Game Mechanics for Chat Moderation via Virtual Item Bounties

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Solution Overview

Problem

Existing systems are ineffective in eliminating profanity and offensive behavior in online gaming chat environments due to the numerous variants and contextual insensitivity of automated filters, requiring manual intervention which is often inefficient.

Innovation Solution

A system and method that allows users to initiate a retribution action by placing a bounty of virtual items on offenders, where successful retribution through in-game battles transfers these items to the victorious player, deterring anti-social behavior without manual intervention.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Difficulty of detecting and measuring

If automated word filters are used to eliminate offensive behavior, then filtering capability is improved, but reliability deteriorates due to numerous variants and contextual insensitivity

Engineering Contradiction:
Improvefiltering capabilityVSAvoiddetection accuracy
Core Design Contradiction:
Difficulty of detecting and measuringVSReliability

Solution Approach 1:

The system enables players to autonomously detect and respond to offensive behavior by placing bounties on offenders. The community self-regulates without requiring administrator intervention or sophisticated automated filtering, with players themselves performing the detection and enforcement functions.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system implements immediate feedback loops where offensive behavior directly results in tangible consequences (bounty placement), and successful retribution provides feedback to both the offender and the community about behavioral boundaries, creating a self-correcting system.

Inventive Principle:
Principle #23Feedback

2Reliability

If manual administrator intervention is used to deter offensive behavior, then reliability of moderation is improved, but productivity deteriorates due to inefficiency

Engineering Contradiction:
Improvemoderation effectivenessVSAvoidresponse efficiency
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The system transfers moderation responsibilities from administrators to players themselves. Any player can place a bounty on an offender and execute retribution, eliminating the bottleneck of manual administrator review and enabling immediate community-driven moderation.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The moderation function is segmented from centralized administrator control and distributed across individual players. Each player becomes an independent moderation agent who can autonomously respond to offensive behavior, parallelizing the moderation process across the entire player base.

Inventive Principle:
Principle #1Segmentation

3Ease of operation

If automated filtering tools are deployed, then ease of operation is improved, but reliability worsens due to inability to handle contextual nuances

Engineering Contradiction:
Improvefiltering simplicityVSAvoidcontextual accuracy
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

Rather than relying on automated systems to interpret context, the system empowers players to make their own contextual judgments about offensive behavior. Players use their own understanding of game culture and context to decide when to place bounties, eliminating the need for sophisticated contextual analysis algorithms.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS9533218B1Moderation of antisocial behavior in chat via game mechanics
Publication Date: 2017.01.03 ELECTRONIC ARTS INC
  • US9533218B1 patent drawing
  • US9533218B1 patent drawing
  • US9533218B1 patent drawing

AI summary

A system and method configured to deter anti-social behavior within chat rooms related to online gaming environments. The system and method include executing an instance of an online game, and using the instance of the online game to facilitate participation by the users in the online game via a client computing devices. Inventories of virtual items under the control of individual users of the online game are managed. The system and method includes hosting a chat session between users and receiving a selection entered through the chat interface by the first user of a requested retribution action against a second user in response to a perceived offensive action initiated by said second user, the selection of the requested retribution action pledging a bounty of one or more virtual items in an inventory to any user that successfully makes retribution against the second user in the online game. The system and method may also include determining whether or not a requested retribution action should be imposed against the second user in response to the selection of the requested retribution action, such determination being made based upon at least one predetermined condition being satisfied.