Dynamic Virtual Item Provision Rules for Game Purchase Incentives

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Solution Overview

Problem

Existing game systems do not effectively encourage or restrain user purchases of paid items by associating them with bonuses, leading to potential excessive payment issues.

Innovation Solution

An information processing system that provides virtual items based on user purchases, adjusting the provision rules for free virtual items based on purchase information, such as type, amount, frequency, and timing, to encourage or restrain purchasing behavior.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Quantity of substance

If a system provides paid virtual items to users, then the provider can generate revenue, but users may be discouraged from purchasing due to excessive payment requirements

Engineering Contradiction:
Improvevirtual item provisionVSAvoiduser purchase willingness
Core Design Contradiction:
Quantity of substanceVSEase of operation

Solution Approach 1:

The patent implements dynamic adjustment of free virtual item provision rules based on purchase behavior. The system automatically modifies the quantity and type of free virtual items provided according to real-time purchase data, creating a flexible incentive mechanism that adapts to user actions and encourages continued purchasing

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system establishes a feedback loop where purchase information is continuously monitored and used to adjust the provision rules for free virtual items. This creates a responsive mechanism where users receive immediate feedback in the form of adjusted free item provisions based on their purchase behavior, reinforcing purchasing motivation

Inventive Principle:
Principle #23Feedback

2Ease of operation

If a system provides free virtual items to users, then user engagement increases, but the system cannot effectively encourage or restrain purchases of paid items

Engineering Contradiction:
Improveuser engagementVSAvoidpurchase incentive mechanism
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent changes key parameters of the virtual item provision system by introducing purchase-based modification rules. The quantity, type, and distribution timing of free virtual items are dynamically adjusted based on purchase information, transforming a static provision system into an adaptive incentive mechanism that directly influences purchase behavior

Inventive Principle:
Principle #35Parameter changes

3Productivity

If the system changes provision rules frequently based on purchase behavior, then purchase encouragement effectiveness increases, but system complexity increases

Engineering Contradiction:
Improvepurchase encouragement effectivenessVSAvoidprovision rule management
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system implements self-service automation where the provision rules automatically adjust based on purchase information without requiring manual intervention. The computer system autonomously monitors purchase behavior and modifies free virtual item provisions according to pre-established rules, reducing operational complexity while maintaining high effectiveness

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS10573127B2Information processing system, and storage medium having stored therein information processing program
Publication Date: 2020.02.25 NINTENDO CO LTD
  • US10573127B2 patent drawing
  • US10573127B2 patent drawing
  • US10573127B2 patent drawing

AI summary

A first virtual item is provided to a user in response to purchase made by the user. A second virtual item is provided to the user free of charge according to a certain provision rule. The provision rule is changed according to purchase information related to the first virtual item.