Game machine
By separating the display area and control area, and combining light-emitting units and feedback components, the problem of diverse information in game consoles is solved, improving the display efficiency and immersive experience of the game console's human-computer interaction interface.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Utility models(China)
- Current Assignee / Owner
- SHANTOU LU XIAOYU TOYS IND CO LTD
- Filing Date
- 2025-04-30
- Publication Date
- 2026-04-28
AI Technical Summary
Existing game consoles struggle to diversify game information within limited space, resulting in excessively high information density. This hinders players from quickly extracting key information and leads to significant waste of hardware resources.
The design adopts a partitioned layout of display area and control area. The display area is used to show visual information of the game, while the control area is equipped with a projection area and a light-emitting display to form information light spots. Combined with light-emitting units and feedback components arranged in different ways, the game information is enriched through the linkage display of light-emitting units and tactile feedback.
It improves the display efficiency and immersive experience of the game console's human-computer interaction interface, reduces information interference, enhances game playability and information diversity, and makes reasonable use of space.
Smart Images

Figure CN224166869U_ABST
Abstract
Description
Technical Field
[0001] This utility model relates to the field of gaming, and more specifically, to a game console. Background Technology
[0002] Currently, most mainstream game consoles adopt a full-featured integrated display architecture, which effectively meets the display requirements of highly complex games such as open-world and AAA titles, enhancing the gaming experience. However, it still has certain limitations in scenarios such as logic games. Traditional display systems have complex control programs, requiring the simultaneous driving of high-resolution rendering pipelines and UI overlays, leading to an imbalance in the allocation of computing power to the graphics processing unit. Furthermore, unnecessary functional modules such as dynamic lighting and particle systems continuously consume video memory bandwidth, resulting in wasted hardware resources when excessive video memory bandwidth is used. Moreover, to adapt to various game types, the console needs to be equipped with high-specification display components, resulting in an excessively high proportion of the display system cost in the Bill of Materials (BOM), far exceeding the actual needs of logic games. In addition, some logic games are based on symbolic interaction, requiring only the display of information through symbols. However, in the process of displaying symbols, there are problems with insufficient differentiation between symbols, such as a single visual encoding dimension, lack of dynamic features, and weak semantic correlation.
[0003] Research shows that 73% of logic game players believe existing display solutions are "over-designed." For example, logic games often overlay embedded level hints (such as arrow guidance), difficulty indicators (such as star ratings), progress bars (such as percentage fill), and result feedback (such as level completion effects) at a fixed frequency, causing the information density on a single screen to exceed the cognitive load threshold. Players find it difficult to quickly extract key information from the numerous displayed details, resulting in a poor gaming experience. Furthermore, when visual cues (such as red warning boxes) and auditory cues (such as beeping sounds) are triggered simultaneously, the error rate increases, especially in games requiring high concentration. Some traditional display solutions also lack a symbol state clearing mechanism, causing symbols of solved puzzles to continue occupying visual space, requiring players to expend extra attention to filter information in subsequent levels.
[0004] Therefore, there is an urgent need for a game console that can diversify game information within a limited space. Utility Model Content
[0005] The present invention aims to overcome at least one of the defects of the prior art and provide a game console to solve the problem of difficulty in diversifying game information within a limited space.
[0006] The technical solution adopted by this utility model is a game console, including:
[0007] case;
[0008] The control circuit board is located inside the housing;
[0009] Several buttons are connected to the control circuit board;
[0010] The display component is connected to the control circuit board;
[0011] A power supply assembly, located inside the housing, is used to supply power to the control circuit board and the display assembly;
[0012] The housing includes a display area and a control area, wherein the display component is disposed in the display area, and at least some of the buttons are disposed in the control area;
[0013] It also includes: a projection area within the control area, and a light-emitting display below the projection area. The information displayed on the light-emitting display is projected onto the projection area through a panel on the control area, forming an information light spot. A control circuit board, fixed inside the housing, controls the operation of the game device and contains the game's operating program. Buttons, primarily for function settings and game control, input signals to the control circuit board and are movable on the surface of the housing. A display component, located inside the housing, displays visual information required in the game. A power supply component further supplies power to other electrical components in the game device. The display area centrally displays visual information during gameplay. The control area centrally arranges the buttons required for operation and control during gameplay. The projection area displays status information outside of gameplay. The light-emitting display generates light signals. The panel projects these light signals. A single display area carries too much information, shrinking the game's interface and affecting the gaming experience. Furthermore, auxiliary status information is often inconspicuous and easily overlooked. By setting up a projection area, status information is separated, without occupying display area space. The display is created by utilizing the control panel's position, increasing the size of the information and making it less likely to be ignored. In addition, the information light spot formed is different from the direct display of the display components, creating a clear visual difference. It not only fully highlights the status information but also eliminates interference with the information in the display area.
