System for Incorporating Chance Into Interactive Games Requiring the Application of Intellectual or Motor Skills

a technology of chance and interactive games, applied in the field of digital interactive games, can solve the problems of boredom of the player and his/her loss of interest, games that do not show any intellectual or motor challenges to the player, and the experience offered by this type of system is highly repetitiv

Inactive Publication Date: 2011-01-13
IPARK ENTRETENIMENTOS S L U
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0003]The present invention is directed to a novel system from which chance and the player's skill influence the result of th

Problems solved by technology

However, when the player intervenes in these games, the experience offered by this type of systems is highly repetitive.
It is known for these systems, that if they continuously offer the same type of game, they cause boredom of the player and his/her loss of interest.
These games do not show any intellectual or motor challenge to the player.
Thus, his intellectual or motor skill may change the fate of the game session.
In current video games or games of “arcade” the player is overcoming obstacles and solving tasks, progressing towards increasing levels of difficulty.
While this kind of game shows many challenges, it is not possible to establish a mechanism for payment of prizes or a “payout”, as the chance of winning or losing depends directly on the player's skill and never on chance.
Another remar

Method used

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  • System for Incorporating Chance Into Interactive Games Requiring the Application of Intellectual or Motor Skills
  • System for Incorporating Chance Into Interactive Games Requiring the Application of Intellectual or Motor Skills
  • System for Incorporating Chance Into Interactive Games Requiring the Application of Intellectual or Motor Skills

Examples

Experimental program
Comparison scheme
Effect test

application examples

Example 1

Without PBS

[0149]If we have three levels of difficulty A, B and C, wherein A is the easy level, B is one of the intermediate levels, and C is the impossible level, a player J who is sitting in a terminal will receive by draw one of three levels of difficulty.

[0150]Then, the player places his bet and the game draws the levels of difficulty. The drawn level is shown to the player who gives his / her answer, which is evaluated by the system.

[0151]If the answer is correct, the game performs again the draw for the levels of difficulty, get one and shows it again to the player, and so on.

[0152]If the answer is wrong, the game proceeds exactly in the same way. It makes again the draw of levels of difficulty. Obtaining an easy, intermediate or difficult level by the player is completely by chance and the prize depends on the performance.

Example 2

With PBS

[0153]The player sits down to play and the system defines a starting Proportional distribution of levels of difficulty (PDLD), relat...

example 1

Trivia

[0207]As it is well-known, Trivia is a game of questions and answers that relate to a specific subject or topic, or general culture matters.

[0208]There are many versions of this kind of games, from traditional board games (Trivial Pursuit, Carrera de Mente, etc.) to versions in mass media (Who Wants to Be a Millionaire?, Odol Pregunta, Jeopardy, etc.).

[0209]Possible Implementation

[0210]A possible implementation is to design a database of questions and answers of multiple-choice type, associated with a level of difficulty between 1 and 10, where 1 is very easy and 10 is virtually impossible to solve.

[0211]One mode can be implemented to perform ten consecutive questions where the player can choose, after answering each one, if he keeps playing or withdraws.

[0212]If the player answers a question incorrectly (or do not respond within predetermined 30 seconds), the player loses.

[0213]When the game starts, the player makes his / her bet (which can be fixed or variable) and the first q...

example 2

Memory Test

[0220]As it is known, the memory test is a set of chips, all of them with the same back and with different images on the front. Normally the front images are repeated in pairs.

[0221]The game starts with all the chips face down and the player must turn up pairs of chips. If the chips have the same front, they are removed, if not, the player should leave them upside down as he / she found them.

[0222]Usually two or more players play the game taking turns to choose the chips. The game ends when there are no more chips face down and the player who removed more pairs wins.

[0223]Possible Implementation

[0224]The game can be implemented for a player to play alone against the computer and can be finished when there are no more chips (traditional version) or after a certain amount of moves.

[0225]In the first case, it would be paid for the amount of moves (the smaller the number, the more it is paid), in the second case, it could be paid for number of pairs found.

[0226]The level of dif...

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PUM

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Abstract

The invention refers to digital interactive games operable from specific terminals, video game consoles, personal computers, cell phones, digital interactive television, even when they include an initial bit of chance for their usual development, in order to incorporate the possibility to get a prize (including cash payments), besides of simply diversion. It comprises the incorporation of at least one random resource capable of sustaining a mathematical balance between winners and losers equivalent to that governing games of pure chance, keeping the condition that, for the resolution of each game, it requires the participation of the person, his/her with and his/her visual, motor, spatial, and linguistic skills, besides to his/her knowledge. The incorporated random resource is managed by a probabilistic balance system that ensures the proper ratio between winners and losers in terms of the predetermined “payout”. The incorporated random resource could be either a lottery of maximum results including the previous draw of the maximum result the player can reach (although he/she plays it perfectly), or a lottery of levels of difficulty that draws the level of difficulty set for each game between a maximum level (virtually impossible to overcome) and a minimum level (very easy to overcome), or a combination of both of them.

Description

FIELD OF THE INVENTION[0001]The invention is within the field of digital interactive games. This is operative on different devices such as terminals with “touch screen” screens, video game consoles, cabinets or slot machines, personal computers, cell phones, digital interactive television, and offers the possibility of participating in skill games either for diversion, for prizes or for money.[0002]The invention applies essentially to resolution of games with motor or intellectual skill, such as in the case in which they also include a bit of chance within their development, although the resolution necessarily depends on the intellectual or motor skill of the player.BRIEF DESCRIPTION OF THE INVENTION[0003]The present invention is directed to a novel system from which chance and the player's skill influence the result of the game, in such a degree that allows for the incorporation of prizes (including money payments), besides of simply diversion.[0004]Thus, different schemes are used...

Claims

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Application Information

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IPC IPC(8): A63F9/24
CPCG07F17/3295G07F17/32
Inventor GERSON, IGNACIO
Owner IPARK ENTRETENIMENTOS S L U
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