not published in journals, are rarely utilized in the same way. Many view patents solely as tools for securing intellectual property, assuming that only patent lawyers deal with them. The complex legal language in patents often deters even the most determined researchers from exploring them.
THE SOLUTION:
This digital escape room tackles these challenges head-on. It guides players through the essentials of patents—what they are, what they aren’t, and their purpose. The game demystifies the structure of a patent, showing players how to focus on key information to make patents easier to understand. Additionally, it teaches strategies to avoid patent infringement and demonstrates how to innovate effectively within the boundaries of existing patents.
THE GAME:
This is one-of-a-kind digital escape room where 3-5 players roleplay Leonardo da Vinci’s thoughts. After time-traveling to the present, Leonardo finds himself in a patent office, completely unfamiliar with patents.
Players must help him discover what patents are, understand their structure, learn how to navigate them efficiently, and ultimately create a non-infringing patent. Only then can Leonardo escape the patent office and return to his timeline.
In a second scenario of the game, the players are tasked to understand how a filed patent may be opposed. Playing in a similar way to the first scenario, players will have to uncover the existing patent and learn that it has been opposed and then give reasons as to how such an opposition may be successful.
Leap In Time offers several exciting features that make it a unique and engaging experience:
Browsers: Edge, Chrome, Firefox. Play mode: Live in classroom or Asynchronous activity; Teams (recommended) or Solo (may take more time due to lack of brainstorming).
The game takes on average 45 minutes to play if the players pay attention and read. Brute-forcing the puzzles without reading will result in a much longer and frustrating game-play. This is intentionally designed to get the players to read the text snippets in the game
Understand patent structure and logic.
Be more open to reading patents and accessing patent databases.
Leap in Time: The Patent Game is a digital escape room where players enter as voices inside Leonardo Da Vinci’s head who has traveled forward in time and landed in a modern but abandoned patent office. Players must help him discover what patents are, understand their structure and ultimately create a non-infringing patent. The gameplay requires reading, interaction & puzzle-solving.
Like all escape rooms – the team that finishes the fastest is the winner with a caveat being – that you don’t get a count-down timer but a count-up timer. So, you can track your own time that you take to crack this 3-room game and compare it against others.
99,00 kr.
Delivery notes here:
Delivery option 1:
Delivery option 2:
"*" indicates required fields
© 2025 Biosymfonix – Designet af Aveo web&marketing
End User License Agreement for the use of ESHIP: Navigating Uncertainty/GRANTED: The Research Grant Game/Pactopolis: Where Smart Negotiations Meet Sustainable Innovation
PERSONAL NON-COMMERCIAL USE
NOTICE: PLEASE READ THIS END USER LICENSE AGREEMENT (“Agreement”) EXPLAINING ADDITIONAL LICENSE TERMS AND LIMITATIONS BEFORE USING THIS PRODUCT. IF YOU DO NOT ACCEPT THESE TERMS, YOU MAY CONTACT BIOSYMFONIX TO RETURN THIS PRODUCT AND OBTAIN A REFUND OF THE ORIGINAL PURCHASE ORDER. FOR THE SAKE OF CLARITY, OPENING THE PRODUCT AND USING SAME IS DEEMED AN AGREEMENT TO THE FOLLOWING ADDITIONAL TERMS.
This Agreement constitutes a legally binding agreement between Customer (“Customer” or “you”) and Biosymfonix (DK33006039) (“Company”) and regulates the use of the Game (“PRODUCT”) and the associated materials. The “Effective Date” of this Agreement is the date of purchase.
End User License Agreement for the use of ESHIP: Navigating Uncertainty/GRANTED: The Research Grant Game/Pactopolis: Where Smart Negotiations Meet Sustainable Innovation
Academic Research Use
NOTICE: PLEASE READ THIS END USER LICENSE AGREEMENT (“Agreement”) EXPLAINING ADDITIONAL LICENSE TERMS AND LIMITATIONS BEFORE USING THIS PRODUCT. IF YOU DO NOT ACCEPT THESE TERMS, YOU MAY CONTACT BIOSYMFONIX TO RETURN THIS PRODUCT AND OBTAIN A REFUND OF THE ORIGINAL PURCHASE ORDER. FOR THE SAKE OF CLARITY, OPENING THE PRODUCT AND USING SAME IS DEEMED AN AGREEMENT TO THE FOLLOWING ADDITIONAL TERMS.
This Agreement constitutes a legally binding agreement between Customer (“Customer” or “you”) of Institution (“Institution”) and Biosymfonix (DK33006039) (“Company”) and regulates the use of the Game (“PRODUCT”) and the associated materials. The “Effective Date” of this Agreement is the date of purchase.
