Dynamic Safe Area Adjustment in Gaming Virtual Spaces
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Solution Overview
Problem
Existing gaming virtual spaces with high reality levels fail to adaptively control speed and tension, leading to boring or excessively competitive game experiences, especially in first-person shooting games, where the number of survivors affects game quality and fairness.
Innovation Solution
A method and apparatus for dynamically adjusting a gaming virtual space by setting and moving limiting borders to create phases with varying safe areas, adjusting times based on the number of survivors, and skipping phases to maintain game speed and fairness, using a communication unit, storage unit, and processor to manage the virtual space and indicate safe areas.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Illumination intensity
If the virtual space maintains high reality level throughout the game, then the visual quality and immersion are improved, but the game becomes boring and lacks tension
Solution Approach 1:
The patent applies dynamics by making the safe area boundary movable and adjustable throughout the game. The boundary dynamically changes position and size based on game phase and survivor count, transforming the static virtual space into an adaptive environment that maintains engagement while preserving visual quality.
Solution Approach 2:
The patent changes spatial parameters (safe area position, size, and boundary location) to control game tension and pace. By adjusting these parameters based on survivor numbers and game phase, the system maintains visual fidelity while creating varying levels of competition and engagement.
2Adaptability or versatility
If the safe area is reduced quickly to increase competition, then the game tension and excitement are improved, but the game speed becomes too fast and fairness is compromised
Solution Approach 1:
The patent implements periodic action through phased safe area reductions with structured timing. Each phase includes indication time, waiting time, and moving time, creating rhythmic cycles of compression that build tension while maintaining fairness through predictable, staged progression rather than continuous rapid changes.
3Reliability
If the safe area adjustment phases are extended to maintain fairness, then the game balance is improved, but the game becomes too slow and loses excitement
Solution Approach 1:
The patent uses feedback mechanisms where the safe area adjustment timing and phase progression are dynamically influenced by the number of survivors. This feedback loop allows the system to maintain fairness by adapting to current game state while preventing excessive slowdown, as the phased approach with adjustable timing responds to real-time conditions.
4Reliability
If multiple phases with different safe areas are implemented to control game speed, then the game balance and fairness are improved, but the system complexity increases
Solution Approach 1:
The patent applies segmentation by dividing the safe area reduction process into distinct phases with specific timing parameters (indication time, waiting time, moving time). This segmentation creates manageable control units that can be independently adjusted based on survivor count, maintaining game balance while organizing complexity into structured, modular components.
Data Source
AI summary
Provided is a method for controlling a gaming virtual space. According to an aspect of the present disclosure, there is provided a method for controlling a gaming virtual space, comprising providing the gaming virtual space to at least one client account and allocating a location in the gaming virtual space to a character of the at least one client account; setting a safe area in the gaming virtual space, wherein the safe area is an area within a limiting border in the gaming virtual space, and wherein when the character is located outside the limiting border, additional damage is applied to the character; and indicating and adjusting the safe area.


