Virtual Gaming Progress Path With Threshold-Based Bonus Play
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Solution Overview
Problem
Existing electronic gaming systems fail to convert credit amounts into other amounts, provide advancement animations across a segmented path, receive player selections, utilize player-specific virtual players and/or teams, and implement single-player and multiplayer options that consider player and/or team performance in determining outcomes.
Innovation Solution
The system initiates an electronic game with a number of spins and a segmented path, decrementing spins, determining output amounts and progress across the path, and presenting bonus outputs based on thresholds, while allowing player selections and incorporating player-specific virtual players and teams.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a traditional slot game is played without a segmented path, then the game structure is simple, but the player cannot see progress toward a bonus round and engagement is reduced
Solution Approach 1:
The game path is divided into multiple discrete segments that represent progress toward the bonus round. Each segment can be independently tracked and displayed, allowing players to visualize progress while maintaining manageable game complexity through modular design
2Adaptability or versatility
If credit amounts are not converted into virtual yard advancements, then the game mechanics are simple, but the thematic immersion and player experience are reduced
Solution Approach 1:
The system converts abstract credit amounts into thematic virtual yard advancements by changing the parameter representation. Credits are transformed into a football field progression metric, enhancing thematic immersion while the conversion logic remains manageable through parameter mapping
3Adaptability or versatility
If player selections and virtual players are not incorporated, then the game is straightforward, but player-specific engagement and competitiveness are reduced
Solution Approach 1:
The game framework is designed to accommodate multiple player types (single-player and multiplayer) and various virtual player configurations through a universal architecture. This allows player-specific engagement features to be added without redesigning the core game system
4Adaptability or versatility
If outcomes are not determined by player and team performance, then the game is purely random, but player skill recognition and engagement are reduced
Solution Approach 1:
The outcome determination system dynamically adjusts between random and skill-based mechanisms. The system can switch between pure RNG modes and skill-influenced modes where player and team performance data affect outcomes, allowing flexible adaptation to different game variants without complex permanent reconfiguration
Data Source
AI summary
An electronic gaming device including a memory and a processor is described. The processor is configured to initiate an electronic game including a number of spins and a segmented path including a number of segments and, for each respective spin of the number of spins, i) decrement a number of spins remaining, ii) determine an output amount for the respective spin, iii) determine, for the respective spin, an amount of progress across the segmented path, iv) cause the amount of progress to be displayed, v) determine whether a first threshold of progress across the segmented path has been satisfied, and vi) determine whether a second threshold of progress across the segmented path has been satisfied.


