Dynamic Reward Segmentation for Game Engagement

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Solution Overview

Problem

Computer games with multiple levels face challenges in providing technical complexity while maintaining a varied user experience, particularly in presenting rewards and progression mechanisms that keep players engaged.

Innovation Solution

A computer device and method that display multiple game levels with reward items associated with uncompleted levels, where players must reach specific levels within time limits to unlock rewards, using a processor to manage reward item display and availability based on player progress and online status, with random or pseudo-random criteria for placement and timing.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If multiple reward items are displayed with time limits to enhance user engagement, then user engagement and curiosity are improved, but device complexity and game mechanics complexity increase

Engineering Contradiction:
Improveuser engagementVSAvoidgame mechanics complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The reward system is segmented into multiple independent reward items, each with its own time limit and progression requirements. Players can pursue different reward items independently, allowing the system to manage complexity by dividing the overall reward mechanism into discrete, manageable segments rather than a single complex system.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The reward items are dynamically managed based on player progress and online status. The system adjusts which reward items are available, their time limits, and their progression requirements in real-time. This dynamic adaptation allows the system to maintain engagement without requiring permanently complex mechanics for all possible scenarios.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If reward items are associated with future levels to create scarcity mechanics, then user engagement improves, but information complexity and player confusion increase

Engineering Contradiction:
Improvescarcity mechanicsVSAvoidplayer understanding
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

Reward items are presented to players in advance of the levels they are associated with, creating anticipation and scarcity. The system prepares and displays reward items before players reach the corresponding levels, allowing players to plan their progression while maintaining clear information about what rewards are available and what steps are needed to obtain them.

Inventive Principle:
Principle #10Preliminary action

3Productivity

If time limits are imposed on reward item collection to increase urgency, then user engagement improves, but player stress and game difficulty increase

Engineering Contradiction:
Improvegame progression speedVSAvoidplayer stress
Core Design Contradiction:
ProductivityVSObject-affected harmful factors

Solution Approach 1:

Time limits for reward items are implemented as periodic constraints rather than continuous pressure. The system resets or refreshes time limits based on player actions and progress, creating rhythmic urgency that motivates engagement without imposing constant stress. Players experience periods of urgency followed by relief as they progress or complete objectives.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS11154782B2Method and apparatus for providing a computer implemented game
Publication Date: 2021.10.26 KING COM
  • US11154782B2 patent drawing
  • US11154782B2 patent drawing
  • US11154782B2 patent drawing

AI summary

A display of a computer device displays a plurality of different levels of a computer implemented game and a first reward item. The first reward item is associated with a first level which has yet to be completed. At least one processor determines that a player has reached the first level and in response thereto, the display displays a second reward item. The second reward time associated with a second different level of said computer implemented game which has yet to be completed and a time limit. If the player reaches the second level within said time limit, a game reward is provided.