Dynamic Game Reward Cycles Using Cumulative Item Quantities
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Solution Overview
Problem
Existing game systems lack diversity in rewarding players for in-game content, leading to diminished player engagement and motivation.
Innovation Solution
A method and apparatus that dynamically adjust reward quantities based on previous reward cycles, incorporating rotational and regular items, to enhance player engagement and motivation through varied and accumulating rewards.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If fixed reward quantities are provided in each reward cycle, then the system is simple to operate, but player engagement diminishes due to lack of diversity
Solution Approach 1:
The reward system transitions from static fixed quantities to dynamic adjustment based on cumulative player performance. The server determines reward quantities that vary across reward cycles according to player progress, making the system adaptive rather than rigid while maintaining operational simplicity through automated calculation
Solution Approach 2:
The system implements feedback by tracking the quantity of items provided in previous reward cycles and using this information to determine subsequent reward quantities. This cumulative tracking mechanism allows the system to adapt rewards based on player progress while maintaining clear operational rules
2Productivity
If reward quantities are increased to stimulate player motivation, then player engagement improves, but the cost of providing rewards increases
Solution Approach 1:
The system divides reward distribution into periodic cycles rather than continuous provision. By structuring rewards around specific content completion milestones and using rotational provision of different item types across cycles, the system maintains player motivation through periodic surprises while controlling overall reward expenditure
Solution Approach 2:
The system changes the parameters of reward provision by varying both the quantity and type of items across different reward cycles. This includes rotating between different item types and adjusting quantities based on cumulative performance, thereby maintaining engagement without requiring consistently high reward quantities
Data Source
AI summary
The method of providing the game service includes determining a second reward quantity representing a quantity of the first item to be provided in a second reward cycle for the content based on the first reward quantity and a quantity of the first item provided in the first reward cycle. The method of providing the game service includes determining a second reward quantity representing a quantity of the first item that is to be provided in a second reward cycle for the content based on the first reward quantity and the quantity of the first item provided in the first reward cycle. The method of providing the game service includes providing a first item in a second reward cycle for the content according to the second reward quantity.


