Dynamically Generated Local Virtual Events for Communal Interaction

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Solution Overview

Problem

Location-based games often fail to provide adequate communal interaction among similarly-located players, leading to decreased player engagement due to the virtual world acting as a barrier to the real world experience.

Innovation Solution

Incorporate spontaneous local virtual events with different game designs and access-controlled content that are automatically triggered based on predetermined conditions, such as the number of active players in a specific real-world location, to enhance player interaction and engagement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If players navigate and perform actions in the real world to interact with the virtual world, then the virtual world can act as a barrier to players experiencing the virtual world as truly parallel to the real world, but implementing local virtual events increases player engagement and creates spontaneous viral moments

Engineering Contradiction:
Improveplayer engagementVSAvoidevent triggering system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system dynamically triggers different virtual events based on real-time player location and activity conditions. The event selection changes adaptively as players move through different geographic areas and perform different actions, creating a responsive virtual world that adjusts to player behavior rather than following a fixed script.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The virtual event system operates autonomously by automatically detecting when triggering conditions are met (such as multiple players arriving at a location) and initiating appropriate events without requiring manual intervention. The system self-regulates the virtual world based on observed player behavior patterns.

Inventive Principle:
Principle #25Self-service

2Ease of operation

If the virtual world is designed as a parallel reality, then players can interact with virtual elements in the real world, but similarly-located players do not experience adequate communal interaction

Engineering Contradiction:
Improvecommunal interactionVSAvoidplayer connectivity
Core Design Contradiction:
Ease of operationVSQuantity of substance

Solution Approach 1:

The system continuously monitors player locations, activities, and interactions to determine when communal events should be triggered. This feedback loop enables the virtual world to respond to real-time social patterns, creating events that leverage existing player groupings rather than forcing artificial social structures.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system merges multiple independent player experiences into unified virtual events when players converge in the same physical location. By combining individual player actions into collective virtual events, the system creates shared experiences that foster communal interaction while maintaining the parallel reality concept.

Inventive Principle:
Principle #5Merging (Combining)

3Productivity

If local virtual events are triggered based on predetermined conditions, then spontaneous viral moments can increase player engagement, but the conditions must be carefully designed to balance rarity and accessibility

Engineering Contradiction:
Improveevent occurrence rateVSAvoidevent customization
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The system varies triggering parameters such as player count thresholds, geographic proximity distances, and time-based conditions to create diverse event types. By adjusting these parameters dynamically, the system can generate a wide variety of virtual events from a unified triggering mechanism, balancing predictability with surprise.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS12377346B2Dynamically generated local virtual events
Publication Date: 2025.08.05 NIANTIC INC
  • US12377346B2 patent drawing
  • US12377346B2 patent drawing
  • US12377346B2 patent drawing

AI summary

A game server provides game data of a location-based game to a plurality of client devices based on a first set of one or more game designs. First activity data associated with the location-based game is received from the plurality of client devices based on the first set of one or more game designs. The game server determines whether the first activity data from the plurality of client devices meets a predetermined starting condition associated with a local virtual event. The local virtual event is started for the plurality of client devices in response to determining that the first activity data meets the predetermined starting condition. The game server provides game data based on the local virtual event to the plurality of client devices. The virtual event has a second game design that is different from the first set of one or more game designs.