Game System Electronic Money Payment Screen Generation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

In amusement facilities, players face cumbersome electronic money payment operations due to the need to repeatedly select and specify electronic money types and amounts for each transaction when using electronic money systems.

Innovation Solution

A game system that includes a setting information receiver, an electronic money information reader, and a payment unit, which allows players to input and record setting information once, generating screens for subsequent payments based on pre-set preferences, reducing the need for repetitive operations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If electronic money payment system is implemented, then payment convenience is improved, but operation complexity increases due to repeated selection and specification requirements

Engineering Contradiction:
Improvepayment convenienceVSAvoidoperation complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system performs preliminary actions by storing setting information (electronic money type and payment amount) in advance before actual payment is needed. When a player wants to make a payment, the system retrieves pre-stored setting information and generates the payment screen automatically, eliminating the need for repeated selection and specification operations.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates a copy of the setting information (electronic money type and amount) and stores it for future use. Instead of requiring players to re-input the same information each time, the system copies the previously entered settings and uses them to generate payment screens, significantly reducing operational complexity.

Inventive Principle:
Principle #26Copying

2Productivity

If setting information is stored for repeated use, then payment speed is improved, but information management complexity increases

Engineering Contradiction:
Improvepayment speedVSAvoidinformation management complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system provides self-service functionality by automatically managing the setting information lifecycle. The system itself handles the storage, retrieval, and update of electronic money settings without requiring external management intervention. Players can simply input their preferences once, and the system autonomously manages the information for future payments.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system implements feedback mechanisms where the stored setting information is automatically retrieved and applied when payment is initiated. The system provides feedback to players about their pre-stored settings and allows easy modification, creating a closed-loop information management system that balances automation with user control.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS11138832B2Game system and game apparatus
Publication Date: 2021.10.05 SEGA CORP
  • US11138832B2 patent drawing
  • US11138832B2 patent drawing
  • US11138832B2 patent drawing

AI summary

A game system includes a receiver that receives an input of setting information related to the use of a service for an electronic money payment from a player when the service is used; a reader that reads electronic money information from a recording medium; a payment unit that makes a payment corresponding to the setting information received from the player by using the electronic money information read from the recording medium; and a setting information recorder that records first setting information input by the player. When the service is used, a screen for receiving the input of the first setting information from the player is generated when the first setting information is recorded in the setting information recorder, and a screen for receiving the input of second setting information from the player is generated when the first setting information is not recorded in the setting information recorder.