Gaming System Active Passive Stage Segmentation
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Solution Overview
Problem
Current mechanisms for ensuring responsible gaming are insufficient in balancing player attraction and regulatory compliance, as they fail to effectively manage waiting times and player interaction periods.
Innovation Solution
A method where a server-controlled gaming system divides gaming services into active and passive stages, accumulates passive time periods, and introduces non-access periods based on preselected time frames to manage player interaction, displaying different interfaces during these periods to maintain game attractiveness and compliance.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If mechanisms interrupt game after requisite time has lapsed to ensure responsible gaming, then player responsibility is improved, but game attraction power deteriorates
Solution Approach 1:
The gaming service is divided into active time periods (where players can interact) and passive time periods (where system processing occurs). This segmentation allows responsible gaming controls to be implemented during passive periods without interrupting the player experience during active periods, thus maintaining game attraction while ensuring responsible gaming.
Solution Approach 2:
The system performs preliminary actions by pre-defining maximum numbers of active and passive time periods before the gaming service begins. This allows the system to automatically manage time periods and implement responsible gaming controls without real-time interruptions, maintaining game flow and attraction while ensuring compliance.
2Productivity
If game provides series of consecutive gaming services to maintain player engagement, then game attraction power is improved, but player interaction time increases
Solution Approach 1:
The system implements periodic action by alternating between active time periods (player interaction) and passive time periods (system processing). This periodic structure allows multiple consecutive gaming services to be provided while systematically managing and limiting total player interaction time, thus maintaining engagement without excessive time loss.
Solution Approach 2:
The system pre-defines the maximum number of active and passive time periods before the gaming service starts. This preliminary configuration allows the system to automatically provide a series of consecutive gaming services while controlling total interaction time, balancing attraction power with time management.
3Reliability
If system accumulates and enforces non-access periods to ensure responsible gaming, then player responsibility is improved, but waiting time increases
Solution Approach 1:
The system performs self-service by automatically accumulating passive time periods and calculating non-access periods without requiring external intervention. The server autonomously manages the timing and enforcement of non-access periods based on pre-defined parameters, reducing manual oversight while ensuring responsible gaming compliance with minimal waiting time.
Solution Approach 2:
The system pre-defines the maximum number of active and passive time periods before the gaming service begins. This preliminary configuration allows the system to automatically calculate and enforce non-access periods based on accumulated passive time, ensuring responsible gaming controls are implemented without excessive waiting time for the player.
Data Source
AI summary
The present disclosure relates to a computer implemented method performed by a gaming system. In particular, the present disclosure relates to a scheme for further improving an attraction power of a game provided in relation to the gaming system. The present disclosure also relates to a corresponding gaming system and a computer program product.


