Gaming System Skill-Based Award Segmentation

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Solution Overview

Problem

Current gaming machines lack enhanced excitement and increased opportunities for winning, despite featuring progressive jackpots and multiple-line betting, as they do not effectively incorporate a perceived skill component that genuinely impacts player awards.

Innovation Solution

A game system that includes a primary game with a triggering event initiating a secondary game, where the award is split into a skill-based component determined by player performance and a supplemental component, ensuring the total award is predetermined, regardless of skill input.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Quantity of substance

If a gaming machine provides progressive jackpots and multiple-line betting, then the opportunity to win awards is increased, but the player excitement and perceived skill impact remain insufficient

Engineering Contradiction:
Improveopportunity to win awardsVSAvoidplayer excitement and perceived skill impact
Core Design Contradiction:
Quantity of substanceVSEase of manufacture

Solution Approach 1:

The award is segmented into two distinct components: a skill-based award determined by player performance in the secondary game, and a supplemental award determined by the triggering event in the primary game. This segmentation allows the game to provide both perceived skill impact and increased winning opportunities, as players can influence the skill-based portion while the supplemental portion ensures additional winning chances regardless of skill level.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The game introduces dynamic elements through the secondary skill-based game that activates upon triggering events. The skill-based award portion dynamically adjusts based on player performance, creating variable outcomes that enhance excitement. Meanwhile, the supplemental award provides a dynamic bonus that varies with the triggering event, ensuring ongoing player engagement and perceived control over outcomes.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If feature games are triggered by predetermined events on a statistical cycle, then player interest is stimulated, but the player's perceived control and skill impact are limited

Engineering Contradiction:
Improveplayer interest stimulationVSAvoidperceived player control and skill impact
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system performs preliminary action by triggering the secondary skill-based game upon specific events in the primary game. This preliminary triggering creates anticipation and allows players to immediately engage in skill-based activities that directly impact their award. The skill-based portion is determined during the secondary game play itself, giving players real-time control over a significant portion of their potential winnings.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The game implements feedback mechanisms where player actions in the secondary skill-based game directly influence the skill-based award amount. Players receive immediate feedback on their performance and its impact on their potential winnings. This feedback loop enhances perceived control and skill impact, as players can see the direct relationship between their actions and the award outcome.

Inventive Principle:
Principle #23Feedback

3Reliability

If the award is predetermined regardless of skill input, then operator profitability is maintained, but player excitement and engagement are reduced

Engineering Contradiction:
Improveoperator profitabilityVSAvoidplayer excitement and engagement
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

By segmenting the award into skill-based and supplemental portions, the system maintains overall profitability through the predetermined supplemental award while simultaneously enhancing player excitement through the skill-based portion. The skill-based award creates engagement and perceived control, while the supplemental award ensures the operator maintains expected payout ratios and profitability.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system changes the parameter structure of the award by introducing a hybrid model where one portion (skill-based) is variable based on player performance and another portion (supplemental) is predetermined. This parameter change allows the game to simultaneously achieve player engagement through skill influence and operator profitability through controlled payout structures.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS8075391B2Game and method having a perceived skill feature
Publication Date: 2011.12.13 LNW GAMING INC
  • US8075391B2 patent drawing
  • US8075391B2 patent drawing
  • US8075391B2 patent drawing

AI summary

Disclosed are a game and method for a game including a perceived skill component comprising a skill-based award and a supplemental award that, when summed, are equal in value to a predetermined award.