Gaming System with Selectable Indicia and Feedback

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Solution Overview

Problem

Current gaming systems lack an integrated method for providing engaging gameplay experiences that cater to diverse skill levels and offer rewarding feedback mechanisms, limiting player interaction and engagement.

Innovation Solution

A method for playing a game that involves displaying indicia in rows and columns with paylines, allowing users to select subsets for awards, providing game enhancements, and offering feedback on gameplay success, utilizing a digital processor, user interface, and award dispenser, with the option to upload game data for analysis and feedback.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a game system provides multiple paylines with random indicia selection, then player engagement and excitement are improved through rare occurrences and streaks, but the system lacks integrated feedback mechanisms to cater to diverse skill levels

Engineering Contradiction:
Improveplayer engagementVSAvoidsystem integration
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The gaming system is designed to perform multiple functions within a single integrated platform: it conducts random indicia selection across multiple paylines, evaluates player performance against optimal strategies, provides skill level assessments, and delivers customized feedback. This multi-functionality allows the system to cater to diverse skill levels while maintaining player engagement through various game modes and feedback mechanisms.

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

Solution Approach 2:

The system incorporates comprehensive feedback mechanisms that analyze player decisions and provide information about skill level, optimal strategies, and performance evaluation. This feedback loop enables players to learn and improve while maintaining engagement through rare occurrences and streaks. The feedback is integrated into the game flow, providing real-time or post-game analysis without disrupting the core gambling experience.

Inventive Principle:
Principle #23Feedback

2Ease of operation

If the system analyzes game data to provide skill level feedback, then player interaction and satisfaction are improved, but data processing and analysis capabilities increase complexity

Engineering Contradiction:
Improveplayer interactionVSAvoiddata processing
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system automatically collects, analyzes, and processes game data without requiring manual intervention. It self-evaluates player performance by comparing decisions against optimal strategies, automatically determines skill levels, and generates feedback reports. This self-service capability simplifies player interaction while managing data processing complexity through automated algorithms and pre-established evaluation criteria.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system pre-establishes optimal strategies and evaluation criteria before gameplay begins. By having these reference frameworks ready in advance, the system can quickly compare player decisions during or after gameplay without complex real-time analysis. This preliminary preparation of evaluation standards reduces processing complexity while maintaining comprehensive skill assessment capabilities.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If the game offers both chance elements and skill evaluation, then accessibility for beginners is improved, but the system complexity increases to accommodate multiple game modes

Engineering Contradiction:
Improveskill level accommodationVSAvoidgame mode integration
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system dynamically adjusts between chance-based and skill-evaluation modes based on player preferences and skill levels. Beginners can engage with simple chance-based gameplay, while more experienced players can access skill evaluation features and strategic analysis. The system fluidly transitions between these modes, allowing players to progress from chance-dominated gameplay to skill-enhanced experiences without requiring separate systems for each mode.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS7976376B2Methods for providing amusement
Publication Date: 2011.07.12 LNW GAMING INC
  • US7976376B2 patent drawing
  • US7976376B2 patent drawing
  • US7976376B2 patent drawing

AI summary

Certain non-limiting exemplary embodiments are disclosed which teach a method for playing a game comprising initiating a game play, displaying a first plurality of indicia arranged in a plurality of rows and a plurality of columns such that there are a plurality of paylines through a contiguous plurality of indicia, selecting a subset of the first plurality of indicia taken along one or more columns, displaying a second plurality of indicia which includes the selected subset of the first plurality of indicia, achieving an award at least as large as the largest award associated with the plurality of paylines. A payline can be selectively displayed to the user. Legal tender, a token, and a non-legal tender prize are non-limiting examples of the kinds of awards that may be awarded. The columns of indicia for the game are, for example, arranged as visually spinable reels. In certain embodiments a video display may be utilized to display the indicia.