[0014] To display different information and meet the diverse information requirements of games, the display component includes: a display light group, a display panel, and a light-transmitting sheet disposed between the display light group and the display panel; the light group includes multiple light-emitting units; the light-transmitting sheet is used to adjust the display information of the display light group on the display panel. The display light group is used to form multiple arranged combinations of light sources, the display panel is used for the transmission of light beams, the light-transmitting sheet can change the shape of the light beams or increase the light effects, and the light-emitting units are used to emit light beams representing different signals. Each light-emitting unit in the display light group passes through the display panel under the action of the light-transmitting sheet, forming clear and varied light information, highlighting the differences between different information, and meeting the diverse information requirements of games.
[0015] To reduce interference between different information, the display light group comprises multiple light groups arranged at intervals; the light-emitting units are arranged in several rows within the light groups, with each row containing no fewer than three light-emitting units. The intervals between the light groups serve to block information. Within each light group, the light-emitting units are arranged in rows, which can be one, two, or more rows. Arranging the light groups at intervals reduces information interference between light-emitting units, helps to display more combined information within a limited area, and increases the complexity of game information expression.
[0016] To enrich information expression and meet the diverse needs of game information, the light group includes a first light-emitting combination and a second light-emitting combination; the light-emitting unit includes a first light-emitting unit and a second light-emitting unit; the first light-emitting combination is formed by multiple first light-emitting units arranged in a row; the second light-emitting combination is formed by multiple second light-emitting units arranged in two rows. The first light-emitting combination is used to provide feedback on active responses, and the second light-emitting combination is used to provide feedback on passive responses. The first and second light-emitting units have certain visual differences. Through two different light-emitting units and different arrangements of light-emitting combinations, a rich display of information with obvious visual differences can be formed within a limited space, meeting the diverse needs of game information. The light-emitting combinations formed by different rows of light-emitting units diversify information expression while occupying little space.
[0017] To distinguish the information of different light-emitting units, the first light-emitting unit is larger than the second light-emitting unit. This "larger" can specifically refer to one or a combination of two or three of the following: the size, power, and brightness of the light-emitting unit itself.
[0018] To enhance the game's responsiveness, the first light-emitting unit displays information input via the button; the second light-emitting unit displays feedback information corresponding to the first light-emitting unit; the first and second light-emitting units form a linked display. The information input via the button specifically refers to the information entered when a button is triggered within the control area, which can be understood as information input through buttons during gameplay. This button information, through a program in the control circuit board, controls the first light-emitting unit to emit light, converting it into visual information. The feedback information refers to secondary information formed according to the display of the first light-emitting unit under the program's control. Once the display information of the first light-emitting unit is determined, the second light-emitting unit is controlled to provide corresponding light information under the action of a preset program. Linked display means that the two light-emitting units have a linked function; for example, when one of the first light-emitting units lights up, its corresponding second light-emitting unit also lights up.
[0019] To better present the light source on the display panel, the light-transmitting sheet includes multiple light-transmitting holes. The display lamp assembly forms beams of different shapes through these light-transmitting holes and then acts on the display panel. The light-transmitting holes allow the light-emitting unit's optical fiber to pass through, rapidly and effectively increasing the output effect of the light-emitting unit, and the desired beam is obtained under the action of the light-transmitting sheet.
[0020] Each light-transmitting hole contains an independent light-emitting unit, with adjacent light-emitting units separated by the light-transmitting hole; the size of the light-transmitting hole matches the size of the light-emitting unit; the portion of the light-transmitting sheet that is not through the light-transmitting hole serves as a light-blocking area. The matching of the light-transmitting hole and the light-emitting unit, along with the maintenance of a certain distance between them, reduces mutual interference. One light-emitting unit corresponds to one light-transmitting hole, providing ample space for the light-emitting unit and improving its selectivity and adaptability. The light-blocking area ensures that the effect of each light-emitting unit is clearer under the influence of the light-transmitting sheet.
[0021] To enhance the gaming experience and improve gameplay, the game console also includes a feedback component connected to the control circuit board, which provides at least tactile feedback. The feedback component is used to provide information feedback during gameplay, in addition to visual feedback.
[0022] To provide a stronger sense of stimulation, the feedback component includes: a gripping mechanism located within the control area for touching the user's hand; and a sound-generating mechanism located within the housing. The gripping mechanism triggers under certain conditions to grip the user's hand, thereby providing tactile feedback; the sound-generating mechanism provides auditory feedback.
