Dynamic Reward System for Game Media Consumption
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Conventional game systems lack diversity in rewards for consuming game media, failing to adequately engage players' interest due to fixed reward structures.
Innovation Solution
A system where game media consumption rewards are dynamically set based on specific conditions linked to the game media's status, allowing for varied and enticing reward content.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If fixed reward structures are used for consuming game media, then the system is simple to operate, but the diversity of rewards is limited and player interest cannot be sufficiently attracted
Solution Approach 1:
The reward structure transitions from fixed to dynamic by automatically determining reward content based on the consumption timing relative to scheduled events. The system dynamically adjusts whether to provide scheduled rewards, unscheduled rewards, or both, based on real-time game state and consumption timing, thereby increasing reward diversity without requiring complex manual configuration.
Solution Approach 2:
The system changes the timing parameter of reward distribution by introducing scheduled vs. unscheduled reward mechanisms. By varying the timing at which rewards are provided relative to game events, the system creates diverse reward experiences while maintaining a relatively simple underlying structure that automatically adapts to different consumption scenarios.
2Adaptability or versatility
If diverse reward content is provided based on game media status, then player interest is enhanced, but the system complexity increases
Solution Approach 1:
The reward determination system operates autonomously by automatically comparing consumption timing with scheduled event timing and selecting appropriate reward content without requiring manual intervention. The system serves itself by having the server automatically determine whether to provide scheduled rewards, unscheduled rewards, or both, based on pre-set rules and real-time game state, thereby maintaining ease of operation while achieving diverse reward content.
Solution Approach 2:
The system performs preliminary actions by pre-scheduling reward events and establishing reward determination rules in advance. This allows the system to automatically handle diverse reward scenarios without complex real-time decision-making, as the framework for reward distribution is prepared beforehand and simply needs to execute based on consumption timing.
3Adaptability or versatility
If conventional fixed reward systems are used, then the system is easy to implement, but it fails to sufficiently attract player interest
Solution Approach 1:
The system implements dynamic reward determination by automatically adjusting reward content based on consumption timing relative to scheduled events. This dynamic approach enhances player engagement by providing varied and contextually appropriate rewards, while the automated nature of the system keeps implementation complexity manageable through rule-based decision-making rather than complex algorithms.
Solution Approach 2:
The system incorporates feedback mechanisms by continuously monitoring consumption timing and game state to determine appropriate reward content. This feedback loop allows the system to adapt to player behavior and game progression, enhancing player engagement through responsive and contextually relevant rewards while maintaining implementation simplicity through automated feedback processing.
Data Source
AI summary
The present invention provides a program, an information processing system, and an information processing method capable of increasing the diversity of rewards that can be obtained when game mediums are consumed, thus making it possible to attract a player's interest.The content of a reward that can be obtained when a character that satisfies a recruitment condition(s) set for each mission is consumed is set on the basis of the status linked with the character, and the content of a reward for a character that is specified as a consumption target is displayed in a character selection screen that serves as an input interface for accepting an input for specifying a character as a consumption target.


