Dynamic Message Selection for Virtual Game Engagement

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Solution Overview

Problem

Current technologies lack effective methods to motivate user engagement in virtual environments by providing personalized and dynamic interactions with virtual objects and non-player characters, leading to a lack of user motivation and engagement.

Innovation Solution

A non-transitory computer-readable storage medium storing an information processing program that arranges display objects in virtual areas based on user input, outputs tailored messages, and manages interactions with non-player characters to enhance user engagement by providing varied and contextually relevant experiences.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the system outputs a single fixed message to the user, then the system is simple to implement, but user engagement and motivation are insufficient

Engineering Contradiction:
Improvemessage personalizationVSAvoidmessage management system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The message management system dynamically selects and outputs different messages based on real-time detection of user operations. The system transitions from static fixed messages to dynamic context-aware messages, improving adaptability while maintaining manageable complexity through automated detection logic

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system implements feedback by detecting user operations and using this information to select appropriate messages. The message selection is based on feedback from user behavior patterns, creating a closed-loop system that adapts to user needs without requiring complex manual configuration

Inventive Principle:
Principle #23Feedback

2Productivity

If the system provides detailed and personalized interactions, then user engagement increases, but the processing complexity and computational resources increase

Engineering Contradiction:
Improveuser engagement rateVSAvoidinteraction processing system
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system applies partial action by selectively providing personalized interactions only in relevant contexts rather than comprehensively analyzing all user behaviors. This targeted approach maintains high engagement while reducing unnecessary processing complexity

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The system changes parameters such as message content, timing, and type based on detected user operations. By dynamically adjusting these parameters rather than implementing a completely complex interaction system, the patent achieves high engagement with manageable processing requirements

Inventive Principle:
Principle #35Parameter changes

3Measurement precision

If the system monitors user operations continuously to detect response patterns, then message personalization improves, but the time required for processing increases

Engineering Contradiction:
Improveuser response detection accuracyVSAvoidmessage output delay
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system performs preliminary action by pre-defining message templates and detection rules before user interaction occurs. This preparation enables rapid real-time message selection based on user operations without requiring complex analysis during the interaction moment, thus maintaining both accuracy and speed

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20230233938A1Storage medium, information processing apparatus and information processing method
Publication Date: 2023.07.27 NINTENDO CO LTD
  • US20230233938A1 patent drawing
  • US20230233938A1 patent drawing
  • US20230233938A1 patent drawing

AI summary

A game apparatus that functions as a non-limiting example information processing apparatus includes a CPU, and the CPU executes processing of a virtual game. If a diary function is performed during a play of a main game, a diary screen is displayed, and when an inducement condition is satisfied, an NPC displayed on the diary screen emits an induction comment. Responding to this, a player sticks a sticker. Moreover, the NPC emits a reaction comment responding to the pasted sticker. That is, the player performs an exchange with the NPC according to an inducement.