Game Content Comparison Interface for Dynamic Effect Generation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

In games where users select game content, such as cards or items, the experience often becomes monotonous, leading to a loss of motivation for continued play.

Innovation Solution

A program and information processing device that displays an interface for user input, stores first and second information related to game content, compares these, and exhibits predetermined game effects based on the comparison, enhancing user engagement by varying game outcomes and content selection processes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If users select game content such as cards and items in a lottery game, then the game provides item distribution functionality, but the game becomes monotonous and user motivation decreases

Engineering Contradiction:
Improvegame content selectionVSAvoiduser motivation loss
Core Design Contradiction:
Adaptability or versatilityVSObject-generated harmful factors

Solution Approach 1:

The patent applies dynamics by allowing the game interface to dynamically change based on user selections. The system transitions from a static lottery interface to a dynamic comparison interface where users can select multiple game contents (cards, items) and view their relationships. This dynamic adaptation prevents monotony by making each game session unique based on user choices.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent implements feedback by displaying comparison results between selected game contents. When users select multiple items, the system provides feedback showing how these items relate to each other (e.g., compatibility, synergy, conflicts). This feedback loop engages users by allowing them to see the consequences of their selections and adjust their choices accordingly, maintaining motivation.

Inventive Principle:
Principle #23Feedback

2Adaptability or versatility

If the game interface displays multiple game contents for selection, then user engagement increases, but the interface complexity increases

Engineering Contradiction:
Improvecontent selection optionsVSAvoidinterface complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies segmentation by dividing the game interface into distinct functional areas: a game content display area showing available items, a selection area where users choose items, and a comparison area showing relationships between selections. This segmentation organizes complex information into manageable sections, reducing perceived interface complexity while maintaining versatility.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent transitions from a one-dimensional list of items to a multi-dimensional comparison space. Instead of simply displaying items in a list, the system creates a new dimension by showing relationships and comparisons between selected items. This dimensional change allows the interface to handle complex selections without becoming visually overwhelming.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentUS11918891B2Game content matching comparison to determine game effect
Publication Date: 2024.03.05 GREE HOLDINGS INC
  • US11918891B2 patent drawing
  • US11918891B2 patent drawing
  • US11918891B2 patent drawing

AI summary

A program, embodied on a non-transitory computer-readable medium, which causes an information processing device that executes a game to execute: a step of causing an interface that accepts a user operation to be displayed; a step of storing first information related to game content on the basis of the user operation that is accepted by the interface; a step of storing second information related to game content that is selected among a plurality of items of game content by game content selection processing and is associated with a user; a step of comparing the first information and the second information; a step of causing a comparison result of the first information and the second information to be displayed; and a step of making a predetermined game effect capable of being exhibited in the game on the basis of comparison of the first information and the second information.