Gaming Device Beverage Award System

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Solution Overview

Problem

Players in electronic gaming machines often experience frustration due to extended periods without winning, leading to early termination of gaming sessions, and there is a need for additional incentives to maintain player morale and excitement.

Innovation Solution

A gaming device that awards a beverage to players by incrementally filling a graphical representation of a beverage container based on wagering activity, with the player able to activate the output mechanism to receive the beverage when the container is full, using a credit input mechanism, display, and game controller to manage the process.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Duration of action of moving object

If players continue playing for extended periods without winning, then the gaming session duration increases, but player frustration increases and player morale decreases

Engineering Contradiction:
Improvegaming session durationVSAvoidplayer morale
Core Design Contradiction:
Duration of action of moving objectVSReliability

Solution Approach 1:

The system provides preliminary ancillary awards (beverage credits, snacks, merchandise) to players during the gaming session before they complete the full play requirement. This preliminary action maintains player morale and encourages continuation of the gaming session without requiring players to wait until the end to receive any reward.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system introduces an intermediary reward mechanism (ancillary awards such as beverages and snacks) that mediates between the player's gaming activity and the primary monetary awards. This intermediary reward system provides continuous positive reinforcement during extended play periods, preventing frustration while maintaining the integrity of the primary gambling game outcomes.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If players are not winning or have not won any prizes, then the gaming session continues, but player engagement decreases and players leave early

Engineering Contradiction:
Improvegaming session continuityVSAvoidplayer engagement
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The system implements periodic ancillary awards that are granted at regular intervals or after specific numbers of plays, regardless of win/loss outcomes. This periodic reinforcement maintains player engagement by providing predictable positive feedback, encouraging players to continue gaming sessions rather than leaving early due to lack of wins.

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The system provides continuous feedback to players through ancillary award credits that accumulate during play. This feedback mechanism, displayed through graphical representations of filling containers, gives players visible progress indicators that maintain engagement even when traditional game wins are not occurring.

Inventive Principle:
Principle #23Feedback

3Reliability

If ancillary awards are provided immediately upon winning, then player excitement is heightened, but player frustration increases due to delays in award

Engineering Contradiction:
Improve player excitementVSAvoidaward delay
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system grants ancillary award credits immediately upon triggering qualifying outcomes, providing instant recognition and excitement. These credits are then accumulated and can be redeemed for physical rewards, eliminating the delay between winning and receiving recognition while managing the physical award fulfillment timeline.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system uses ancillary award credits as an intermediary between game outcomes and physical rewards. Credits are awarded immediately to maintain excitement, then accumulated over time, and finally redeemed for physical items, thereby decoupling the immediate emotional reward from the logistical timeline of physical item fulfillment.

Inventive Principle:
Principle #24Intermediary (Mediator)

4Device complexity

If the system provides traditional monetary awards only, then the gaming mechanism remains simple, but additional incentives are needed to raise player morale

Engineering Contradiction:
Improvegaming mechanism simplicityVSAvoidplayer morale
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The system maintains the simplicity of the base gambling game while adding a parallel ancillary award system that serves multiple functions: providing immediate credit feedback, accumulating rewards over time, and offering varied redemption options (beverages, snacks, merchandise). This multi-functional layer raises player morale without fundamentally altering or complicating the core gaming mechanism.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS10713891B2Gaming system providing for variable ancillary non-cash awards
Publication Date: 2020.07.14 ARISTOCRAT TECH AUSTRALIA PTY LTD
  • US10713891B2 patent drawing
  • US10713891B2 patent drawing
  • US10713891B2 patent drawing

AI summary

A gaming device for awarding a beverage to a player playing a wagering game. A display displays a graphical representation of a complimentary item or service. A game controller controls play of the wagering game and randomly determines an amount of the complimentary item or service to be graphically added to the displayed complimentary item or service in response to a play of the wagering game. An output mechanism awards the complimentary item or service when the graphical representation of the complimentary item or service is completely accumulated and activated by the player.