Game Content Selection Screen Using Usage-Based Content Filtering
Find Innovative SolutionsGenerate Solutions
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
Engineering 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
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.
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
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.
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.
Data Source
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.


