Game System Bidirectional Motion Feedback for Player Engagement

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Solution Overview

Problem

Existing network games that reproduce real-world baseball matches suffer from player boredom due to unidirectional data flow from the server to game apparatuses, lacking interactive elements that engage players.

Innovation Solution

A game system incorporating a server and data transceiver apparatuses with motion sensors and image display units, where the apparatuses report game execution to the server, receive event data, and generate motion data based on user interactions, allowing for excitement level evaluation and statistic display.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If data flows unidirectionally from server to game apparatuses, then information distribution is simple and reliable, but player engagement deteriorates and players get bored

Engineering Contradiction:
Improveinformation distribution reliabilityVSAvoidplayer engagement
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent implements bidirectional communication where game apparatuses send motion data and excitement level information back to the server. The server processes this feedback and sends updated event data and statistics to the game apparatuses, creating a closed-loop system that maintains reliability while enhancing player engagement through interactive feedback mechanisms.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system transitions from static unidirectional data flow to dynamic bidirectional communication. The server and game apparatuses continuously exchange data based on real-time player actions and excitement levels, making the information distribution system adaptive and responsive to player engagement needs.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If motion sensors and interactive elements are added to game apparatuses, then player engagement improves, but device complexity increases

Engineering Contradiction:
Improveplayer engagementVSAvoidgame apparatus complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game apparatuses utilize multi-functional integration where motion sensors serve both as input devices for player interaction and as sources of excitement level data. The same communication interface handles both receiving event data from the server and sending motion data back, reducing the need for separate dedicated components and minimizing overall device complexity.

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

Solution Approach 2:

The system enables game apparatuses to autonomously generate excitement level information from their own motion sensor data without requiring external processing equipment. The apparatuses self-manage the collection, processing, and transmission of their interaction data, reducing the need for additional server-side processing infrastructure.

Inventive Principle:
Principle #25Self-service

3Adaptability or versatility

If excitement level data and statistics are collected and displayed, then player engagement improves, but data processing requirements increase

Engineering Contradiction:
Improveplayer engagementVSAvoiddata processing efficiency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The system processes only the essential motion data parameters needed to calculate excitement levels, rather than analyzing all possible sensor inputs. The server focuses on processing specific key metrics from the motion data that directly correlate with player engagement, avoiding unnecessary comprehensive data analysis and maintaining processing efficiency.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The patent introduces excitement level data as an intermediary metric that simplifies the relationship between complex motion sensor data and player engagement measurement. Instead of directly analyzing raw motion data for engagement insights, the system uses excitement levels as a processed intermediate representation that is easier to aggregate, analyze, and display while still accurately reflecting player engagement.

Inventive Principle:
Principle #24Intermediary (Mediator)

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

Enhances player engagement by allowing interactive participation and displaying excitement levels, providing a more immersive and interesting gaming experience without making players feel bored.

Implementation Method 1

The data transceiver apparatus is configured to execute the event of the game based on the event data, and generate motion data based on a motion of the data transceiver apparatus detected by the motion sensor during execution of the event

Methodology Applied
Scientific EffectMotion detection: Accelerometer

Data Source

PatentUS8210947B2Game system using network, game program, game device, and method for controlling game using network
Publication Date: 2012.07.03 KONAMI DIGITAL ENTERTAINMENT CO LTD
  • US8210947B2 patent drawing
  • US8210947B2 patent drawing
  • US8210947B2 patent drawing

AI summary

A game system for a game is provided with a server and a data transceiver apparatus. The data transceiver apparatus is configured to report execution of the game to the server, and includes a motion sensor and an image display unit to display the game. The server is configured to transmit event data for executing an event of the game to the data transceiver apparatus. The data transceiver apparatus is configured to execute based on the event data, and to generate motion data, which indicates how a user moves the data transceiver apparatus. At least one of the data transceiver apparatus and the server is configured to generate excitement level data which indicates excitement level of the user. The server is configured to generate statistic of the excitement level data. The data transceiver apparatus is configured to receive the statistic from the server and display the statistic.