Haptic Feedback Card Game System with Dynamic Rules
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Solution Overview
Problem
Existing card games, both physical and computerized, become stale and repetitive, leading to player disengagement and limitations in speed and capacity, necessitating a new and exciting entertainment experience.
Innovation Solution
An entertainment system featuring a data processor, display, and user interface with a deck of 72 cards, including five color groups, seven non-colored action cards, and haptic feedback on computerized devices, providing a unique gameplay experience that allows for strategic play and networked multiplayer interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If traditional card games are computerized, then accessibility and convenience are improved, but tactile engagement and realism deteriorate
Solution Approach 1:
The patent replaces the mechanical tactile feedback of physical cards with electronic haptic feedback through actuators. The system uses vibration motors or piezoelectric elements to simulate the tactile sensation of handling cards, dealing cards, and card interactions, thereby substituting the mechanical card-handling experience with an electronic equivalent that provides comparable sensory feedback.
Solution Approach 2:
The patent introduces haptic actuators as an intermediary between the user interface and the user's sense of touch. These actuators mediate the transmission of tactile information by generating vibrations and forces that mimic the physical sensation of card manipulation, serving as a bridge between the digital game environment and the user's tactile perception.
2Ease of operation
If existing card games are used repeatedly, then player familiarity and ease of operation are improved, but player engagement and excitement deteriorate
Solution Approach 1:
The patent implements dynamic game mechanics where card functions are not fixed but can change based on game state, player choices, or random events. Cards can have multiple functions or have their effects modified during gameplay, creating a dynamic and adaptive experience that prevents repetition and maintains player engagement while building on familiar card game concepts.
Solution Approach 2:
The patent changes the parameters of card effects and game rules during play. Card values, abilities, or interactions can be modified through game events, power-ups, or strategic decisions, allowing the same card to have different effects in different contexts. This parameter variability keeps the game fresh and engaging while maintaining the familiar structure of card matching and strategy.
3Ease of operation
If simple card matching rules are used, then ease of operation is improved, but strategic depth and entertainment value deteriorate
Solution Approach 1:
The patent segments card functions into multiple independent attributes or layers. Instead of a single matching rule, cards have separate properties such as base value, modifiers, special abilities, and interaction rules. This segmentation allows players to make strategic decisions about which attributes to focus on, creating depth while maintaining simple core matching mechanics for ease of operation.
Solution Approach 2:
The patent creates universal card structures that can serve multiple functions within a single game framework. Cards can be used for matching, scoring, triggering events, or interacting with other cards, allowing a simple matching core to support complex strategic gameplay. This multi-functionality enables strategic depth without requiring complex rules for each individual card type.
Data Source
AI summary
An entertainment system is provided. The system provides a unique display and input/output system, and structure. The entertainment system provides optional and unique features including card-based game play. The entertainment system may include networked embodiments to allow for multi-player engagement. Further, computerized players may be programmed to mimic real players thereby allowing for multi-player engagement in offline or solo situations.


