Game System Icon Management for Engagement
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Solution Overview
Problem
Conventional game systems that require users to wait for points to be restored before playing games can lead to user disengagement, as the waiting period is perceived as a barrier to gameplay.
Innovation Solution
A game system that includes a display device showing icons for quests, an input device for selecting these icons, and a controller managing the appearance of icons based on predetermined rules, such as timing and probability, to create a sense of anticipation and strategic gameplay by limiting the number of visible quests, thereby encouraging timely engagement.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If points are restored with the elapse of time, then users can play games in exchange for restored points, but users cannot play games until points are restored which creates a barrier to gameplay
Solution Approach 1:
The system dynamically adjusts the number of displayable first icons based on user actions and time elapsed. The controller limits the number of first icons to an upper limit value or less, and this limit can change as time passes and users perform actions, creating a dynamic gameplay environment that adapts to user behavior rather than a static waiting period
Solution Approach 2:
The system presents a limited number of first icons in advance before the restoration period ends. Users can see and select from available icons immediately, performing preliminary actions (selecting icons, planning strategies) without having to wait for the full restoration period, thereby reducing perceived waiting time while maintaining the core gameplay loop
2Ease of operation
If the number of first icons is limited to an upper limit value, then user engagement is motivated through anticipation and strategy, but the number of available game options is reduced
Solution Approach 1:
The system uses dynamic icon management where the set of available first icons changes over time based on user actions. As time elapses and users complete actions, new first icons become available to replace those that have expired, maintaining a consistent upper limit while providing evolving game options that adapt to user behavior patterns
Solution Approach 2:
The system implements periodic refreshment of the first icon pool. When time elapses and icons expire, new icons are introduced into the display set, creating periodic cycles of icon availability that maintain user interest through anticipation of new options while keeping the simultaneous display count manageable
Data Source
AI summary
An in-terminal display device causes at least one first icon to appear and displays the at least one first icon in at least one of a plurality of areas. An in-terminal input device receives an operation of switching areas and an operation of selecting a first icon. An in-terminal controller or an in-server controller controls a game corresponding to a selected first icon such that the game can be played when any one of first icons is selected in a switched area. The in-terminal controller of the in-server controller limits the number of first icons to be caused to appear to an upper limit value or less.


