Dynamic Event Area Management for Location-Based Game Overcrowding

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Solution Overview

Problem

Location-based games face overcrowding issues at event occurrence areas, leading to unpleasant player experiences and potential health risks, as many users congregate in real space, causing overcrowding and increased disease transmission risks.

Innovation Solution

An information processing device and recording medium that determine the participation status of users in virtual game spaces, assess crowding conditions, and dynamically adjust event occurrence areas by canceling or redirecting users to alternative areas to prevent overcrowding, ensuring a more pleasant gaming environment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If event occurrence areas are set up at specific locations in virtual game space corresponding to real space locations, then user engagement and game participation are improved, but area overcrowding occurs leading to unpleasant user experience and health risks

Engineering Contradiction:
Improveuser engagementVSAvoidovercrowding
Core Design Contradiction:
ProductivityVSObject-affected harmful factors

Solution Approach 1:

The patent implements dynamic management of event occurrence areas by monitoring participation status information in real-time. The system automatically determines crowding states and executes control actions to cancel or modify event area settings based on current conditions, transforming static event areas into dynamically adjustable zones that adapt to user density

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent establishes a feedback mechanism where the system continuously monitors participation status information, determines whether crowding conditions are met, and automatically adjusts event area settings accordingly. This closed-loop control ensures user experience quality by responding to real-time crowding conditions

Inventive Principle:
Principle #23Feedback

2Quantity of substance

If multiple users gather at event occurrence areas in real space, then game event participation increases, but the risk of disease transmission and health risks increases

Engineering Contradiction:
Improvenumber of participantsVSAvoiddisease transmission risk
Core Design Contradiction:
Quantity of substanceVSObject-affected harmful factors

Solution Approach 1:

The patent applies preliminary anti-action by proactively preventing crowding before it reaches harmful levels. The system determines crowding states based on participation status information and executes control actions to limit further user gathering, thereby preventing disease transmission risks before they materialize

Inventive Principle:
Principle #9Preliminary anti-action

3Duration of action of stationary object

If event occurrence areas are maintained in crowded states, then game event continuity is preserved, but user experience quality deteriorates

Engineering Contradiction:
Improveevent continuityVSAvoiduser experience quality
Core Design Contradiction:
Duration of action of stationary objectVSEase of operation

Solution Approach 1:

The patent dynamically adjusts event area settings based on real-time participation status monitoring. When crowding conditions are detected, the system automatically executes control actions to modify or cancel event area configurations, prioritizing user experience quality over rigid event continuity

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20230256342A1Recording medium and information processing device
Publication Date: 2023.08.17 SEGA CORP
  • US20230256342A1 patent drawing
  • US20230256342A1 patent drawing
  • US20230256342A1 patent drawing

AI summary

The information processing device includes: a storage; and a controller that: stores, in the storage, participation status information indicating a user participation status in an event occurrence area, wherein the participation status information is associated with the event occurrence area that is set up at a location in a virtual game space corresponding to a location in a real space, determines whether the event occurrence area is in a crowded state based on the participation status information, after determining that the event occurrence area is in the crowded state, restricts participation to the event occurrence area in the virtual game space, and after determining that the event occurrence area is in the crowded state, sets up another event occurrence area in the virtual game space.