Game Device Animation Control for Customized User Interaction
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Solution Overview
Problem
Existing game devices fail to provide a customizable gameplay experience tailored to individual user preferences and goals, as users with different objectives, such as card collection or competitive scoring, may not find the interactions and character movements engaging.
Innovation Solution
A game device with a first display and computing device that recognizes user items, controls game character appearances, and displays animations, allowing users to input operations and stop animations based on their preferences, thereby adapting the gameplay experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the game device displays complete animations and requires full interaction operations, then the gameplay experience is comprehensive and engaging for users who enjoy character movements, but the gameplay time increases and users who only want to collect cards or compete for scores feel unnecessary complexity
Solution Approach 1:
The patent applies dynamics by making the animation display and interaction requirements adaptable based on user selection. The system dynamically adjusts between full animation mode and simplified mode, allowing the gameplay experience to change according to user preferences and goals, thereby resolving the contradiction between comprehensive engagement and time efficiency
Solution Approach 2:
The patent applies local quality by providing different levels of interaction detail to different users based on their objectives. Card collectors receive a simplified experience focusing on acquisition, while competitive players receive the full interactive experience, allowing each user group to engage with only the relevant portions of the gameplay
2Ease of operation
If the game device requires all users to perform interaction operations to view character movements, then the gameplay is engaging for users who enjoy operations, but it creates unnecessary complexity and time consumption for users who only want to collect cards or compete for scores
Solution Approach 1:
The patent applies segmentation by dividing the gameplay experience into distinct modes: full interaction mode for users who enjoy character movements and operations, and simplified mode for users focused on card collection or score competition. This segmentation allows the system to provide appropriate operation complexity to different user groups, resolving the contradiction between ease of operation and adaptability
3Productivity
If the game device provides comprehensive gameplay elements including all animations and interactions, then the gameplay experience is complete and engaging, but it cannot be tailored to individual user preferences and goals
Solution Approach 1:
The patent applies universality by designing a multi-functional game device that can serve multiple user types and objectives within a single system. The device universally supports both full interactive gameplay and simplified card collection modes, allowing different user groups to achieve their specific goals using the same platform, thereby increasing overall usage rate while maintaining adaptability
Data Source
AI summary
A game device for playing a game includes a first display, a computing device, and a storage medium containing program instructions stored therein, execution of which by the computing device causes the game device to provide the functions of: obtaining item information including a game character which is used by the user in the video game, from a user item, receiving an input of an operation for the video game from the user, displaying a notification image for notifying the user of a timing of a first operation on the first display, while displaying a first animation that includes a plurality of frames, and in response to the reception of a first operation by the operation input unit during the displaying of the first animation, stopping displaying the rest of frames of the first animation after a timing at which the first operation is received.


