Dynamic Tutorial Messaging for Gaming Input Devices
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Gaming machines face challenges in introducing new input devices and methods to players, as traditional interfaces can be non-intuitive, leading to player frustration and reduced adoption, and existing tutorial messaging can be annoying or unhelpful, necessitating a dynamic and tailored approach to instructional messaging based on player proficiency and familiarity.
Innovation Solution
A gaming system with game-logic circuitry that detects player adoption levels and adjusts tutorial messaging accordingly, using a combination of input devices such as touch screens, gesture-based motion detectors, and value-input devices to provide tailored instructions, minimizing unnecessary messaging and enhancing the player experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If traditional interfaces are used in gaming machines, then players may feel familiar and comfortable, but new input devices and methods cannot be effectively introduced and adopted
Solution Approach 1:
The system dynamically adjusts the level and type of instructional messaging based on detected player proficiency levels. The interface transitions from providing extensive tutorials for novice players to minimal or no instructions for experienced players, allowing the system to adapt its complexity to match player needs while introducing new input devices
Solution Approach 2:
The system implements feedback mechanisms that detect player responses to instructional messaging and actual usage of input devices. Based on this feedback, the system modifies future messaging strategies, reducing redundant instructions for players who demonstrate proficiency and maintaining helpful guidance for those who need it, thereby facilitating adoption of new interfaces
2Ease of operation
If recurrent player-interface instructional messages are presented to help players learn new input methods, then players with limited proficiency benefit, but active players become annoyed and repelled
Solution Approach 1:
The system applies partial action by providing instructional messaging selectively rather than continuously. It determines the appropriate level of instruction based on player proficiency detection, delivering only the necessary amount of guidance needed for each player to understand and use input devices effectively, avoiding excessive messaging that would annoy experienced players
Solution Approach 2:
The system applies different qualities of instructional messaging to different player segments. Novice players receive detailed, step-by-step guidance with visual and textual instructions, while experienced players receive minimal or context-specific prompts. This localized approach ensures each player group receives appropriate information without causing annoyance
3Loss of information
If extensive tutorial messaging is provided for new input devices, then players with limited proficiency benefit, but the messaging becomes redundant and unwanted for players with higher proficiency
Solution Approach 1:
The system changes the parameter of messaging quantity based on the detected proficiency level of the player. For players with limited proficiency, the system increases the quantity and detail of instructional messaging. For players with higher proficiency, the system decreases the quantity to minimal or context-specific prompts, thereby optimizing information delivery without redundancy
Data Source
AI summary
A gaming system includes a plurality of input devices for operating a wagering game feature. A level of adoption is determined and dynamically modified for one or more input devices based upon player interaction during the feature. A tailored level of messaging is presented to the player corresponding to the level of adoption. A level of adoption may be maintained separately for each feature of the wagering game and for each input device. The level of adoption may be based on determined player familiarity, proficiency, desirability, usage, etc., of the input device, during one or more features of the wagering game. The level of adoption for a player, the one or more input devices, and all available feature contexts of the wagering game may evolve during a single gaming cycle session, starting at a predetermined default value and changing in response to player interaction with the input devices and operation of the gaming features. An optional player account allows information to remain persistent over multiple gaming cycles.


