Skill-Based Prize Containers for Tiered Bonus Awards

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Solution Overview

Problem

Existing electronic gaming machines (EGMs) lack mechanisms to incentivize player engagement and skill-based challenges, leading to reduced player enjoyment over time, as outcomes are primarily random or pseudo-random, limiting the ability to increase chances of winning through skill.

Innovation Solution

Implementing a gaming system with virtual prize containers that correspond to player achievement levels, allowing players to access prizes based on their skill-based performance, where higher achievement levels unlock more valuable prizes, and incorporating skill events such as mental and dexterity challenges to earn these containers.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If EGMs use random or pseudo-random outcomes for all prizes, then regulatory compliance is maintained, but player engagement and skill-based incentive are reduced

Engineering Contradiction:
Improveskill-based incentive capabilityVSAvoidregulatory compliance
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The prize structure is segmented into multiple prize levels (first, second, third levels) with different skill thresholds. Players are divided into different skill-based groups, and each group can access specific prize levels corresponding to their achievement level. This segmentation allows the system to offer skill-based incentives while maintaining regulatory compliance through controlled randomness within each segment.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different prize levels have different qualities and accessibility conditions. Higher-level prizes are restricted to players who have demonstrated higher skill levels, while lower-level prizes remain accessible to broader player bases. This local differentiation in prize quality and accessibility enables skill-based motivation without compromising overall system reliability and regulatory adherence.

Inventive Principle:
Principle #3Local quality

2Productivity

If EGMs offer only random prize awards, then system simplicity is maintained, but player enjoyment and repeat play are reduced

Engineering Contradiction:
Improverepeat play rateVSAvoidprize award system complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system performs preliminary assessment of player skill levels through achievement evaluations before granting access to specific prize levels. Players undergo skill challenges and assessments in advance, and based on their performance, they are pre-qualified for corresponding prize tiers. This preliminary action structure adds complexity but drives repeat play as players continuously seek to improve their achievement levels.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The prize award system is dynamic rather than static. Players can transition between different prize levels as their skill levels evolve. The system adapts to player progression, unlocking higher-value prizes as players demonstrate improved skills over time. This dynamic structure increases player engagement and repeat play while managing complexity through progressive revelation of system features.

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If EGMs provide immediate access to all prize levels, then player satisfaction is increased, but skill-based motivation and achievement progression are reduced

Engineering Contradiction:
Improveskill progression incentiveVSAvoidprize access simplicity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The prize structure is organized in a nested hierarchy where lower-level prizes are contained within or alongside higher-level prizes. Players start with access to basic prize levels, and as they progress through skill challenges, they unlock nested higher-level prize tiers. This nested structure maintains ease of operation by always providing accessible options while simultaneously motivating skill progression through the promise of deeper, more valuable rewards.

Inventive Principle:
Principle #7Nested doll (Nesting)

4Adaptability or versatility

If EGMs implement skill-based prize levels, then player engagement and loyalty are enhanced, but system complexity and implementation difficulty increase

Engineering Contradiction:
Improveplayer engagement capabilityVSAvoidsystem implementation complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system changes key parameters including player skill level thresholds, prize value assignments, and achievement level requirements. By adjusting these parameters, the system can adapt to different player populations and skill distributions. This parameter-based approach enhances player engagement through personalized challenge levels while managing implementation complexity through configurable settings rather than hard-coded structures.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS12567310B2Skill-based prize levels for bonus prize awards
Publication Date: 2026.03.03 INTERNATIONAL GAME TECHNOLOGY INC
  • US12567310B2 patent drawing
  • US12567310B2 patent drawing
  • US12567310B2 patent drawing

AI summary

Systems, devices and methods are operable to include selecting a virtual prize container from a plurality of virtual prize containers that each correspond to one a plurality of prize levels in response to detecting a game event in a wagering game. The selected virtual prize container including information corresponding to the prize level and concealing a prize that is in the virtual prize container is awarded to the player. An input from the player that corresponds to the selected virtual prize container is received. In response to a player achievement level being at a minimum or higher level that corresponds to the prize level of the selected virtual prize container, the prize is awarded to the player.