Server-Based Player Journey System for Gaming Engagement

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Solution Overview

Problem

Current gaming machines lack real-time analytics and personalized player engagement strategies, leading to suboptimal player experiences and reduced revenue for casinos.

Innovation Solution

A server-based system that processes real-time gaming location events to generate player journey actions, such as incentives and notifications, based on predefined trigger conditions, enhancing player engagement and retention.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If a server-based system with real-time analytics is implemented, then player engagement and retention are improved, but device complexity and operational infrastructure requirements increase

Engineering Contradiction:
Improveplayer engagementVSAvoidsystem complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

A server-based system acts as an intermediary between gaming machines and player engagement strategies. The server receives gaming location events from multiple machines, processes analytics, and distributes player journey actions back to machines, centralizing complexity in a dedicated infrastructure component rather than embedding it in each gaming device.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system segments functionality between gaming machines (which generate events and display content) and the server (which performs real-time analytics and decision-making). This division allows machines to remain relatively simple while the server handles the complex processing required for personalized player engagement.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If personalized player journey actions are implemented, then player experience and loyalty are improved, but data processing requirements and operational complexity increase

Engineering Contradiction:
Improvepersonalization capabilityVSAvoidoperational complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system pre-configures trigger conditions and player journey actions in the server database before runtime. When gaming events occur, the server matches events against predefined triggers and executes corresponding actions, avoiding the need for complex real-time decision algorithms while still delivering personalized experiences.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements a feedback loop where gaming location events are continuously monitored, analyzed against player profiles and trigger conditions, and result in customized player journey actions being sent back to gaming machines. This closed-loop feedback enables dynamic personalization based on real-time player behavior.

Inventive Principle:
Principle #23Feedback

3Speed

If real-time event processing is implemented, then player interaction responsiveness is improved, but computational load and energy consumption increase

Engineering Contradiction:
Improveresponse timeVSAvoidcomputational energy
Core Design Contradiction:
SpeedVSUse of energy by moving object

Solution Approach 1:

The server processes gaming location events in real-time as they occur, but uses pre-configured trigger conditions and lookup tables to determine appropriate responses. This approach enables rapid response without requiring continuous complex computations, reducing computational energy consumption while maintaining responsiveness.

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The system uses template-based player journey actions that are predefined and stored in the database. When a trigger condition is met, the server copies and customizes the appropriate template rather than generating unique actions from scratch, significantly reducing real-time computational requirements.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS11577162B2Player journey
Publication Date: 2023.02.14 GAMES GLOBAL OPERATIONS LTD
  • US11577162B2 patent drawing
  • US11577162B2 patent drawing
  • US11577162B2 patent drawing

AI summary

Disclosed herein are methods and apparatus related to enhancing player experiences at gaming locations via player journey actions. A server computing device can receive one or more gaming location events related to one or more electronic gaming machines. Each of the electronic gaming machine(s) can be configured to play one or more wager games. At least one of the gaming location events can be associated with a particular wager game. The server computing device can determine one or more player journey actions based on the gaming location events, where the one or more player journey actions instruct at least one electronic gaming machine to perform one or more actions related to the gaming location events. The server computing device can send the gaming location events.