Dynamic Skinning for Wagering Games

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Solution Overview

Problem

Wagering game machines struggle to maintain player interest due to the lack of dynamic and engaging game enhancements, as existing technologies fail to efficiently update and deploy customizable game skins across various devices and platforms.

Innovation Solution

A progressive game skin editor generates and deploys dynamic skins by indicating perceivable elements such as audio, video, and images, along with configuration settings for layout, timing, and properties, using a media controller to instantiate these elements on devices, allowing for real-time updates and compatibility with different device specifications.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If game skins are updated across multiple devices, then player engagement and entertainment value improve, but the complexity of deploying and managing skins across different platforms increases

Engineering Contradiction:
Improvegame skin adaptabilityVSAvoidskin deployment complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements a universal skin format that can be deployed across multiple device types and platforms. The skin editor generates skins in a standardized format that can be instantiated on different devices, allowing one skin to serve multiple functions across various game machines and platforms, thereby reducing deployment complexity while maintaining adaptability

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The system allows dynamic modification of skin parameters such as spatial layout, timing, and properties without requiring complete skin redesigns. By enabling parameter changes through configuration files and runtime adjustments, the system adapts skins to different devices efficiently, reducing the complexity of managing device-specific variations

Inventive Principle:
Principle #35Parameter changes

2Productivity

If operators can easily update game themes and content, then profitability and player attraction increase, but the technical infrastructure required for real-time updates becomes more complex

Engineering Contradiction:
Improvecontent update efficiencyVSAvoidupdate infrastructure complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The skin editor enables operators to independently create, modify, and deploy game skins without requiring extensive technical support or complex infrastructure. The system provides self-service capabilities through an intuitive editing interface and automated deployment mechanisms, allowing operators to update content efficiently while minimizing infrastructure complexity

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system performs preliminary skin compilation and validation before deployment to multiple devices. By pre-processing skins and generating appropriate configuration files in advance, the system enables rapid real-time updates without requiring complex runtime infrastructure, thereby improving update efficiency while controlling infrastructure complexity

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS9189917B2Dynamic skinning of wagering games
Publication Date: 2015.11.17 LNW GAMING INC
  • US9189917B2 patent drawing
  • US9189917B2 patent drawing
  • US9189917B2 patent drawing

AI summary

Dynamic skinning can be propagated between a base game and a portal game. A base game and a portal game can be unidirectionally or bidirectionally “hooked” into each other to utilize perceivable elements of the other. For instance, a first set of dynamic perceivable elements are defined for a base game and a second set of dynamic perceivable elements are defined for a portal game. These sets of dynamic perceivable elements can change based on various conditions. The base game can rely on the second game (or code or configurations associated with the second game) for dynamic skinning that varies with the portal game while the portal game can rely on the base game (or code or configurations associated with the base game) for dynamic skinning that varies with the base game. Furthermore, a perceivable element can traverse a base game and a portal game.