Quasi-Anonymous Player Tracking via Intermediary Codes

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Solution Overview

Problem

Existing player tracking systems in electronic gaming require personally identifiable information, which can be a barrier for players who prefer to remain anonymous, and they lack the ability to link previous gameplay activity to newly created accounts.

Innovation Solution

A quasi-anonymous player tracking system that uses a QR code or similar unique identifier, allowing players to track their gameplay without providing personally identifiable information, and enabling the linking of previous gameplay activity to new accounts on demand.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If players provide personally identifiable information for tracking, then player tracking reliability is improved, but player privacy protection deteriorates

Engineering Contradiction:
Improveplayer tracking reliabilityVSAvoidprivacy intrusion
Core Design Contradiction:
ReliabilityVSObject-affected harmful factors

Solution Approach 1:

The patent introduces a player code as an intermediary identifier that mediates between the player and the tracking system. This code can be obtained through various means (scan, manual entry, random generation) and serves as a bridge to link gameplay data without requiring players to provide personally identifiable information. The player code acts as the mediator that enables tracking while preserving privacy.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system creates a copy of the player's identity through the player code rather than using their real identity. This copy can be stored, transmitted, and processed without exposing the player's actual personally identifiable information. The player code is a synthetic identifier that replicates the function of traditional ID systems while maintaining anonymity.

Inventive Principle:
Principle #26Copying

2Adaptability or versatility

If a traditional account linking system is used, then account linking capability is improved, but device complexity increases

Engineering Contradiction:
Improveaccount linking capabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The account linking process is segmented into distinct phases: initial gameplay data collection using player codes, subsequent linking phase where players optionally connect their code to existing accounts, and ongoing tracking. This segmentation allows the system to handle linking complexity in manageable stages rather than requiring a complex unified system.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically adapts its behavior based on whether a player code is new or existing. When a new code is encountered, the system creates a new tracking entry. When an existing code is recognized, it links to the appropriate account. This dynamic handling simplifies the overall logic compared to static rigid linking mechanisms.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20250111744A1User tracking systems and methods in electronic gaming
Publication Date: 2025.04.03 ARISTOCRAT TECHNOLOGIES INC
  • US20250111744A1 patent drawing
  • US20250111744A1 patent drawing
  • US20250111744A1 patent drawing

AI summary

An electronic gaming system is provided. The electronic gaming system may include an electronic gaming device including a scanner and a display device, at least one memory with instructions stored thereon, and at least one processor in communication with the at least one memory and the electronic gaming device, wherein the instructions, when executed by the at least one processor, may cause the at least one processor to (1) cause the scanner to read a player code displayed by a mobile device of a player; (2) identify a user identifier associated with the player based on the player code; (3) after identifying the user identifier, receive gameplay information from the electronic gaming device; and (4) store the received gameplay information in the at least one memory in association with the identified user identifier.