Multi-Stage Accumulator Gaming System with Dynamic Prize Carryover

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Solution Overview

Problem

Existing entertainment systems for wagering games face player attrition due to lack of novelty, leading to reduced turnover and profitability, as players quickly tire of the same games.

Innovation Solution

A multi-stage accumulator game with a boxing theme is implemented, where players select participants from a pool with varying skill ratings, and the gaming server determines winners randomly, offering animated simulations and allowing prizes to be carried over or collected, with automatic termination when a threshold is reached.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a traditional wagering game is used, then the game rules are simple and easy to understand, but players quickly tire of the game leading to player attrition

Engineering Contradiction:
Improvegame varietyVSAvoidgame complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game is divided into multiple stages (selection stage, contest stage, outcome stage) with distinct functions. Each stage presents different gameplay elements that maintain player engagement without requiring the player to understand all aspects simultaneously, thus increasing variety while managing complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The game dynamically transitions between different phases (selection, contest, outcome) and allows players to carry forward winnings to subsequent rounds. This dynamic structure keeps the game fresh and engaging while maintaining a consistent underlying mechanism, balancing variety with simplicity.

Inventive Principle:
Principle #15Dynamics

2Duration of action of stationary object

If a multi-stage accumulator game with boxing theme is implemented, then player interest is maintained and attrition is reduced, but the game structure becomes more complex

Engineering Contradiction:
Improveplayer engagement durationVSAvoidgame structure complexity
Core Design Contradiction:
Duration of action of stationary objectVSDevice complexity

Solution Approach 1:

Players select participants in advance from a pool with varying skill ratings before the contest begins. This preliminary selection phase allows players to engage with the game mechanics and make strategic decisions without immediately facing the full complexity of the contest resolution, extending engagement while managing cognitive load.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The accumulator mechanism allows winnings to be carried forward to subsequent rounds, creating a continuous gameplay loop. This continuity keeps players engaged across multiple stages and sessions, extending the duration of player action while the systematic structure of predetermined odds and automated resolution manages the complexity burden.

Inventive Principle:
Principle #20Continuity of useful action

3Ease of operation

If payout odds are determined as a function of selected participants' skill ratings, then the game offers more strategic depth and player control, but the calculation and determination process becomes more complex

Engineering Contradiction:
Improveplayer controlVSAvoidodds calculation complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system automatically calculates and displays payout odds based on the skill ratings of selected participants. Players simply select participants and receive the calculated odds without needing to perform complex calculations themselves, maintaining ease of operation while the system handles the computational complexity.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The game uses skill ratings as a parameter that directly influences payout odds. By changing the skill rating parameter of selected participants, the system dynamically adjusts the odds without requiring complex manual calculations, allowing player control through simple selection while automating the complex odds determination.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS7857691B2Entertainment system and method of operation thereof
Publication Date: 2010.12.28 FUSION HLDG LTD
  • US7857691B2 patent drawing
  • US7857691B2 patent drawing
  • US7857691B2 patent drawing

AI summary

An entertainment system (1) comprises a gaming server (2), a player station (3) operable by a player to display a simulation of a multi-stage accumulator game having a boxing theme, and a communication network (4) providing communication between the gaming server (2) and the player station (3). The gaming server (2) operates under stored program control to regulate the progress of the game and to determine an outcome thereof. The player places a wager on the outcome of the game, which is either a successful outcome in which the player wins a prize, and an unsuccessful outcome in which the player forfeits the wager. The prize may either be collected by the player or carried over as a wager for a succeeding stage of the multi-stage accumulator game.