Contact Selector Using Behavior Data for Player Retention

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Solution Overview

Problem

In computer games played on limited screen devices, such as smartphones, managing display resources to effectively show user contacts for interaction is challenging, as only a subset can be displayed at a time, leading to suboptimal player engagement and retention due to random selection methods that do not prioritize likely churners.

Innovation Solution

A method to control the display of user contacts based on user behavior data, prioritizing those most likely to leave the game by analyzing factors like game progress and time stamps, ensuring that high-priority contacts are prominently displayed for interactions like sending gifts or invitations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If random selection method is used to display contacts, then all contacts have equal chance of being displayed, but player retention deteriorates because likely churners are not prioritized

Engineering Contradiction:
Improveplayer retentionVSAvoidcontact selection fairness
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The patent changes the selection parameters from random to behavior-based, using user behavior data (game progress, activity level, time stamps) to dynamically determine which contacts are displayed. This resolves the contradiction by prioritizing contacts with higher churn risk while maintaining a systematic selection process that appears fair to users.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The system implements feedback loops where user behavior data is continuously collected, analyzed, and used to adjust contact display priorities. This creates a dynamic system that adapts to individual user patterns, improving retention by responding to early signs of churn while maintaining operational simplicity through automated analysis.

Inventive Principle:
Principle #23Feedback

2Productivity

If limited screen area is used to display contacts, then display resource efficiency is improved, but contact visibility deteriorates because fewer contacts can be shown at once

Engineering Contradiction:
Improvedisplay resource efficiencyVSAvoidcontact visibility
Core Design Contradiction:
ProductivityVSLoss of information

Solution Approach 1:

The patent extracts only the most relevant contacts (those with highest churn risk) for display on the limited screen area, rather than attempting to show all contacts. This resolves the contradiction by using behavior-based filtering to identify and prioritize the subset of contacts that matter most for retention, making efficient use of display resources while minimizing information loss for the user.

Inventive Principle:
Principle #2Taking out (Extraction)

3Reliability

If behavior data analysis is implemented to prioritize contacts, then player retention is improved, but system complexity increases due to data collection and processing requirements

Engineering Contradiction:
Improveplayer retentionVSAvoiddata processing system
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system implements self-service by automatically collecting, analyzing, and acting upon user behavior data without requiring manual intervention. The processor autonomously identifies churn risks and adjusts contact display priorities based on analyzed patterns, resolving the contradiction by making the complex data processing transparent and automatic from the user perspective.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS11883747B2FHS: smarter contact selectors
Publication Date: 2024.01.30 KING COM
  • US11883747B2 patent drawing
  • US11883747B2 patent drawing
  • US11883747B2 patent drawing

AI summary

The invention relates to a computer implemented method of controlling a display on a first computer device connected via a communication network to a plurality of other computer devices, the method comprising: receiving user inputs from the first and other computer devices during interaction with a game rendered on the display of each computer device, the game being played by users of the computer devices over the communication network; storing the user inputs in computer storage and generating user behaviour data based on the user inputs; accessing computer storage holding a plurality of contact identifiers of the users and controlling the display of the first computer device to display only a selected set of the stored contact identifiers, wherein the set of contact identifiers is selected to be displayed based on the user behaviour data.