Trackable Award Accumulation for Threshold-Triggered Bonus Play

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Solution Overview

Problem

Existing gaming systems lack mechanisms to accumulate trackable elements over multiple game outcomes and trigger secondary events based on reaching a threshold, providing engaging and dynamic gameplay experiences.

Innovation Solution

A gaming system that accumulates trackable elements, such as points, over multiple game outcomes and triggers secondary events when a threshold is reached, allowing for dynamic gameplay experiences by enabling group selection of awards rather than individual selections, and incorporating progressive awards.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional gaming systems are used with individual award selections, then the game structure remains simple, but player engagement and excitement are reduced

Engineering Contradiction:
Improvegameplay dynamicsVSAvoidsystem structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the award selection process into multiple phases: first selecting a group of awards, then individually selecting from within that group. This segmentation transforms a simple single-step selection into a multi-stage process that increases engagement while maintaining clear structural organization.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs preliminary action by first selecting and presenting a group of awards before the player makes their final award selection. This preliminary group selection phase creates anticipation and excitement, allowing players to see multiple potential rewards before committing to one, thereby enhancing engagement without complicating the core gameplay mechanism.

Inventive Principle:
Principle #10Preliminary action

2Productivity

If secondary events are triggered frequently, then player engagement increases, but the game balance and award pool management become more complex

Engineering Contradiction:
Improvesecondary event frequencyVSAvoidtracking mechanism
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent uses copying by implementing a virtual representation of award pools and tracking mechanisms that mirror the physical award distributions. This allows the system to simulate and manage multiple award pools digitally, enabling frequent secondary events while maintaining balanced award pool management through virtual modeling rather than complex physical tracking.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The system replaces manual or mechanical tracking of award pools and secondary event triggers with electronic computing and digital tracking mechanisms. This substitution enables the system to handle frequent secondary events and complex pool management automatically through software algorithms, eliminating the need for complex mechanical tracking systems.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Ease of operation

If group selection of awards is implemented, then player interaction increases, but the selection interface complexity increases

Engineering Contradiction:
Improveplayer interactionVSAvoidselection interface
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent segments the selection interface into two distinct parts: a group selection display showing multiple award options, and an individual selection interface for choosing from the selected group. This segmentation allows players to interact with awards in a meaningful way by first choosing a group that interests them, then selecting their preferred award from that group, enhancing interaction while keeping each interface portion simple and intuitive.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The selection interface is made dynamic by allowing it to adapt based on player choices and game state. The group of awards presented changes based on previous selections and game outcomes, creating a dynamic interaction experience that responds to player behavior while maintaining a consistent and simple interface structure throughout the gameplay.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS12555440B2Accumulating trackable elements for awards
Publication Date: 2026.02.17 INTERNATIONAL GAME TECHNOLOGY INC
  • US12555440B2 patent drawing
  • US12555440B2 patent drawing
  • US12555440B2 patent drawing

AI summary

Gaming systems and methods that accumulate zero, one or more trackable elements responsive to zero, one or more game outcomes and trigger a secondary event responsive to a quantity of accumulated trackable elements reaching a threshold quantity.