Networked Gaming System with Seat Availability Indication
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Solution Overview
Problem
Current gaming systems face challenges such as the illegality of Internet-based wagering and the need for physical presence in casino-based gaming, which discourages participation and limits spontaneity, as well as intimidation issues in live poker games.
Innovation Solution
A networked gaming system that allows live-play between players and a house entity across authorized gaming establishments via electronic gaming devices connected through a server, enabling real-time or near real-time gaming while ensuring compliance with legal requirements and reducing cheating risks.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If Internet-based gaming is used, then player accessibility and convenience are improved, but legal compliance deteriorates due to illegality of wagering
Solution Approach 1:
The patent introduces authorized gaming establishments as intermediaries between players and the gaming system. These establishments serve as licensed mediators that provide gaming services legally, allowing players to access games through physical locations rather than direct Internet wagering, thus resolving the legal compliance issue while maintaining player accessibility
Solution Approach 2:
The system creates virtual copies of gaming environments through electronic gaming devices that replicate casino experiences. Players interact with digital representations of games and other players through networked devices, allowing remote participation without requiring physical presence in traditional casinos, thereby improving accessibility while maintaining legal compliance through authorized establishment operation
2Reliability
If physical presence in casinos is required, then legal compliance is improved, but player accessibility and spontaneity deteriorate
Solution Approach 1:
The patent replaces the mechanical requirement of physical travel and presence with electronic and network-based systems. Electronic gaming devices connected to networks allow players to participate in games remotely, substituting the mechanical act of physically visiting casinos with digital interaction, thus maintaining legal compliance through authorized establishments while dramatically improving player accessibility and spontaneity
Solution Approach 2:
The system transitions gaming from a purely physical dimension to a multi-dimensional experience combining physical authorized establishments with virtual electronic interfaces. Players can access games through networked electronic devices from remote locations, adding a virtual dimension to the gaming experience while maintaining legal compliance through the authorized establishment framework
3Reliability
If live poker games are played in person, then game authenticity is improved, but player intimidation increases
Solution Approach 1:
The patent creates virtual copies of live poker games through networked electronic gaming devices. Players can participate in authentic poker gameplay against real opponents while interacting through digital interfaces rather than face-to-face contact, maintaining game authenticity while eliminating the intimidating physical presence of other players
Solution Approach 2:
The networked electronic gaming device serves as an intermediary between players and the game. This intermediary layer allows players to engage with the game and other players through digital communication rather than direct physical interaction, reducing intimidation while preserving the authenticity of live poker gameplay through real-time networked play
Data Source
AI summary
A system for providing live-play, network-based gaming to players is described, the system comprising providing a server that provides a game to a first player operating a first electronic gaming device located at a first authorized gaming establishment and a second player operating a second electronic gaming device located at a second authorized gaming establishment, the game comprising a live game of chance and/or skill played between the first and second players or between the players and a house entity, and connecting the server to a communication medium for electronically coupling the server to the first electronic gaming device, the second electronic gaming device, and to other electronic gaming devices that are located within the first and second authorized gaming establishments.


