Video Game Skill Equalizer Using Dynamic Parameter Adjustment
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Video games of chance often lack player engagement due to skill-based outcomes, which can exclude players of varying skill levels, and regulatory requirements prevent incorporating skill as a factor in determining win or lose outcomes, necessitating a solution that provides a sense of control without affecting random outcomes.
Innovation Solution
An automatic skill level sensing and equalizing gaming apparatus that utilizes hand-eye coordination and reaction time detection to adjust game parameters, allowing players of all skill levels to experience similar gameplay by generating virtual targets and projectiles, and a central data processing station connected to remote display units for multi-player interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If skill-based video games are used, then player engagement and sense of control are improved, but regulatory compliance and inclusivity for players of varying skill levels deteriorate
Solution Approach 1:
The game dynamically adjusts parameters such as target size, target speed, and reaction time requirements based on the player's measured skill level. This allows the game to maintain a sense of control and engagement for all players by adapting the challenge to match their abilities, thereby resolving the contradiction between providing control and ensuring inclusivity.
Solution Approach 2:
The system changes multiple game parameters simultaneously (target dimensions, movement speed, time limits) based on skill level assessment. This comprehensive parameter adjustment ensures that players of all skill levels can engage meaningfully with the game while maintaining regulatory compliance that outcomes remain determined by chance rather than skill.
2Reliability
If random outcome determination is used, then regulatory compliance is improved, but player engagement and sense of control deteriorate
Solution Approach 1:
The game is segmented into two distinct phases: a skill-based interaction phase where players engage with targets using their skills, and a chance-based outcome phase where the result is determined randomly. This segmentation allows players to experience control during interaction while ensuring regulatory compliance through random outcome determination.
Solution Approach 2:
The system introduces an intermediary mechanism that decouples player action from game outcome. Players perform skilled actions (aiming, timing, selecting targets) that provide a sense of control, but an intermediary randomizing system determines the actual outcome, thereby maintaining both engagement and regulatory compliance.
3Adaptability or versatility
If skill level adjustment is implemented, then inclusivity is improved, but device complexity increases
Solution Approach 1:
The system performs self-service by automatically measuring player skill level through in-game performance metrics and autonomously adjusting parameters without requiring external intervention or complex hardware. This reduces device complexity while maintaining inclusivity for players of varying skill levels.
Data Source
AI summary
The present invention senses a player's coordination and reaction time levels while operating a video game, or a video game of chance, and automatically adjusts various parameters affecting the game play, to minimize or eliminate the effect that said player's skill has on a game outcome. In certain circumstances, the present invention may actually provide an element of control over the game outcome, but the intent of the invention is to bridge the entertainment gap that currently exists between skill based video game entertainment and the traditional formats of video games of chance—resulting in a much broader demographic appeal for video games of chance.


