Virtual Prize Containers Linked to Player Skill Levels

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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 the value of prizes corresponds to their achievement level, and only players with sufficient skill levels can open containers to claim rewards.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional random or pseudo-random outcomes are used in EGMs, then regulatory compliance is maintained, but player engagement and enjoyment decrease over time due to lack of skill-based incentives

Engineering Contradiction:
Improveplayer engagementVSAvoidplayer enjoyment duration
Core Design Contradiction:
Adaptability or versatilityVSDuration of action of moving object

Solution Approach 1:

The prize structure is segmented into multiple prize levels (first, second, third levels) corresponding to different skill achievement levels. Players are divided into segments based on their skill level, with each segment eligible for specific prize levels. This segmentation creates progressive engagement opportunities while maintaining regulatory compliance through the underlying random selection mechanism.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically adjusts prize eligibility based on player skill level. As players improve their skill and advance through achievement levels, the available prize levels dynamically expand. This dynamic adaptation keeps players engaged by providing clear progression paths and increasing opportunities for higher rewards over time.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If skill-based challenges are added to EGMs, then player engagement and loyalty increase, but device complexity increases

Engineering Contradiction:
Improveplayer engagementVSAvoidgaming system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The gaming system is designed with multi-functionality to handle both traditional random outcomes and skill-based challenges within a single unified platform. The processor circuit can operate in multiple modes (pure random, skill-based with random prize selection, skill-based with deterministic prizes), allowing the same device to serve diverse player preferences and regulatory requirements without requiring separate systems.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The skill-based challenge system is nested within the existing EGM architecture. The skill challenges are implemented as bonus rounds or intermediate stages between the initial random outcome selection and the final prize award. This nesting allows the skill-based features to be integrated into the proven EGM framework, minimizing additional complexity while maximizing engagement benefits.

Inventive Principle:
Principle #7Nested doll (Nesting)

3Adaptability or versatility

If prize information is concealed in virtual containers, then player curiosity and engagement increase, but information transparency decreases

Engineering Contradiction:
Improveplayer engagementVSAvoidprize information transparency
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The system provides partial information disclosure by revealing the prize level range or category before the final prize is selected and awarded. Players receive information about which prize levels they are eligible for based on their skill level, and may see indicators of potential prize values, but the specific prize remains concealed until award. This partial disclosure maintains curiosity and engagement while providing sufficient transparency for informed gameplay decisions.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS12567311B2Skill-based prize levels for bonus prize awards
Publication Date: 2026.03.03 INTERNATIONAL GAME TECHNOLOGY INC
  • US12567311B2 patent drawing
  • US12567311B2 patent drawing
  • US12567311B2 patent drawing

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.