Wagering Game System Mood-Related Gaming Effects

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Wagering game machines lack effective means to sustain player engagement and excitement beyond winning moments, leading to reduced entertainment value and profitability for operators.

Innovation Solution

Implementing mood-related gaming effects that extend celebratory experiences across wager cycles, adjusting intensity based on previous events and player history, using environmental lighting, sound, and graphics to maintain a positive atmosphere even during losing outcomes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Duration of action of moving object

If mood-related gaming effects are extended across wager cycles, then player engagement and entertainment value are enhanced, but device complexity and energy consumption increase

Engineering Contradiction:
Improveduration of gaming effectsVSAvoidcomplexity of gaming system
Core Design Contradiction:
Duration of action of moving objectVSDevice complexity

Solution Approach 1:

The system pre-loads and stores multiple mood-related gaming effects (lighting patterns, sound clips, graphic sequences) in memory before they are needed. When a triggering event occurs, the system retrieves and plays these pre-prepared effects rather than generating them in real-time, reducing computational complexity during active gameplay while maintaining extended duration effects across wager cycles.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The gaming effects are divided into discrete, modular components (individual lighting patterns, separate sound effects, distinct graphic elements) that can be independently controlled and extended. This segmentation allows the system to extend specific effect durations without proportionally increasing overall system complexity, as each segment can be managed separately through the controller.

Inventive Principle:
Principle #1Segmentation

2Duration of action of moving object

If mood-related gaming effects are extended across wager cycles, then player engagement and entertainment value are enhanced, but energy consumption increases

Engineering Contradiction:
Improveduration of gaming effectsVSAvoidenergy consumption of gaming system
Core Design Contradiction:
Duration of action of moving objectVSUse of energy by stationary object

Solution Approach 1:

The system implements periodic cycling of gaming effects where mood-related effects are activated during winning outcomes and automatically deactivated or reduced during non-winning periods. This periodic activation pattern extends entertainment value across wager cycles while conserving energy during off-periods, rather than maintaining continuous high-energy effect delivery.

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The intensity and duration of gaming effects are dynamically adjusted based on game outcomes and player interactions. Winning outcomes trigger extended-duration effects with higher energy consumption, while losing outcomes result in reduced or no effects. This dynamic adjustment allows the system to extend engagement during critical moments while minimizing overall energy consumption across the extended wager cycles.

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If environmental gaming effects are enhanced to increase excitement, then entertainment value increases, but manufacturing cost increases

Engineering Contradiction:
Improveentertainment capability of gaming machineVSAvoidmanufacturing cost of gaming machine
Core Design Contradiction:
Adaptability or versatilityVSEase of manufacture

Solution Approach 1:

The gaming machine incorporates multi-functional environmental effect components that serve multiple purposes. For example, the lighting system not only provides mood effects but also indicates game states and outcomes, while sound effects serve both entertainment and information delivery functions. This multi-functionality increases adaptability and entertainment capability without proportionally increasing manufacturing complexity or cost.

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

Solution Approach 2:

The system uses a centralized controller as an intermediary that manages and coordinates multiple environmental effect components (lighting, sound, graphics). This single control unit can manipulate various effects through software, avoiding the need for separate dedicated hardware for each effect type, thereby reducing manufacturing costs while maintaining high adaptability and entertainment capability.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS9330537B2Extending presentation of mood-related gaming effects
Publication Date: 2016.05.03 LNW GAMING INC
  • US9330537B2 patent drawing
  • US9330537B2 patent drawing
  • US9330537B2 patent drawing

AI summary

A wagering game system and its operations are described herein. In some embodiments, the operations can include detecting a winning event during a wager cycle a wagering game, which is played using a wagering game machine. In some embodiments, the operations can further include determining gaming activity that occurred before the wager cycle. The operations can further include presenting, based on the gaming activity, a congratulatory gaming effect via an output device of the wagering game machine. In some examples, the presenting of the congratulatory gaming effect occurs during the wager cycle and during one or more later wager cycles.