PROVIDING INTERACTIVE STORY BOOK TEMPLATES

Brand Owner (click to sort) Address Description
BOOK SPARK BARNES & NOBLE BOOKSELLERS, INC. 33 East 17th Street New York NY 10003 Providing interactive story book templates for use in creating stories featuring ideas for stories, characters, first lines of the stories, writing hints, plot suggestions and digital images;activity kit for inspiring writing and creativity comprised of coupons and a handbook with tips on writing and illustrating a story and uploading a story to a website;BOOK;Providing a web site featuring technology that enables users to create stories featuring ideas for stories, characters, first lines of the stories, writing hints, plot suggestions and digital images; providing a web-based service featuring technology that enables users to create and manage the production and publication of electronic books (e-books), hard and soft cover books and related digital content and offer them for sale to the general public;
STORYSPARKS PEARSON EDUCATION, INC. 221 River Street Hoboken NJ 07030 Providing interactive story book templates for use in creating stories featuring ideas for stories, characters, first lines of the stories, writing hints, plot suggestions and digital images;STORY SPARKS;Providing a web site featuring technology that enables users to create stories featuring ideas for stories, characters, first lines of the stories, writing hints, plot suggestions and digital images; providing a web-based service featuring technology that enables users to create and manage the production and publication of electronic books (e-books), hard and soft cover books and related digital content and offer them for sale to the general public;
 

Where the owner name is not linked, that owner no longer owns the brand

   
Technical Examples
  1. A game for stimulating interest in reading has a game board with coded spaces arranged in a circular path and a written story with consecutive portions. Players are given a fixed number of points and read a first portion of the story. They roll dice to determine the number of spaces they advance from a starting point on the circular path. Each player makes a prediction as to what occurs next in the story if the player lands on a space that instructs the player to make a prediction. One or more players making a wrong prediction lose a point (game card). The process is repeated for each portion of the story until the story is completely read, wherein the winner of the game is the player having the most points (game cards).