One problem with the redemption games in the prior art is that maintaining a redemption system can be very involved for the operator of the arcade, to the point of being burdensome.
But the task can become overwhelming when a large variety of prizes are offered and many different types of games can be played, each game having a different
ticket payout and difficulty level.
This may lead to extra or unknown costs which can be magnified over time when large numbers of prizes are redeemed by players.
In addition, the prior art redemption games and redemption systems are not suitable for bars, taverns, and other, non-arcade public places, such as stores, hotels, food establishments, and the like.
This is because the games typically offered in bars and like places often have low appeal to players due to the absence of any sort of tangible award or prize that is received by playing the game.
For example, the bar-top and other games typically found in bars may quickly get uninteresting if the only reward a player receives is to put his or her name on a high-
score list.
However, non-traditional gaming environments such as bars are not very suitable for supporting redemption systems like those found in gaming arcades.
The proprietor or bartender of the non-arcade environment often does not want to provide a booth or area to display available prizes for players due to the additional maintenance and staff needed for such a display area.
More importantly, the proprietor typically does not have the knowledge to properly adjust payouts of redemption games and offer prizes with proper and profitable
ticket costs.
Even if the proprietor has such knowledge, the small numbers of games and / or the secondary role of games in non-traditional gaming environments does not warrant providing a prize display area.
However, although a wide array of options is available for home game players, players typically cannot play games from home to receive prizes.
Players may often desire to receive a prize after playing a game or participating in a tournament, but no standardized prize redemption system is provided to home players.
Any administrator of such a prize redemption system faces the same problems and overhead as described above when attempting to organize ticket winnings and offer prizes at ticket costs adjusted for a desired profitability.
In the past, providers have been restricted to a “one-size-fits-all” approach to implementing a network gaming system, which has made it very difficult when attempting to tailor many variables in order to satisfy a multitude of diverse players located in a large number of different locations.
Many issues arise when choosing games to suit a diverse
pool of players.
Some games featuring violence, nudity, or certain types of adult themes may not be suitable to players under a certain age.
Further, playing games of chance may also be illegal for underage players and for players residing at particular locations.
In the past, it has been very difficult for providers of network gaming systems offering a large number of games and having a diverse selection of users to effectively target advertising to particular segments of their users.
However, a provider is forced to overcome several more difficulties when trying to implement an effective prize awarding and redemption scheme for a network gaming system having a large number of games and a diverse selection of users.
With respect to prize redemption, providers encounter several problems in satisfying a large, diverse, user base and providing a sufficient impetus to prompt users to continue
purchasing games.
Decisions as to which types and amounts of prizes to award can become very problematic when trying to provide incentives, which entice players to continue to play.
For example, a middle-age male may not be enticed to play a game when available prizes are limited to toys.