Cross-Mode Reward Item System for Online Game Engagement
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Solution Overview
Problem
Online game users tend to lose interest in other game modes after favoring a specific mode, leading to repetitive gameplay and decreased engagement with the overall game.
Innovation Solution
A reward item system is implemented where users receive items for winning in one mode, which can be used in other modes, increasing interest and adaptability across various game modes by providing a win probability table and allowing item usage across multiple modes.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If users repeatedly play a specific game mode they prefer, then their skill and enjoyment in that mode increase, but their interest in other game modes decreases and they experience repetitive gameplay
Solution Approach 1:
The patent applies universality by making reward items obtained in one game mode usable across multiple other game modes. Specifically, items won in tournament mode can be used in league mode and vice versa, allowing a single item to serve multiple functions across different gameplay contexts. This multi-functionality encourages users to explore various modes while maintaining interest through reusable rewards.
2Productivity
If users are concentrated in particular game modes, then they achieve mastery in those modes, but the overall engagement with the game system decreases
Solution Approach 1:
The patent merges previously separate reward systems of different game modes into a unified system. Tournament mode rewards and league mode rewards are combined into a shared item pool that can be used across both modes. This merging creates interconnectedness between modes, encouraging users to participate in multiple modes while maintaining the efficiency benefits of their preferred mode through accumulated reusable items.
Data Source
AI summary
A reward item providing method of an online game includes: generating at least one reward item table corresponding to one mode that can be provided in a game and storing at least one reward item available in the other modes; setting each win probability of at least one reward item of at least one reward item table; drawing a won item among at least one item according to the win probability in the reward item table corresponding to the executed mode if the character of the user wins the match in the one mode; displaying a reward item providing screen providing the won item to the character and including a mode entry button to enter an item display mode as a mode using the won item; and entering the item display mode when receiving a selection input for the mode entry button.


