Game Control System Using Finger Contact Area for Age-Based Difficulty

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Solution Overview

Problem

Existing game control systems do not effectively adapt difficulty levels based on user age and playing history, leading to inconsistent gaming experiences for users of different ages and skill levels.

Innovation Solution

An electronic device with a game control system that utilizes a fingerprint detecting unit to determine user age by analyzing finger contact area and adjusts game difficulty settings using stored tables correlating age ranges with difficulty levels, and also adjusts difficulty based on playing history by tracking and computing user progress.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a fixed difficulty level is used for all users, then the game control system is simple to operate, but it cannot adapt to users of different ages and skill levels

Engineering Contradiction:
Improvedifficulty level adaptabilityVSAvoidcontrol system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system pre-stores multiple difficulty level settings and user profile templates before gameplay begins. When a user launches the game, the system automatically matches the user's fingerprint against stored profiles and applies the appropriate difficulty level without requiring real-time adjustments or complex runtime decisions during game execution.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system performs automatic difficulty level selection based on fingerprint recognition and playing history analysis, eliminating the need for users to manually configure difficulty settings. The game control system autonomously adapts to each user's preferences and skill level through automated profile matching and performance tracking.

Inventive Principle:
Principle #25Self-service

2Productivity

If difficulty level is adjusted based on playing history, then user engagement is enhanced, but more data processing and storage are required

Engineering Contradiction:
Improveuser engagementVSAvoiddata processing complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system continuously monitors and records user performance metrics such as game completion times, error rates, and level progression during gameplay. This feedback data is stored in user profiles and used to dynamically adjust difficulty levels for subsequent gaming sessions, creating a closed-loop system that automatically adapts to improving user skills over time.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system creates simplified copies of user performance data in structured profile formats, storing only essential metrics needed for difficulty adjustment rather than complete gameplay recordings. This reduces data processing requirements while maintaining the ability to make informed difficulty level decisions based on playing history.

Inventive Principle:
Principle #26Copying

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Provides personalized difficulty settings for users, ensuring an appropriate gaming experience by correlating finger contact area with age and adjusting game difficulty dynamically based on user performance and history, enhancing user engagement and satisfaction.

Implementation Method 1

a fingerprint detecting unit (14) to detect a fingerprint of the user when the user touches the touch-input unit (12)

Methodology Applied
Scientific EffectFingerprint detection:

Data Source

PatentUS9522333B2Electronic device, game control system, and method
Publication Date: 2016.12.20 FU TAI HUA IND SHENZHEN
  • US9522333B2 patent drawing
  • US9522333B2 patent drawing
  • US9522333B2 patent drawing

AI summary

A game control system and method compute a finger contact area of at least one finger of a user when the user touches a touch-input unit to play a game. An age range of the user corresponding to the obtained finger contact area is determined according to the obtained finger contact area and a relationship between finger contact areas and age ranges of the users. A difficulty setting of the game is adjusted according to the determined age range of the user and a relationship between age ranges and difficulty settings of the game. An electronic device is also provided.