[0023] Compared with the prior art, the beneficial effects of this utility model are mainly reflected in the following aspects:
[0024] By functionally partitioning the display area and employing a dynamic information collaborative presentation mechanism, the display efficiency and immersive experience of the game console's human-computer interaction interface are improved. The display area's light clusters consist of different light groups used to display different information. For example, the first light group provides feedback on active responses, while the second light group provides feedback on passive responses. The first and second light groups also have a visual difference, enriching the displayed information. Meanwhile, the control area features a projection area that displays information spots and status information. This avoids the problem of a single display area displaying too much game information, resulting in cluttered and easily overlooked information. By separating status information through the projection area, it doesn't occupy display area space, and the resulting information spots are distinct from the direct display components, creating a clear visual difference that highlights status information and eliminates interference with information within the display area.
[0025] By using two different light-emitting units and different arrangements of light-emitting combinations, the spaced-out light-emitting units create visually distinct combinations that express rich display information within a limited space. The information from the light-emitting units does not interfere with each other, allowing for the display of more combined information within a limited area. Furthermore, the coordinated display between different light-emitting units creates rapid feedback and visual coordination, increasing the game's playability and meeting the demand for diverse game information. Light-emitting combinations composed of different rows and combinations of different light-emitting units diversify information expression while occupying minimal space. Attached Figure Description
[0026] Figure 1 This is a structural diagram of the present invention.
[0027] Figure 2 This is a structural diagram of the present invention.
[0028] Figure 3 This is a structural diagram of the shell of this utility model.
[0029] Figure 4 This is a structural diagram of the shell of this utility model.
[0030] Figure 5 This is a structural diagram of the display area of this utility model.
[0031] Figure 6 This is a structural diagram of the display area of this utility model.
[0032] Figure 7 This is a structural diagram of the display lamp assembly of this utility model.
[0033] Figure 8 This is a structural diagram of the light-emitting unit of this utility model.
[0034] Figure 9 This is a structural diagram of the light-transmitting sheet of this utility model.
[0035] Figure 10 This is a structural diagram of the light-transmitting sheet of this utility model.
[0036] Figure 11 This is a structural diagram of the control area of this utility model.
[0037] Figure 12 This is a structural diagram of the control area of this utility model.
[0038] Figure 13 This is a structural diagram of the feedback component of this utility model.
[0039] Figure 14 This is a structural diagram of the feedback component of this utility model.
[0040] Reference numerals: Housing 100: First button 110, Second button 120, Third button 130, Front shell 140, Bottom shell 150;
[0041] Display area 200: Display lamp group 210: First light-emitting combination 211, second light-emitting combination 212; Display panel 220; Light-transmitting sheet 230: Light-transmitting hole 231, light-blocking area 232; Light-emitting unit 240: First light-emitting unit 241, second light-emitting unit 242;
[0042] Control area 300: control buttons 310, projection area 320, and backlit display 330;
[0043] Feedback component 400: gripping mechanism 410, sound generation mechanism 420;
[0044] Control circuit board 500; power supply assembly 600. Detailed Implementation
[0045] The accompanying drawings are for illustrative purposes only and should not be construed as limiting the scope of this invention. To better illustrate the following embodiments, some components in the drawings may be omitted, enlarged, or reduced, and do not represent the actual dimensions of the product. It is understandable to those skilled in the art that some well-known structures and their descriptions may be omitted in the drawings.
[0046] Example 1
[0047] like Figure 1-2 As shown, a game console according to this embodiment has a housing 100. The housing 100 is provided with a display area 200, a control area 300, and a feedback component 400. The housing 100 contains a control circuit board 500 and a power supply component 600. The display area 200 is used for centralized display of visual information during the game. The display area 200 contains a display component that displays the visual information required in the game and is located inside the housing 100. The control area 300 is used for function settings and game control. The feedback component 400 is used to generate information feedback in the game other than visual feedback. The control circuit board 500 is used to control the operation of the game device, is fixed inside the housing 100, and has a pre-stored game running program. The power supply component 600 is used to supply power to the control circuit board 500 and the display component, and can also supply power to other electrical components in the game device.
[0048] In this embodiment, as Figure 3-4As shown, the housing 100 has a first button 110 at the upper left corner, a second button 120 at the upper right corner, and a third button 130 on the side. The housing 100 includes a bottom shell 150 and a front shell 140. The first button 110 is used for powering on and adjusting the volume, the second button is used for adjusting the brightness, switching modes, and switching online modes, and the third button is used for page turning and timer functions. The control circuit board, other electrical components, and power supply assembly are all located between the front shell and the bottom shell.
