Segmented-Path Virtual Gaming for Spin-Based Progress Tracking

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Solution Overview

Problem

Existing electronic gaming systems fail to convert credit amounts into other amounts, provide advancement animations across a segmented path, receive player selections, utilize player-specific virtual players and/or teams, and implement single-player and multiplayer options that determine outcomes based on real-life performance.

Innovation Solution

The system initiates an electronic game with a number of spins and a segmented path, decrementing spins, determining output amounts and progress across the path, displaying progress, and triggering bonus outputs based on thresholds, while allowing player selections and incorporating player-specific virtual players and teams.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a segmented path with progress tracking is implemented, then player engagement and game progression are improved, but device complexity increases

Engineering Contradiction:
Improvegame progression capabilityVSAvoidsystem structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game path is divided into discrete segments with specific progress thresholds. Each segment represents a distinct progression stage that can be independently tracked and displayed, allowing complex game flow to be managed through modular segments rather than a monolithic structure.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

A progress tracking mechanism acts as an intermediary between the random number generator and the game display. This intermediary manages the segmented path logic, tracking progress through thresholds and coordinating the display of progress indicators without complicating the core gaming logic.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If player-specific virtual players and teams are utilized, then player personalization and engagement are improved, but device complexity increases

Engineering Contradiction:
Improveplayer personalizationVSAvoidsystem structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system uses universal virtual player and team templates that can be dynamically configured for different players and teams. Rather than creating unique virtual representations for each player, the system applies a universal framework that adapts to display different players and teams based on player selections and preferences.

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

Solution Approach 2:

Virtual player and team characteristics are modified through parameter changes rather than creating entirely new virtual entities. The system adjusts parameters such as player stats, team rosters, and virtual representations based on player selections and real-life performance data, allowing personalization through parameter modification rather than system complexity.

Inventive Principle:
Principle #35Parameter changes

3Reliability

If real-life performance data is integrated into game outcomes, then game fairness and player engagement are improved, but device complexity increases

Engineering Contradiction:
Improvegame fairnessVSAvoidsystem structure
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system incorporates feedback loops that receive real-life performance data from players and teams, process this information, and use it to influence game outcomes. The feedback mechanism ensures fairness by directly incorporating actual performance metrics while managing complexity through structured data processing and integration protocols.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS12437606B2Virtual electronic gaming systems and methods
Publication Date: 2025.10.07 ARISTOCRAT TECHNOLOGIES INC
  • US12437606B2 patent drawing
  • US12437606B2 patent drawing
  • US12437606B2 patent drawing

AI summary

An electronic gaming device including a memory and a processor is described. The processor is configured to initiate an electronic game including a number of spins and a segmented path including a number of segments and, for each respective spin of the number of spins, i) decrement a number of spins remaining, ii) determine an output amount for the respective spin, iii) determine, for the respective spin, an amount of progress across the segmented path, iv) cause the amount of progress to be displayed, v) determine whether a first threshold of progress across the segmented path has been satisfied, and vi) determine whether a second threshold of progress across the segmented path has been satisfied.