Syndicate Gaming System with Central Server Tracking
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing gaming systems do not allow players to be recognized as individuals or members of a syndicate with shared assets, nor do they enable simultaneous use of gaming machines or efficient tracking and monitoring of player interactions for accounting purposes.
Innovation Solution
A gaming system comprising gaming machine terminals linked to a server via a communications network, where players can communicate and share assets within a syndicate, using member identification codes stored on tokens, allowing for simultaneous play and tracking of interactions for accounting and record-keeping.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a cooperative group gaming system is implemented where players contribute to a communal jackpot, then player engagement and camaraderie are improved, but the system does not allow individual player recognition or syndicate formation
Solution Approach 1:
The system segments players into individual identities and syndicate group identities separately. Each player has a unique player identification code, and syndicates have distinct syndicate identification codes. This segmentation allows the system to track both individual player contributions and syndicate-level achievements, resolving the contradiction between group cooperation and individual recognition.
Solution Approach 2:
The patent implements a nested structure where players are nested within syndicates. A syndicate is composed of multiple players, and each player maintains their individual identity while being part of the larger syndicate group. This nested arrangement enables simultaneous tracking of individual player accounts and syndicate-level shared assets, allowing both individual recognition and group cooperation to coexist.
2Productivity
If multiple players use gaming machines simultaneously, then player capacity and engagement are improved, but tracking and monitoring player interactions becomes complex
Solution Approach 1:
The patent introduces a central server as an intermediary between gaming machines and players. The server receives player identification codes, manages syndicate assignments, tracks gaming interactions, and handles accounting. This intermediary centralizes the complexity of tracking multiple simultaneous players, allowing gaming machines to operate independently while the server coordinates all interactions, thus maintaining low device complexity at the machine level while supporting high gaming capacity.
3Measurement precision
If a central server monitors all player interactions, then accounting accuracy is improved, but communication between players requires system infrastructure
Solution Approach 1:
The patent makes the communication system universal by using the existing gaming terminal displays and input mechanisms for both gaming operations and player communication. Players can send messages to each other through the gaming terminals without requiring separate communication devices. The central server routes communications between players, leveraging the same infrastructure already in place for gaming transactions, thus achieving accurate tracking and communication without adding separate communication infrastructure.
Data Source
AI summary
A gaming system comprising gaming machine terminal means operable by at least one member of a syndicate of members, server means for monitoring interactions on the gaming machine terminal means, wherein the gaming machine terminal means and the server means are linked by a communications network and a syndicate member is able to communicate with another syndicate member using the gaming machine terminal means. A syndicate member is identified to the system through a member identification means and is able to operate the gaming machine terminal means using the member identification means.


