Game Action Sweep Mechanism for Reducing Input Fatigue

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional gaming systems require repetitive user actions to perform similar tasks on multiple virtual objects, leading to user fatigue and potential physical injuries, such as carpal tunnel syndrome, while also reducing enjoyment and engagement.

Innovation Solution

Implementing a 'game action sweep mode' that allows users to perform a game action on one virtual object and automatically apply the same action to other proximate objects without the need for repeated user input, using location information of a game pointer to determine which actions to perform.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If repeated user selections are used to perform game actions on multiple virtual objects, then each virtual object can be individually interacted with, but user fatigue and physical injury risk increase

Engineering Contradiction:
ImproveUser interaction efficiencyVSAvoidUser fatigue and injury risk
Core Design Contradiction:
Ease of operationVSObject-affected harmful factors

Solution Approach 1:

The system automatically performs game actions on multiple virtual objects without requiring repeated user selections. The gaming platform monitors pointer location and autonomously executes actions based on the initial user trigger, allowing the system to serve itself rather than requiring continuous manual intervention for each object

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system establishes a game action sweep mode after the initial user selection, preparing subsequent actions to be executed automatically as the pointer moves across different virtual objects. This preliminary setup of sweep mode enables batch processing of actions without requiring separate user inputs for each object

Inventive Principle:
Principle #10Preliminary action

2Ease of operation

If repeated user selections are used to perform game actions on multiple virtual objects, then precise control over each action is maintained, but player engagement and enjoyment decrease

Engineering Contradiction:
ImproveUser interaction efficiencyVSAvoidTime spent on repetitive actions
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The game action sweep mode maintains continuous execution of game actions across multiple virtual objects without interruption. Once initiated, the system continuously monitors pointer location and executes actions on successive objects without requiring the player to stop and re-select, creating an uninterrupted flow of useful actions

Inventive Principle:
Principle #20Continuity of useful action

Solution Approach 2:

The system prepares and executes multiple game actions in sequence based on the initial user trigger, batching together what would otherwise require multiple separate user inputs. This preliminary preparation of action sequences reduces the time player would otherwise spend on repetitive selections

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS10232250B2Gaming platform providing a game action sweep mechanic
Publication Date: 2019.03.19 ZYNGA INC
  • US10232250B2 patent drawing
  • US10232250B2 patent drawing
  • US10232250B2 patent drawing

AI summary

A system, computer-readable storage medium storing at least one program, and a computer-implemented method for providing a game action sweep mechanic are presented. A virtual game environment that includes a first virtual object and a second virtual object may be generated for a user. User interactions involving a game pointer and a selection input are then monitored. In response to detecting the selection input being activated while the game pointer is located proximate to the first virtual object, a game action is then performed on the first virtual object. A game action sweep mode is then activated. While the game action sweep mode is active, the game action is then performed on the second virtual game object in response to detecting the game pointer is located proximate to the second virtual object.