Chance-Based Payment System for Game Affiliations
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Solution Overview
Problem
In conventional strategy-based games, the burden of acquiring items for affiliations often falls on the leader, discouraging participation and limiting revenue generation, as other members lack involvement and responsibility.
Innovation Solution
A system facilitating chance-based payment for group items in games, where users can pledge virtual currency to purchase items beneficial to their affiliation, with a chance-based selection process determining who pays, allowing selected users to contribute to the affiliation without direct financial burden.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If the leader of the affiliation purchases items for the group, then the items can be acquired for the affiliation, but the burden falls entirely on the leader and other users are discouraged from participating
Solution Approach 1:
The patent segments the item acquisition process into multiple stages: users first pledge to contribute to the group item, then a random selection determines which user actually pays. This segmentation distributes the financial burden across multiple users while maintaining efficient item acquisition, resolving the contradiction between productivity and ease of operation.
Solution Approach 2:
The patent introduces a random selection mechanism as an intermediary between the group's need for items and the individual users' willingness to pay. This intermediary distributes the financial responsibility indirectly, allowing users to participate in group benefits without directly bearing the full cost, thus improving both item acquisition efficiency and user participation motivation.
2Productivity
If the leader purchases all group items, then the affiliation can access needed items, but revenue generation is limited and user engagement is reduced
Solution Approach 1:
The patent segments the revenue collection process by having multiple users pledge to contribute to different group items. This segmentation increases the total revenue pool while maintaining the affiliation's ability to acquire needed items, as multiple users contribute to multiple different items rather than a single leader purchasing everything.
Solution Approach 2:
The patent implements a system where users themselves initiate the payment process by making pledges for group items they need. This self-service approach increases revenue generation as users actively participate in funding group needs rather than passively receiving items from a leader, thereby improving both productivity and reducing revenue limitations.
3Ease of operation
If users directly purchase group items, then they have full responsibility and control, but the financial burden is high and participation is limited
Solution Approach 1:
The patent introduces a random selection mechanism as an intermediary between users who want group items and the actual payment transaction. Users make pledges and participate in the process, but the random selection determines who actually pays, thereby reducing the immediate financial burden on any single user while maintaining their control over which items their affiliation purchases.
Solution Approach 2:
The patent segments the financial responsibility by having users make individual pledges for specific items they need, rather than requiring direct payment for all group items. This segmentation allows users to maintain control over their preferences while distributing the financial burden across multiple users who each contribute to different items.
Data Source
AI summary
A method and system for facilitating chance-based payment for items in a game. In implementations, the disclosure relates to such systems which can be used in the payment for items in an affiliation based game. A user may be part of an affiliation and wish to contribute to their affiliation and show their loyalty in a non-direct manner. The contribution may be achieved by the user entering into a chance-based selection process such as a draw, where the user selected in the draw is the person that pays for a group virtual item used in the game. The item used in the game may benefit all members of the affiliation, simultaneously or in alternating fashion.


