Dynamic Incentive Awarding via Segmented Player Play Tracking

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Solution Overview

Problem

Current player incentive systems in gaming machines are inflexible and do not fully utilize advanced technologies to provide maximum benefits to casino operators, failing to effectively leverage data for awarding incentives based on player play patterns and preferences.

Innovation Solution

A system and method that tracks player play across multiple gaming machines and games, using a computer and database to award incentives based on predetermined criteria, allowing for flexible and dynamic awarding of bonuses as a function of tracked play, enabling personalized and data-driven incentive programs.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional player tracking systems are used to award incentives, then player identification and basic tracking are achieved, but the system lacks flexibility and fails to maximize benefits from available data

Engineering Contradiction:
Improveincentive awarding flexibilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system segments player tracking data by game type (first playable game vs. second playable game) and applies different award criteria to each segment. This allows flexible, tailored incentive structures without requiring a completely new tracking infrastructure, resolving the contradiction between adaptability and complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The award criteria are made dynamic and adjustable based on tracked play patterns. The system can responsively modify award parameters such as credit amounts, bonus triggers, and eligibility conditions based on real-time player behavior data, enabling flexibility without permanent system redesign.

Inventive Principle:
Principle #15Dynamics

2Loss of information

If player tracking data is collected across multiple games and machines, then comprehensive player behavior information is obtained, but data processing and award determination complexity increases

Engineering Contradiction:
Improveplayer play data utilizationVSAvoiddata processing complexity
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The system applies different processing rules and award criteria to different game types (first game vs. second game) based on their specific characteristics. This localized approach to data processing reduces overall complexity by handling each game type according to its own requirements rather than implementing a single complex universal processor.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

Award criteria and thresholds are pre-configured for different game types before player play occurs. The system pre-establishes the rules for evaluating play data, eliminating the need for complex real-time decision algorithms and simplifying the data processing burden during actual gameplay.

Inventive Principle:
Principle #10Preliminary action

3Productivity

If incentive awards are awarded based on comprehensive play tracking, then player engagement is enhanced, but the computational resources and processing time required increase

Engineering Contradiction:
Improveplayer engagement efficiencyVSAvoidprocessing time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The system pre-calculates and stores award thresholds, credit amounts, and eligibility criteria for different game types before players begin playing. This preliminary configuration allows rapid real-time evaluation of player play against pre-set rules, maintaining high player engagement while minimizing computational processing time during gameplay.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements award evaluation at selective checkpoints during gameplay rather than continuously monitoring every action. By evaluating play data at key intervals or trigger events rather than every single player input, the system maintains responsive player engagement while reducing overall computational resource consumption.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS8956219B2System and method for awarding an incentive award
Publication Date: 2015.02.17 KONAMI GAMING INC
  • US8956219B2 patent drawing
  • US8956219B2 patent drawing
  • US8956219B2 patent drawing

AI summary

System and system award a player of a gaming machine an incentive award. The gaming machine has first and second playable games. A computer is connected to the machine. The player chooses to play one of the first and second games and play on the gaming machine is tracked. The incentive award is awarded as a function of the tracked play on the gaming machine and a set of predetermined award criteria.