Game Content Selection Screen Using Usage-Based Content Filtering

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Solution Overview

Problem

Conventional game systems face diminished browsability of possessed contents, leading to increased complexity when selecting contents for use, due to the large number of acquired items and updates, making it difficult for players to efficiently navigate and utilize their inventory.

Innovation Solution

Implementing a control device that stores usage status of each content, extracts a content group not meeting specific conditions, and displays a screen excluding these contents in response to a player's request, enhancing browsability and operability by prioritizing recently used or relevant contents.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Quantity of substance

If a player continues to play the game and acquire contents through lottery games and quests, then the player possesses a large amount of contents, but the browsability of the possessed contents is diminished and browsing becomes more complicated

Engineering Contradiction:
Improveamount of possessed contentsVSAvoidbrowsability of contents
Core Design Contradiction:
Quantity of substanceVSEase of operation

Solution Approach 1:

The possessed contents are segmented into frequently used contents and infrequently used contents based on usage status. The display is divided into multiple regions, with the first region showing frequently used contents and the second region showing infrequently used contents. This segmentation allows players to quickly access commonly used items while still having access to the full inventory, thereby maintaining browsability even as the total amount of possessed contents increases.

Inventive Principle:
Principle #1Segmentation

2Loss of information

If all possessed contents are displayed on the screen, then the player can see all available contents, but the complexity of the interface increases and operability decreases

Engineering Contradiction:
Improvevisibility of all contentsVSAvoidinterface complexity
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The system extracts frequently used contents from the full inventory and displays them separately in a first region, while infrequently used contents are displayed in a second region. This extraction approach allows the interface to maintain simplicity by showing only relevant contents prominently, while still providing access to all contents through the multi-region display structure.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

Instead of displaying all contents in a single flat list, the system uses a multi-region display layout that organizes contents spatially. Frequently used contents are placed in a first region (e.g., upper or prominent area), while infrequently used contents are placed in a second region (e.g., lower or less prominent area). This dimensional organization reduces interface complexity by creating a hierarchical visual structure that guides player attention.

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

Data Source

PatentUS12558621B2Recording medium and information processing device
Publication Date: 2026.02.24 SEGA CORP
  • US12558621B2 patent drawing
  • US12558621B2 patent drawing
  • US12558621B2 patent drawing

AI summary

A non-transitory computer readable recording medium storing instructions that cause a computer to function as: a storage device that stores a usage status of each of player's possessed contents in a game; and a control device that: extracts, from the possessed contents, a content group having the usage status that does not satisfy a specific condition, receives, from a player via a terminal device including a display, a first request to browse the possessed contents, and in response to the first request, causes the display of the terminal device to display a screen including the possessed contents except the content group, the first request being a request for selecting, from the possessed contents, a content to be used in the game.