Gaming Audio Linking via Player Listening Device

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Solution Overview

Problem

The dynamic ambient noise levels in casinos pose a challenge for gaming machines, making it difficult to effectively communicate with players through sound, as high volumes during peak times are unpleasant and low volumes during off-peak times are distracting, leading to reduced use of audio features.

Innovation Solution

A network-based system that links a gaming machine's audio content with a player's listening device using a unique connection ID, allowing players to control and receive personalized audio broadcasts from gaming machines, which can adapt to ambient noise levels and player preferences.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Illumination intensity

If gaming machine volume is set high to be heard during peak times, then audio can be heard in noisy environment, but it becomes unpleasantly loud during non-peak times

Engineering Contradiction:
Improveaudio volumeVSAvoidnoise disturbance
Core Design Contradiction:
Illumination intensityVSObject-affected harmful factors

Solution Approach 1:

The audio output is segmented into two separate channels: public audio output through the gaming machine speaker and private audio output through the player's personal listening device. This segmentation allows the system to provide different volume levels to different audiences simultaneously - high volume for public announcements during peak times and low volume for personal game audio during non-peak times, eliminating the need to compromise between these conflicting requirements.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different quality settings are applied to different audio outputs based on the local context. The public audio output can be set to high volume for ambient noise coverage, while the private audio output delivered to the player's listening device is optimized for personal enjoyment at appropriate volume levels. This local quality differentiation resolves the contradiction by allowing each output to have its own optimal settings.

Inventive Principle:
Principle #3Local quality

2Adaptability or versatility

If gaming machine audio is used extensively for player enjoyment, then player experience is enhanced, but sound management complexity increases

Engineering Contradiction:
Improveaudio utilizationVSAvoidsound management
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system allows players to self-manage their personal audio experience by connecting their own listening devices and controlling their own volume settings. This self-service approach enhances player enjoyment and audio utilization while reducing the burden on casino personnel to manually adjust and manage audio settings across multiple machines, thereby reducing operational complexity.

Inventive Principle:
Principle #25Self-service

3Object-affected harmful factors

If casino personnel reduce volume or disable audio to control soundscape, then noise disturbance is reduced, but audio communication with players is compromised

Engineering Contradiction:
Improvenoise disturbanceVSAvoidaudio communication
Core Design Contradiction:
Object-affected harmful factorsVSLoss of information

Solution Approach 1:

The system extracts the personal audio communication function from the public audio system. By delivering game audio, instructions, and communication directly to the player's personal listening device, the system removes the need for high-volume public audio outputs. This extraction allows casino personnel to maintain low public volume levels for soundscape control while preserving effective audio communication with players through the private channel.

Inventive Principle:
Principle #2Taking out (Extraction)

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Enhances the gaming experience by allowing players to hear and control audio during gameplay, improving sound management and utilization, while reducing noise disturbances and enabling more effective use of audio features.

Implementation Method 1

a radio frequency ('RF') transmitter, an audio sound generator device, and a processor coupled to the transmitter and the audio sound generator device

Methodology Applied
Scientific EffectRadio frequency transmission: Electromagnetic Induction

Data Source

PatentUS8821266B2Method and system for player linked audio
Publication Date: 2014.09.02 INTERNATIONAL GAME TECHNOLOGY INC
  • US8821266B2 patent drawing
  • US8821266B2 patent drawing
  • US8821266B2 patent drawing

AI summary

A method of linking gaming machine audio content to a player and network-based gaming system are provided. The system may include a gaming machine, a database, and a server system configured to be coupled to the gaming machine and the database. The server system may be associated with a server-based network configured to associate a connection identification (ID) with a listening device, receive an identification of the listening device through the gaming machine, and transmit an audio content generated by the gaming machine to the identified listening device using the connection ID.