Dynamic Media Selection for Interactive Gaming

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Solution Overview

Problem

Traditional interactive video game systems lose entertainment value over time due to predictable outcomes, even in multiplayer environments, as players exhaust all possible levels and outcomes.

Innovation Solution

Incorporating online user-generated media content, such as videos, into the gaming environment, where player actions are ranked by other users, and reward or penalty media assets are selected and displayed based on these rankings, providing diverse and dynamic content.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If traditional interactive video game systems use predefined program source code and storyline, then the game structure is stable and easy to implement, but the entertainment value is lost over time as outcomes become predictable

Engineering Contradiction:
Improvegame structure stabilityVSAvoidentertainment value
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent applies dynamics by transitioning from a static, predefined game structure to a dynamic system where game content is generated in real-time based on player actions. The system dynamically selects media content (videos, images, audio) from a library and assembles them into unique outcomes based on player performance, ensuring that no two gaming sessions are identical and preventing predictability while maintaining structural stability through automated content generation rules

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If multiplayer environments provide diverse outcomes based on multiple players, then the set of possible outcomes is expanded, but outcomes still become predictable over time as players exhaust all possibilities

Engineering Contradiction:
Improveoutcome diversityVSAvoidunpredictability
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The patent uses copying by creating a library of pre-existing media content (videos, images, audio clips) that can be repeatedly selected and combined in different sequences. Instead of generating entirely new content for each outcome, the system copies and recombines existing media assets based on player actions, creating infinite permutations from finite materials. This allows the system to maintain outcome diversity indefinitely without requiring players to exhaust all possibilities, as the same media library can be recombined in new ways for each gaming session

Inventive Principle:
Principle #26Copying

3Adaptability or versatility

If the system incorporates online user-generated media content, then the variety of content is increased and entertainment value is maintained, but the system complexity increases

Engineering Contradiction:
Improvecontent varietyVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies universality by creating a single, centralized system that handles multiple functions: it manages the media library, processes player actions, determines outcomes, selects appropriate media content, and assembles final game sequences. This universal system handles all complexity centrally rather than distributing it across multiple components, allowing the system to accommodate diverse user-generated content while maintaining manageable complexity through a unified architecture that processes all inputs and generates all outputs through standardized procedures

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS8498722B2Systems and methods for generating media based on player action in an interactive video gaming environment
Publication Date: 2013.07.30 ADEIA GUIDES INC
  • US8498722B2 patent drawing
  • US8498722B2 patent drawing
  • US8498722B2 patent drawing

AI summary

Systems and methods for incorporating online user generated media content (e.g., videos) into an interactive video gaming environment are provided. Reward or penalty media assets generated by users are stored on a remote server. A player action is received by the remote server and ranked. Based on the rank associated with the player action, the video asset server selects a reward or penalty media asset of the stored media assets. The selected reward or penalty media asset is presented to the player.