[0049] In this embodiment, as Figure 5-6 As shown, the display assembly includes a light group 210, a display panel 220, and a light-transmitting sheet 230 disposed between the light group 210 and the display panel 220. The light group 210 forms multiple light sources arranged in combination. The display panel 220 is used for the transmission of light beams. The light-transmitting sheet 230 can change the shape of the light beam or enhance the lighting effect. To reduce interference between different information, the light group 210 includes multiple light groups arranged at intervals. Each light group is composed of light-emitting units 240 arranged in several rows, and each row of the light group has no fewer than three light-emitting units 240. The intervals between the light groups are used to block information. In each light group, the light-emitting units 240 are arranged in rows, which can be one row, two rows, or multiple rows. The light-emitting units 240 are used to emit light beams representing different signals. By arranging the light groups at intervals, information interference between the light-emitting units 240 can be reduced, which helps to display more combinations of information within a limited area and increases the complexity of game information expression. Each light-emitting unit 240 in the display light group 210 passes through the display panel 220 under the action of the light-transmitting sheet 230, which can form clear and varied light information, highlight the differences between different information, and meet the game's demand for diverse information.
[0050] In this embodiment, as Figure 7-8As shown, the display light group 210 includes a first light-emitting combination 211 and a second light-emitting combination 212, and the light-emitting unit 240 includes a first light-emitting unit 241 and a second light-emitting unit 242. The first light-emitting combination 211 is formed by arranging multiple first light-emitting units 241 in a row; the second light-emitting combination 212 is formed by arranging multiple second light-emitting units 242 in two rows. The first light-emitting combination 211 is used to provide feedback on active response information, and the second light-emitting combination 212 is used to provide feedback on passive response information. The first light-emitting unit 241 and the second light-emitting unit 242 have certain visual differences. Through two different light-emitting units 240 and different arrangements of light-emitting combinations, a rich display information expression with obvious visual differences can be formed in a limited space, meeting the needs of diverse game information. The light-emitting combinations formed by different rows of light-emitting combinations and the light-emitting combinations formed by combining different light-emitting units 240 make the information expression diverse and occupy less space. In order to distinguish the information of different light-emitting units, the first light-emitting unit 241 is larger than the second light-emitting unit 242. The "larger" can specifically be one or a combination of two or three of the following: the size, power, and brightness of the light-emitting unit itself.
[0051] The first light-emitting unit 241 displays information input via a button, and the second light-emitting unit 242 displays feedback information corresponding to the first light-emitting unit 241. The first and second light-emitting units 241 and 242 form a linked display. The information input via a button specifically refers to the information entered when a button is pressed in the control area; this can be understood as information input via buttons during gameplay. The button information, through a program in the control circuit board, controls the first light-emitting unit 241 to emit light, converting it into visual information. The feedback information refers to the secondary information formed according to the display of the first light-emitting unit 241 under the action of the program. Once the display information of the first light-emitting unit 241 is determined, the second light-emitting unit 242 is controlled to provide corresponding light information under the action of a preset program. Linked display means that the two light-emitting units have a linked function; for example, when one of the first light-emitting units 241 lights up, its corresponding second light-emitting unit 242 will also light up.
[0052] In this embodiment, as Figure 9-10As shown, to better present the light source on the display panel 220, the light-transmitting sheet 230 has multiple light-transmitting holes 231. The display lamp group 210 forms beams of different shapes through the light-transmitting holes 231 and then acts on the display panel 220. Each light-transmitting hole 231 contains an independent light-emitting unit 240. Adjacent light-emitting units 240 are separated by the light-transmitting hole 231, and a certain distance is maintained between the light-transmitting hole 231 and the light-emitting unit 240 to reduce mutual interference. One light-emitting unit 240 corresponds to one light-transmitting hole 231, and the size of the light-transmitting hole 231 matches the size of the light-emitting unit 240. The light-emitting unit 240 has sufficient space, which improves the selectivity and adaptability of the light-emitting unit 240. The part of the light-transmitting sheet 230 that is not through the light-transmitting holes 231 is a light-blocking area 232. The matching of the light-transmitting holes 231 and the light-emitting unit 240, and the setting of the light-blocking area 232, make the effect of each light-emitting unit 240 clearer under the action of the light-transmitting sheet 230.
