Electronic Poker Game with Dynamic Display Timing
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Solution Overview
Problem
Traditional poker games are limited in their ability to adapt to modern gaming preferences and technologies, lacking interactive and educational elements that can engage a diverse range of players beyond the classic card-based gameplay.
Innovation Solution
A poker-like guessing game played on electronic devices such as smartphones or tablets, where participants bet on identifying pictures or music within chosen categories, incorporating bluffing strategies and educational content, using an app with customizable categories and betting systems.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If traditional poker games are used, then the game structure is simple and easy to understand, but the game lacks adaptability to modern gaming preferences and technologies
Solution Approach 1:
The patent creates a digital copy of traditional poker gameplay mechanics while substituting physical cards with electronic displays of pictures and music. The core betting and bluffing structure is copied and preserved, while the medium is adapted to electronic devices, resolving the contradiction between maintaining simple poker structure and adapting to modern technology
Solution Approach 2:
The game system is designed to work across multiple electronic device platforms (smartphones, tablets, computers) and supports various categories of pictures and music. This multi-functionality allows the game to adapt to different modern gaming preferences and devices while maintaining a consistent core gameplay structure
2Adaptability or versatility
If classic card-based poker is used, then the gameplay is traditional and familiar, but the game lacks interactive and educational elements
Solution Approach 1:
The game dynamically adapts its content by allowing players to choose from different categories of pictures and music, and by adjusting the display duration based on player skill level. This dynamic element adds interactivity and educational value while preserving the straightforward betting mechanics that make poker easy to operate
Solution Approach 2:
The electronic display acts as an intermediary between the player and the game content, presenting pictures and music that can be educational while maintaining the simple betting interface. This intermediary layer adds interactive and educational elements without complicating the core gameplay operations
3Loss of information
If picture display time is extended, then players have more time to identify and bluff, but the game pace slows down
Solution Approach 1:
The display time is made dynamic rather than fixed - it adjusts based on player skill level and game context. Beginners receive longer display times to improve identification accuracy, while advanced players receive shorter times to maintain fast pace, resolving the contradiction between accuracy and game speed
Solution Approach 2:
The patent changes the time parameter dynamically during gameplay, extending display duration when needed for player identification and reducing it to maintain pace. This parameter adjustment resolves the contradiction between giving players enough time to identify pictures/music and maintaining an engaging game pace
Data Source
AI summary
A poker-like guessing game uses an electronic device with a display and an audio generator to display a picture or play music for a predetermined period of time. The electronic device may be a smartphone, tablet computer or other portable electronic device. Participants bet that the players will—or will not—be able to identify the picture displayed or the music generated by the electronic device. The participants are rewarded when they bet correctly. Even if a player is able to identify the picture or sound, an object of the game is to fool or mislead the others (i.e., “bluff”) with a poker face or other evasive tactic. A picture is displayed, or the music is played, for a short period of time, preferably in the range of a few or several seconds. Participants may select favored categories which the electronic device may or may not allow them to use in play.


