Communication Filtering for Location-Based Games
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Solution Overview
Problem
In location-based games with a virtual world that parallels the real world, the increasing number of players leads to overcrowded communication feeds, causing players to ignore important communications and impacting gameplay effectiveness.
Innovation Solution
A method and system for filtering communications based on signals such as player location, affinity for game elements, and context, prioritizing relevant messages and reducing clutter in the communication stream.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Quantity of substance
If the number of players in the location-based game increases, then the game becomes more popular and engaging, but the communication feed becomes increasingly crowded and less useful
Solution Approach 1:
The communication feed is segmented into multiple channels or categories based on game objectives, player locations, and communication types. This allows players to filter and focus on relevant communications while reducing the perceived crowding effect. The system divides the monolithic communication stream into manageable segments that can be selectively displayed.
Solution Approach 2:
Different regions or aspects of the communication interface have different qualities or filtering characteristics. Communications are prioritized and displayed with varying prominence based on their relevance to the player's current context, location, and objectives. This creates a hierarchical display where important messages stand out while less relevant ones are subdued or hidden.
2Loss of information
If all player communications are displayed in the communication feed, then complete information is provided, but players perceive the feed as overcrowded and may ignore it
Solution Approach 1:
The system applies partial filtering by displaying only a subset of communications that meet certain relevance criteria, rather than showing all communications equally. This partial display approach prevents overcrowding while maintaining the essential information needed for gameplay. The filtering is dynamic and adapts to player needs.
Solution Approach 2:
The communication system incorporates feedback mechanisms where player interactions, location data, and game state information are continuously analyzed to adjust which communications are displayed. This feedback loop ensures that the communication feed remains relevant and useful, automatically adapting to player needs and game conditions.
3Ease of operation
If communication filtering is applied based on player signals, then relevant communications are prioritized, but the system complexity increases
Solution Approach 1:
The communication filtering system operates autonomously by automatically analyzing player signals, game state, and communication relevance without requiring manual configuration by players. The system self-adjusts filtering parameters based on real-time data, reducing the operational burden on players while maintaining sophisticated filtering capabilities.
Solution Approach 2:
The filtering system dynamically changes parameters such as display priority, visibility thresholds, and filtering criteria based on game context, player behavior, and communication types. These parameter adjustments allow the system to adapt to different game situations without requiring structural changes or complex manual configuration.
Data Source
AI summary
Systems and methods for filtering communication within a location-based game are disclosed. In one aspect, a method of filtering communication for a location-based game is disclosed. The method includes receiving, at a computing device, communication data for a plurality of players associated with the location based-game. The method further includes filtering the communication data for each player based on one or more signals associated with the respective player.


