Dynamic Virtual Shop Interface for Stimulating Currency Spending

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Solution Overview

Problem

Conventional game systems fail to effectively encourage users to spend their purchased virtual currency, leading to unutilized currency and inefficient charging processes.

Innovation Solution

A game system that includes a processor configured to manage virtual currency purchases and create a special shop that appears based on user purchase information, offering unique items and incentives to motivate spending, such as item discounts, lottery opportunities, and game parameter changes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If a regular virtual shop is provided where users can spend virtual currency on items, then users can purchase items using virtual currency, but users may not spend the purchased virtual currency, resulting in unspent currency and reduced further purchasing

Engineering Contradiction:
Improvevirtual currency spending rateVSAvoidshop variety
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The system dynamically changes the shop interface based on user's virtual currency status. When users have unspent virtual currency, the regular shop is replaced with a time-limited special shop offering discounted items, creating a dynamic adaptation that encourages spending without permanently altering the shop structure

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes key parameters of the shop interface including display timing (time-limited availability), item prices (discounted), and shop appearance (special vs regular) to create urgency and incentive for users to spend their virtual currency before the special shop expires

Inventive Principle:
Principle #35Parameter changes

2Productivity

If the system encourages users to spend virtual currency through special shops, then virtual currency spending increases, but the system complexity increases due to managing multiple shop types and purchase information

Engineering Contradiction:
Improvevirtual currency spending rateVSAvoidshop management complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system uses a single shop interface that serves multiple functions: it acts as a regular shop when users have spent their currency, and transforms into a special time-limited shop when users have unspent currency. This multi-functionality reduces the need for completely separate shop systems while maintaining the ability to encourage spending

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The system continuously monitors user's virtual currency balance and spending status, providing feedback by automatically switching between regular and special shop modes. This feedback mechanism allows the system to adapt to user behavior without requiring complex manual management of multiple shop configurations

Inventive Principle:
Principle #23Feedback

3Productivity

If the system provides time-limited special shops with discounted items, then users are motivated to spend virtual currency, but the loss of revenue occurs due to discounted item prices

Engineering Contradiction:
Improvevirtual currency spending rateVSAvoidrevenue loss
Core Design Contradiction:
ProductivityVSLoss of energy

Solution Approach 1:

The special shop with discounted items is activated periodically or conditionally based on user's virtual currency status rather than being continuously available. This periodic activation allows the system to offer discounts only when needed to stimulate spending, rather than permanently reducing prices

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The system takes preliminary action by offering discounted items in the special shop to counteract the potential harm of users leaving virtual currency unspent. By providing incentives before users decide not to spend, the system prevents the loss of potential revenue that would occur if users simply didn't spend their currency

Inventive Principle:
Principle #9Preliminary anti-action

Data Source

PatentUS11170352B2Game system, virtual currency processing system, processing method, and information storage medium
Publication Date: 2021.11.09 BANDAI NAMCO ENTERTAINMENT INC
  • US11170352B2 patent drawing
  • US11170352B2 patent drawing
  • US11170352B2 patent drawing

AI summary

A game system includes a processor including hardware. The processor is configured to implement: a game process for a user to play a game; a purchase process for the user to purchase a virtual currency; a management process that manages purchase information of the virtual currency of the user, in association with user information; and a shop process that sets a virtual shop in which the user is able to obtain an item of the game by spending the virtual currency purchased. The processor implements the shop process including a process that makes a special shop different from a regular shop appear as the shop, based on the purchase information of the virtual currency of the user.