Wearable Haptic Feedback for Wagering Game Engagement

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Solution Overview

Problem

Gaming machine manufacturers face challenges in enhancing player engagement and entertainment value due to the limitations of traditional gaming machines, which require frequent player input and rely on visual and auditory feedback, failing to adapt to the convenience and sophistication demands of modern technology.

Innovation Solution

A wearable haptic device that uses input and output devices, processors, and communication devices to provide haptic feedback corresponding to game events, allowing players to experience wagering games through a series of distinct haptic outputs, such as taps and pulses, without the need for constant visual or auditory attention.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional gaming machines use visual and auditory feedback, then players can perceive game events clearly, but players must maintain constant attention and cannot perform other activities

Engineering Contradiction:
ImprovePlayer convenienceVSAvoidGame event information
Core Design Contradiction:
Ease of operationVSLoss of information

Solution Approach 1:

The patent replaces traditional visual and auditory feedback mechanisms with a haptic feedback system. The gaming system uses haptic output devices to deliver tactile sensations corresponding to game events, substituting the mechanical sensory channels of sight and sound with the tactile sense of touch. This allows players to perceive game outcomes through physical vibrations and pulses while engaging in other activities.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The patent introduces a haptic feedback intermediary that translates game event data into tactile sensations. The system processes game event information and converts it into corresponding haptic patterns that are delivered to the player's skin, serving as a mediator between the digital game world and the player's physical perception.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If traditional gaming machines require frequent player input, then game engagement is maintained, but player freedom and convenience are reduced

Engineering Contradiction:
ImprovePlayer freedomVSAvoidGame interaction frequency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The patent implements a system where the gaming machine operates autonomously without requiring frequent player inputs. The haptic feedback system automatically communicates game events to the player, eliminating the need for the player to continuously interact with the machine to stay engaged. The system serves itself by providing passive feedback that keeps the player informed without demanding active participation.

Inventive Principle:
Principle #25Self-service

3Adaptability or versatility

If gaming machines provide detailed visual and auditory feedback, then game entertainment value is enhanced, but the system complexity increases

Engineering Contradiction:
ImproveEntertainment valueVSAvoidFeedback system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent extracts the essential feedback function from the complex visual and auditory systems and implements it through a simpler haptic feedback mechanism. By taking out only the core information delivery function and implementing it through tactile sensations, the system reduces complexity while maintaining entertainment value. The haptic system conveys game outcomes without requiring the elaborate sensory environments of traditional machines.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS10089822B2Wearable wagering game system and methods
Publication Date: 2018.10.02 LNW GAMING INC
  • US10089822B2 patent drawing
  • US10089822B2 patent drawing
  • US10089822B2 patent drawing

AI summary

In at least some aspects, the present concepts include a wearable haptic device including one or more input devices, one or more haptic output devices, one or more processors, and a communication device, wherein the one or more processors are configured to cause the one or more haptic output devices to output a haptic output, of a plurality of haptic outputs, responsive to an event in a game, of a plurality of possible game events, in accord with a mapping of haptic outputs to game events.