State-Based Power-Ups for Wagering Games

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Solution Overview

Problem

Wager-based gaming systems lack effective mechanisms to provide reusable in-game advantages that adapt to changing game conditions and player interactions, limiting player engagement and revenue generation.

Innovation Solution

Implementing state-based power-ups that can be redeemed for in-game advantages, which are reusable if specific game outcome conditions are met, allowing players to maintain association until conditions are no longer met, and can be redeemed multiple times during wagering game play across different types of games.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional bonus games are provided as incentives, then player engagement is improved, but the system lacks reusability and adaptability to changing game conditions

Engineering Contradiction:
Improveadaptability to changing game conditionsVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The power-up system transitions from static bonus games to dynamic, reusable advantages that can be activated multiple times based on changing game conditions. Power-ups have associated states (active, inactive, expired) that dynamically change based on game outcomes, player actions, and time, allowing the system to adapt to varying game conditions while maintaining manageable complexity through state-based control.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the parameter of bonus utilization from one-time use to multi-use with configurable parameters such as reuse conditions, expiration times, and activation requirements. By parameterizing the bonus structure (number of uses, conditions for reuse, time limits), the system achieves adaptability without proportionally increasing complexity, as these parameters can be configured through software rather than hardware redesign.

Inventive Principle:
Principle #35Parameter changes

2Productivity

If reusable power-ups with state management are implemented, then player engagement and revenue generation are improved, but tracking and management complexity increases

Engineering Contradiction:
Improverevenue generationVSAvoidtracking and management complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The power-up system implements feedback mechanisms where game outcomes directly influence the state of power-ups. When players use power-ups and achieve certain outcomes (wins, losses, specific scores), the system automatically adjusts power-up availability, resets timers, or modifies activation conditions. This automated feedback loop enables sophisticated tracking and management while improving revenue generation, as the system responds dynamically to player performance without requiring manual intervention.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system enables self-service management of power-ups through automated state transitions based on game outcomes. Power-ups automatically activate, expire, or become unavailable based on predefined conditions without requiring external management. Players themselves trigger power-up usage through their game actions, and the system automatically tracks usage, manages availability, and enforces restrictions, reducing the burden of external tracking and management.

Inventive Principle:
Principle #25Self-service

3Adaptability or versatility

If power-ups are made re-usable based on game outcomes, then player engagement is enhanced, but the reliability of game balance may deteriorate

Engineering Contradiction:
Improvereusability of power-upsVSAvoidgame balance
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system applies periodic action through time-based expiration of power-ups and structured reuse intervals. Power-ups can be reused only after specific time periods or under periodically occurring conditions, preventing unlimited use that would disrupt game balance. This periodic constraint ensures that while power-ups are reusable and engaging, their impact on game balance remains controlled and predictable through structured temporal patterns.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS8721426B2State-based power-ups
Publication Date: 2014.05.13 INTERNATIONAL GAME TECHNOLOGY INC
  • US8721426B2 patent drawing
  • US8721426B2 patent drawing
  • US8721426B2 patent drawing

AI summary

Disclosed herein are techniques and equipment for providing state-based power-ups to a wagering game player. The state-based power-ups may be reused by the player until a game outcome condition is not met.