Electronic Gaming Terminal Asynchronous Tournament Management
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Solution Overview
Problem
Traditional table game tournaments face limitations such as inconvenient scheduling, difficulty in accessing real-time player data, and intimidation for new players, which hinders participation and engagement.
Innovation Solution
The development of electronic gaming terminals and systems that enable asynchronous tournament play, provide easy access to player data, allow switching between tables, and support simultaneous play, facilitating individually paced tournaments with automated updates on player information.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If traditional table game tournaments are conducted with fixed scheduling and physical presence requirements, then the tournament structure is simple to manage, but player convenience and accessibility deteriorate
Solution Approach 1:
The patent replaces the mechanical system of physical table presence and manual chip tracking with an electronic gaming terminal system. Players interact through electronic interfaces rather than physical chips and cards, allowing remote participation and automated tournament management. The electronic system tracks player positions, chip counts, and tournament progress without requiring physical presence at a specific table at a specific time.
Solution Approach 2:
The patent introduces an electronic gaming terminal as an intermediary between the player and the tournament system. This terminal serves as a mediator that handles player interactions, communicates tournament information, and coordinates with the central system. The intermediary enables players to participate conveniently from various locations while the system manages the complex tournament logistics automatically.
2Loss of information
If real-time player data is made accessible to all players, then strategic decision-making is improved, but information security and system complexity worsen
Solution Approach 1:
The patent implements a feedback system where the electronic gaming terminal continuously provides players with information about their current chip count, tournament standing, and opponent positions. This real-time feedback enables players to make informed strategic decisions about betting and gameplay. The system automatically updates and communicates this information without requiring manual intervention or complex data retrieval processes.
Solution Approach 2:
The patent enables players to access their own tournament data and opponent information through their electronic terminals. The system automatically manages data collection, processing, and distribution to authorized players. Players can view their chip counts, tournament progress, and strategic information without requiring manual requests or complex data access procedures, as the system serves this information automatically.
3Adaptability or versatility
If asynchronous play is allowed where players can join and leave at different times, then player flexibility is improved, but tournament management complexity worsens
Solution Approach 1:
The patent implements a dynamic tournament system where player participation is not fixed. Players can join, leave, and rejoin the tournament at different times through their electronic terminals. The system dynamically adjusts player positions, chip counts, and tournament standings based on actual participation. This dynamic approach allows flexible scheduling while the electronic system automatically manages the complexity of tracking variable player availability and maintaining fair play conditions.
Data Source
AI summary
Remote live table gaming systems can include player terminal(s), electronic gaming table(s), and/or a remote server. Electronic devices can function as remote player terminals, and can have an outer housing, a controller located therewithin, input and output component(s), and a communications interface to an outside gaming network having other functionally similar gaming device(s), gaming table(s), and a remote server. The controller and/or server can facilitate the remote play of live table games at physical gaming tables. Remote game play can include asynchronous and individually paced tournament play, switching between different tournament tables on demand, and play of non-tournament table games simultaneously. Portable computing devices can be used as player terminals and can permit players to play in actual or practice play-along modes.


