Dynamically Reconfigurable Joystick for Gaming Machines

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Solution Overview

Problem

Gaming machines lack dynamic reconfigurability in their control interfaces, leading to limited player engagement and entertainment value, as existing joysticks do not adapt to different game parts or features, potentially causing confusion and frustration.

Innovation Solution

A dynamically reconfigurable joystick system that changes its state in response to triggers, such as game transitions or outcomes, allowing for varying modes of movement, rotation, and feature usage, including ratcheting, plunger, and height settings, to enhance gameplay experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a fixed joystick configuration is used, then the device complexity is reduced, but the adaptability to different game parts deteriorates

Engineering Contradiction:
Improveadaptability to different game partsVSAvoidjoystick reconfiguration mechanism
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The joystick is designed with dynamic reconfiguration capabilities that allow it to change its state (e.g., range of motion, home position, enabled directions) based on the current game part. This is achieved through actuators that can modify the joystick's mechanical constraints in real-time, enabling the same physical device to adapt to different gameplay requirements without adding multiple separate joysticks.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The joystick system is designed to perform multiple functions across different game parts by dynamically adjusting its configuration. A single joystick serves various purposes (e.g., navigating menus, controlling characters, playing mini-games) by reconfiguring its operational parameters, eliminating the need for separate control devices for different game modes.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Adaptability or versatility

If the joystick is dynamically reconfigured, then the entertainment value is improved, but the ease of operation may deteriorate due to changes in control behavior

Engineering Contradiction:
Improvefunctionality adaptation to game partsVSAvoidcontrol consistency
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system provides feedback to the player about the current joystick configuration state and the upcoming reconfiguration. This allows players to anticipate changes in control behavior and mentally prepare for the new interaction paradigm, reducing confusion and maintaining ease of operation despite the dynamic nature of the device.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The joystick reconfiguration occurs at predetermined transition points between game parts, rather than during active gameplay. This preliminary action ensures that control changes happen at natural breaks in the gameplay flow, minimizing disruption and maintaining operational ease within each game part.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If the joystick state changes between game parts, then player engagement is enhanced, but the device complexity increases due to additional mechanisms

Engineering Contradiction:
Improvedynamic reconfigurabilityVSAvoidreconfiguration mechanisms
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The reconfiguration mechanisms are merged with the existing joystick structure rather than being added as separate external components. Actuators, sensors, and control systems are integrated into the joystick housing and internal mechanisms, reducing overall system complexity while maintaining dynamic reconfigurability.

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS8834272B2Dynamically reconfigurable joystick
Publication Date: 2014.09.16 LNW GAMING INC
  • US8834272B2 patent drawing
  • US8834272B2 patent drawing
  • US8834272B2 patent drawing

AI summary

A gaming machine comprises one or more display devices, a configurable joystick, and one or more memory devices. The memory devices store instructions that, when executed by at least one processor, cause the machine to dispose the joystick in a first joystick state during a first game part and, responsive to a trigger, dynamically reconfigure the joystick to a second joystick state for use during a second game part. A method comprises receiving an input to play a game, providing a configurable joystick in a first joystick state, conducting a first game part with the joystick in the first joystick state, dynamically reconfiguring the joystick from the first joystick state to a second joystick state responsive to a trigger, and conducting a second wagering game part with the joystick in the second joystick state.