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
Engineering 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
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.
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.
2Productivity
If EGMs offer only random prize awards, then system simplicity is maintained, but player enjoyment and repeat play are reduced
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.
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.
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
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.
4Adaptability or versatility
If EGMs implement skill-based prize levels, then player engagement and loyalty are enhanced, but system complexity and implementation difficulty increase
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.
Data Source
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.


