Time-Based Game Mode Switching for Amusement Devices
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing amusement devices face revenue loss and regulatory challenges due to limitations on credit balances, requiring immediate refunds or higher pricing to prevent illicit use, which restricts user flexibility and operator revenue.
Innovation Solution
An amusement device with time-based operating modes that allows users to purchase a block of time, enabling switching between games during this period, with options to continue playing until the time expires or purchase additional time, thereby eliminating the need for immediate refunds and allowing flexible game selection.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If amusement devices are set to grant bonus credits for additional currency inputs, then user revenue potential is improved, but regulatory compliance deteriorates due to excessive credit balances
Solution Approach 1:
The system changes the parameter of credit balance management by introducing time-based expiration. Instead of allowing unlimited credit accumulation, credits are assigned a validity period that automatically expires. This transforms the static credit balance parameter into a dynamic one that decays over time, enabling regulatory compliance while maintaining revenue potential through the 'use it or lose it' mechanism.
Solution Approach 2:
The patent implements periodic action through time-based credit expiration. Credits are not permanent but are subject to periodic renewal or expiration cycles. This periodic mechanism ensures that credit balances remain within regulatory limits while still allowing users to accumulate sufficient credits for bonus games within the validity period.
2Productivity
If amusement devices charge higher prices per game to prevent refunds, then operator revenue is improved, but user flexibility deteriorates
Solution Approach 1:
The system applies preliminary action by granting users a block of time in advance before they actually play games. This time block serves as a pre-paid credential that allows flexible game selection without requiring immediate refunds or higher per-game charges. The user purchases time rather than individual games, enabling them to play multiple games within the time window at lower effective costs.
Solution Approach 2:
The patent introduces dynamics by allowing users to switch between different games during their purchased time block. Instead of being locked into a single game or requiring re-purchasing for each game, the system dynamically allows game switching within the valid time period, enhancing user flexibility while maintaining operator revenue through the time-based pricing model.
3Reliability
If amusement devices require immediate refunds for excess credits, then regulatory compliance is improved, but operational complexity increases
Solution Approach 1:
The system implements self-service by having the credit balance automatically expire over time without requiring manual intervention from operators. Instead of complex refund processing, the system autonomously manages credit validity by implementing time-based expiration. This self-service mechanism simplifies operational complexity while maintaining regulatory compliance through automatic credit management.
Data Source
AI summary
An amusement device has a display and an input device and includes a memory and a controller. The memory stores a plurality of games and a system control program. The controller is operatively coupled to the memory, the input device and the display. The controller controls the display based upon the system control program retrieved from the memory and based upon inputs from the input device. The controller is configured to grant a user a block of time for accessing the amusement device; permit the user to selectively retrieve from the memory and play a first game from the plurality of games during the block of time; and permit the user to selectively retrieve from the memory and play a second game from the plurality of games that is different than the first game during the block of time.


