Information Sharing System for Game Achievement Comparison
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Solution Overview
Problem
Existing information sharing systems for games lack efficient mechanisms for users to share and compare their game-related achievements and experiences across a network, limiting social interaction and competition among players.
Innovation Solution
An information sharing system that includes an executing unit for playing a game program, a recording unit for evaluating user performance, a generating unit for creating shared information, and a sharing unit for broadcasting user evaluations and replay data, allowing users to compare their scores and achievements in a comparable format.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If evaluation data and shared information are shared among multiple users, then social interaction and competition are enhanced, but the system complexity and data management burden increase
Solution Approach 1:
The server acts as an intermediary between multiple gaming devices, centralizing the management of shared information and evaluation data. The server receives evaluation data from gaming devices, stores it centrally, and distributes relevant information back to users, thereby enabling complex social interactions without increasing complexity at each individual gaming device.
2Measurement precision
If detailed evaluation data is recorded and shared, then user achievement comparison becomes more precise, but data transmission and storage requirements increase
Solution Approach 1:
The system extracts only the essential evaluation data elements needed for achievement comparison (such as score, ranking, and key performance metrics) while omitting redundant or less important information. This extraction approach maintains measurement precision for achievement comparison while reducing the overall data quantity that needs to be transmitted and stored.
3Productivity
If real-time sharing of game results is implemented, then user engagement and competition are intensified, but network bandwidth and processing load increase
Solution Approach 1:
Instead of continuous real-time data transmission, the system implements periodic updates of evaluation data and shared information. The server collects evaluation data from gaming devices at regular intervals and distributes updated shared information in periodic cycles, thereby maintaining user engagement while significantly reducing network bandwidth consumption compared to continuous real-time transmission.
Data Source
AI summary
An example information sharing system includes: an executing unit that executes an application program according to operations of one of a plurality of users; a recording unit that records evaluation data indicative of an evaluation determined by a result of execution of the executing unit; a generating unit that generates shared information associated with the application program based on operations of the one of the plurality of users; and a sharing unit that, when sharing the generated shared information and the recorded evaluation data with the plurality of users, provides the evaluation indicated by the evaluation data and other evaluations of the plurality of other users in a comparable form.


