Game Mode Segmentation for Mobile Engagement

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Solution Overview

Problem

Existing match-three games face challenges in maintaining user engagement and providing rewarding gameplay on limited display resources, such as smartphones, and struggle to effectively incorporate social and group modes without overwhelming players with numerous levels.

Innovation Solution

A computer-implemented method and system that renders a navigable image with location icons, allowing users to select game modes, including solo, social, and group modes, with dynamic events and markers to track progress, enabling players to unlock new modes and locations by achieving objectives, and facilitating social interactions and group quests.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If multiple game modes and social interactions are added to enhance user engagement, then user engagement is improved, but device complexity increases

Engineering Contradiction:
Improveuser engagementVSAvoidgame system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game system is segmented into distinct game modes (solo mode, social mode, group mode) that can be independently selected and played. Each mode is represented by separate executable code (first computer code, second computer code, third computer code) that can be loaded and executed independently, allowing the system to provide diverse gameplay experiences without requiring all features to be active simultaneously, thus managing complexity while maintaining versatility.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The game mode module is designed with multi-functionality, where a single system can execute different types of game modes through selectable executable code. The same basic game framework supports solo gameplay, social interactions, and group activities, allowing the system to adapt to different user needs and engagement levels without requiring entirely separate systems for each mode.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Adaptability or versatility

If numerous levels are created to provide rewarding gameplay, then gameplay variety is improved, but display resource requirements increase

Engineering Contradiction:
Improvegameplay varietyVSAvoiddisplay resource usage
Core Design Contradiction:
Adaptability or versatilityVSArea of stationary object

Solution Approach 1:

The game board is designed to be dynamic and reconfigurable. After each round, the game board is repopulated with new game objects, and the configuration changes based on gameplay progress. This dynamic regeneration of content allows for extensive gameplay variety without requiring a fixed large number of static levels to be displayed simultaneously, optimizing display resource usage while maintaining gameplay diversity.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

Instead of expanding gameplay variety through horizontal expansion (more static levels), the system uses vertical expansion by adding depth to each game mode through multiple playable rounds and progressive challenges. The same game board space is reused across different rounds and modes, with difficulty and objectives evolving over time rather than requiring constant new spatial content.

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

Data Source

PatentUS9764239B2Controlling a user interface of a computer device
Publication Date: 2017.09.19 KING COM
  • US9764239B2 patent drawing
  • US9764239B2 patent drawing
  • US9764239B2 patent drawing

AI summary

A computer implemented game is provided where each of first and second game computer code provide user selectable game objects on a display. The configuration of game objects presented to a user by the first and second game computer code is different. A first marker is generated when a game objective is attained in the first game computer code, and a second marker is generated when a second game objective is attained in the second game computer code.