Game System Reward Advertisement Personalization
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Conventional reward advertisements in online games are ineffective as they feature repetitive content, lack player choice in rewards, and fail to incentivize users due to unknown or unvaluable rewards, leading to user disengagement.
Innovation Solution
A computer system that allows players to select acquisition targets and create personalized advertisement plans, offering rewards based on display history, enabling players to choose desired items and set advertisement parameters like duration and timing, increasing engagement.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If the same advertisement is displayed repeatedly to users, then the advertisement can be watched multiple times for reward accumulation, but user engagement decreases and the advertisement becomes a cumbersome obligation
Solution Approach 1:
The patent applies dynamics by making the advertisement content changeable over time. The server selects and notifies users of acquisition targets dynamically, and the advertisement content is updated accordingly. This transforms the static, repetitive advertisement into a dynamic experience where the reward content varies, maintaining user engagement while allowing multiple viewings for reward accumulation.
Solution Approach 2:
The patent changes the parameter of advertisement content from fixed to variable. By notifying users in advance of the acquisition target (reward content) and updating the advertisement to reflect this content, the system changes the advertisement's informational parameter. This allows users to understand what they will receive, transforming the advertisement from a vague obligation into a targeted reward pursuit.
2Device complexity
If the reward content is determined in advance or kept secret, then the advertisement system is simple to operate, but users cannot evaluate the value of the reward and may feel negative about the advertised product
Solution Approach 1:
The patent applies preliminary action by notifying users of the acquisition target (reward content) before the advertisement is displayed. The server selects the acquisition target and notifies the user in advance, allowing users to evaluate the reward's value before committing to watch the advertisement. This preliminary information provision builds user trust and satisfaction while maintaining relatively simple system operation.
3Ease of operation
If users are given choice in selecting acquisition targets, then user satisfaction and engagement increase, but the system complexity and planning requirements increase
Solution Approach 1:
The patent applies segmentation by dividing the reward selection process into two parts: the server selects from available acquisition target options and notifies the user, and the user then has the choice to accept or reject the notified target. This segmentation provides user choice and satisfaction while keeping the selection management burden on the server side, preventing excessive system complexity.
Solution Approach 2:
The patent implements feedback by allowing users to provide input about their reward preferences or decisions regarding the notified acquisition targets. The server can use this feedback to adjust future acquisition target selections, creating a responsive system that adapts to user preferences without requiring complex upfront planning for all possible scenarios.
Data Source
AI summary
When a player sets an acquisition target item to be an item he or she wants at a timing of creating a plan, actually required points that are required for acquiring the acquisition target item is determined. Then, options of the advertisement plan in which one or a plurality of advertisements are listed so that watching points reaching the actually required points can be acquired, from options of advertisements that can be watched in exchange for the watching points. When any of the plans is selected and confirmed, an advertisement is displayed based on the plan, and the watching points are given to the player. When the sum of the watching points given reaches the actually required points, the acquisition target item in the plan is given to the player.