Restrictions On Use: Any use, reproduction or redistribution of the PRODUCT not expressly authorized by this Agreement is expressly prohibited and may result in severe civil and criminal penalties. Customer may not disassemble, reverse engineer, or modify the PRODUCT for any purposes.
Transfer Restrictions: You do not have the right to grant sublicenses to any third party. This PRODUCT is licensed only to you and may not be transferred to anyone without the prior written consent of Biosymfonix.
Request Conversion to Commercial Use License: If the Customer would like to use the PRODUCT commercially, e.g., beyond the limited Research Use provided for in this license, Biosymfonix is open to negotiate the provision of a separate commercial license for an extra cost, with specific terms depending upon the anticipated Commercial Use. “Commercial Use” is defined herein as any activity (including but not limited to workshops, hackathons, events, consulting) using PRODUCT whereby there is monetary transaction involved.
Intellectual Property Ownership: All title, ownership rights, and intellectual property rights in and to the PRODUCT and all copies thereof remain with the Company. Nothing in this Agreement grants or transfers to you any ownership rights in the PRODUCT, including the software and other intellectual property rights related to the PRODUCT. The PRODUCT is protected by the copyright laws of all countries, international copyright treaties and conventions, and other laws. All rights are asserted and reserved. Except as expressly provided in this Agreement, no part of the PRODUCT may be copied, reproduced, modified, created derivative works from, aggregated, republished, uploaded, posted, publicly displayed, encoded, translated, transmitted, distributed, sold, or otherwise exploited for any commercial purpose whatsoever, without the Company’s express prior written permission.
End User License Agreement for the use of ESHIP: Navigating Uncertainty/GRANTED: The Research Grant Game/Pactopolis: Where Smart Negotiations Meet Sustainable Innovation ACADEMIC TEACHING USE
NOTICE: PLEASE READ THIS END USER LICENSE AGREEMENT (“Agreement”) EXPLAINING ADDITIONAL LICENSE TERMS AND LIMITATIONS BEFORE USING THIS PRODUCT. IF YOU DO NOT ACCEPT THESE TERMS, YOU MAY CONTACT BIOSYMFONIX TO RETURN THIS PRODUCT AND OBTAIN A REFUND OF THE ORIGINAL PURCHASE ORDER. FOR THE SAKE OF CLARITY, OPENING THE PRODUCT AND USING SAME IS DEEMED AN AGREEMENT TO THE FOLLOWING ADDITIONAL TERMS.
This Agreement constitutes a legally binding agreement between Customer (“Customer” or “you”) of Institution (“Institution”) and Biosymfonix (DK33006039) (“Company”) and regulates the use of the Game (“PRODUCT”) and the associated materials. The “Effective Date” of this Agreement is the date of purchase.
Rights and Duties Upon Termination: This Agreement will terminate automatically without notice from Biosymfonix if you fail to comply with any provision of this Agreement. Upon termination of this Agreement, you shall return the PRODUCT and all derivative works, embodiments, and records thereof, including without limitation, copies thereof, electronic or otherwise. You must also destroy all the associated material provided. All provisions of this Agreement relating to disclaimers or warranties, limitations of liability, remedies, or damages and the Company’s proprietary rights, choice of law and jurisdiction, and indemnity shall survive termination of this Agreement.
Choice of Law and Venue: This Agreement shall be governed by the law of Denmark. All disputes arising out of or in connection with the present contract shall be finally settled under the Rules of Arbitration of the International Chamber of Commerce by one or more arbitrators appointed in accordance with the said Rules.
End User License Agreement for the use of ESHIP: Navigating Uncertainty/GRANTED: The Research Grant Game/Pactopolis: Where Smart Negotiations Meet Sustainable Innovation
Commercial Use
NOTICE: PLEASE READ THIS END USER LICENSE AGREEMENT (“Agreement”) EXPLAINING ADDITIONAL LICENSE TERMS AND LIMITATIONS BEFORE USING THIS PRODUCT. IF YOU DO NOT ACCEPT THESE TERMS, YOU MAY CONTACT BIOSYMFONIX TO RETURN THIS PRODUCT AND OBTAIN A REFUND OF THE ORIGINAL PURCHASE ORDER. FOR THE SAKE OF CLARITY, OPENING THE PRODUCT AND USING SAME IS DEEMED AN AGREEMENT TO THE FOLLOWING ADDITIONAL TERMS.
This Agreement constitutes a legally binding agreement between Customer (“Customer” or “you”) of Institution (“Institution”) and Biosymfonix (DK33006039) (“Company”) and regulates the use of the Game (“PRODUCT”) and the associated materials. The “Effective Date” of this Agreement is the date of purchase.
Learning reasons why a filed patent can be opposed.