[0053] In this embodiment, as Figure 11-12 As shown, the control area 300 includes a control button 310 and a projection area 320. The projection area 320 is positioned above the control button 310, and a light-emitting display 330 is located within the housing 100 below the projection area 320. The information displayed on the light-emitting display 330 is projected onto the projection area 320 through the panel on the control area 300. The control button 310 is primarily used for function settings and game control, and can input signals to the control circuit board 500. It is movably mounted on the surface of the housing 100. The projection area 320 is used to display status information outside of game operations. The light-emitting display 330 is used to generate light signals. The panel of the control area 300 is used to project the light signals. The panel is made of a non-transparent material, unlike the transparent display panel 220. The panel of the control area is colored, and although it transmits light, its transmittance is relatively low. Therefore, under the action of the light-emitting display 330, only an information light spot is formed, avoiding the formation of light that directly shines into the eyes.
[0054] Because a single display area 200 carries too much information, it shrinks the game's interface, thus affecting the gaming experience. Furthermore, the auxiliary status information is not prominent and is easily overlooked. By setting up a projection area 320, the status information is separated, does not occupy the space of the display area 200, and makes reasonable use of the control panel's position to form a display, allowing the information size to be larger and thus less likely to be ignored. In addition, the resulting information spotlight differs from the direct display of the display components, creating a clear visual distinction. This not only fully highlights the status information but also eliminates interference with the information within the display area 200.
[0055] In this embodiment, as Figure 13-14As shown, the feedback component 400 includes: a gripping mechanism 410, located within the control area 300, for touching the user's hand, connected to a drive mechanism, which drives the gripping mechanism 410 to rotate around the control area 410, with the movement path of the gripping mechanism 410 passing above the control area 300; and a sound-generating mechanism 420, located within the housing 100. The gripping mechanism 410 triggers a mechanism when certain conditions are met, gripping the user's hand to generate tactile feedback; the sound-generating mechanism 420 generates auditory feedback. The gripping mechanism 410 is a gripping rod that can surface-mate, and the sound-generating mechanism 420 is an external speaker located on the back of the housing.
[0056] Obviously, the above embodiments of this utility model are merely examples for clearly illustrating the technical solution of this utility model, and are not intended to limit the specific implementation of this utility model. Any modifications, equivalent substitutions, and improvements made within the spirit and principles of the claims of this utility model should be included within the protection scope of the claims of this utility model.
Claims
1. A game console, comprising: case; The control circuit board is located inside the housing; Several buttons are connected to the control circuit board; The display component is connected to the control circuit board; A power supply assembly, located inside the housing, is used to supply power to the control circuit board and the display assembly; The housing includes a display area and a control area, wherein the display component is disposed in the display area, and at least some of the buttons are disposed in the control area; Its characteristic is that it further includes: The control area is also equipped with a projection area, and a light-emitting display is provided below the projection area. The information displayed on the light-emitting display is projected onto the projection area through the panel on the control area to form an information light spot.
2. A game console according to claim 1, characterized in that, The display component includes: a display lamp group, a display panel, and a light-transmitting sheet disposed between the display lamp group and the display panel; the lamp group includes multiple light-emitting units; The light-transmitting sheet is used to adjust the display information of the display lamp group on the display panel.
3. A game console according to claim 2, characterized in that, The display light group includes multiple light groups arranged at intervals; The light-emitting units are arranged in several rows in the lamp assembly, and each row has no fewer than three light-emitting units.
4. A game console according to claim 2, characterized in that, The lamp assembly includes: a first light-emitting combination and a second light-emitting combination; The light-emitting unit includes: a first light-emitting unit and a second light-emitting unit; The first light-emitting assembly is formed by arranging multiple first light-emitting units in a row. The second light-emitting combination is formed by arranging multiple second light-emitting units in two rows.
5. A game console according to claim 4, characterized in that, The first light-emitting unit is larger than the second light-emitting unit.
6. A game console according to claim 4, characterized in that, The first light-emitting unit is used to display the information input by the button; The second light-emitting unit is used to display feedback information corresponding to the first light-emitting unit; The first light-emitting unit and the second light-emitting unit form a linked display.
7. A game console according to claim 2, characterized in that, The light-transmitting sheet includes: a plurality of light-transmitting holes; The display lamp group forms beams of different shapes through the light-transmitting holes and then acts on the display panel.
8. A game console according to claim 7, characterized in that, Each light-transmitting hole contains an independent light-emitting unit, and two adjacent light-emitting units are separated by the light-transmitting hole; The size of the light-transmitting hole matches the size of the light-emitting unit; The portion of the light-transmitting sheet that is not through a light-transmitting hole is a light-blocking area.
9. A game console according to any one of claims 1-8, characterized in that, Also includes: A feedback component is connected to the control circuit board and at least provides tactile feedback.
10. A game console according to claim 9, characterized in that, The feedback component includes: A gripper mechanism, located within the control area, is used to touch the user's hand; The sound-generating mechanism is located inside the housing.