Game System Nervousness Detection via Player Input Analysis
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Conventional horror games lack the ability to accurately gauge and respond to a player's psychological nervousness, such as fear or surprise, which hinders the game's ability to create immersive horror experiences.
Innovation Solution
A game system that calculates a player's nervousness based on their operations on an input device, detected acceleration, biometric information, camera images, voice, or touch sensor data, and reflects this in the game processing to create a more immersive experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If conventional horror games use horror effects in various scenes with images and sound, then the game creates horror atmosphere, but the system cannot grasp the player's actual fear perception to control the game accordingly
Solution Approach 1:
The system continuously monitors player operations and biometric data, then feeds this information back to dynamically adjust game difficulty and horror effects. The parameter calculator computes nervousness levels in real-time based on operation patterns, creating a closed-loop feedback system that adapts to player state without requiring complex manual intervention.
Solution Approach 2:
The system automatically detects player nervousness through analysis of operation patterns and biometric data, eliminating the need for external monitoring or player self-reporting. The game processor autonomously adjusts game parameters based on calculated nervousness levels, making the system self-regulating without additional human resources.
2Measurement precision
If the system calculates nervousness based on multiple parameters including operation patterns, acceleration, biometric information, camera images, and voice, then the measurement precision of player nervousness improves, but the device complexity and processing requirements increase
Solution Approach 1:
The system divides nervousness detection into multiple independent modules: operation pattern analysis, acceleration detection, biometric information acquisition, camera image analysis, and voice recognition. Each module processes one type of data independently, then the parameter calculator integrates these segmented results to compute the overall nervousness level, reducing the complexity of any single detection component.
Solution Approach 2:
The parameter calculator serves as a universal processing unit that handles multiple types of input data (operation patterns, biometric information, acceleration, images, voice) and converts them all into a unified nervousness parameter. This multi-functional approach allows diverse detection methods to be coordinated through a single processing mechanism, managing system complexity.
3Adaptability or versatility
If the game processor reflects the nervousness parameter in game processing to create dynamic responses, then the adaptability of the game experience improves, but the computational load and processing time increase
Solution Approach 1:
The system adjusts game parameters partially based on nervousness levels rather than completely overhauling all game elements. It selectively modifies specific aspects such as enemy behavior, event frequency, or difficulty settings while maintaining core game mechanics, achieving adaptability without the computational overhead of complete game state reconfiguration.
Solution Approach 2:
The system pre-calculates possible game responses and parameter adjustments based on nervousness levels, preparing adaptive content in advance. By anticipating player state changes and preparing corresponding game modifications, the system reduces real-time processing requirements while maintaining high adaptability.
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
The system effectively determines and reflects a player's nervousness, allowing for dynamic game responses, such as increased tension or events, and provides a diagnosis of the player's nervousness level, enhancing the horror game experience.
Implementation Method 1
a parameter calculator for calculating, in a scene of a game, a parameter indicating a degree of nervousness of the player in the scene based on acceleration detected by the accelerometer
Data Source
AI summary
A game system capable of determining, and reflecting in games contents, nervousness of a player due to fear or the like is provided. A game device main body 110 performs the game processing based on an operation of the player on the first controller 121, and calculates, in a scene of a game, a nervousness parameter indicating the degree of nervousness of the player in the scene based on an operation of the player on the first controller 121. Specifically, the game device main body 110 calculates the nervousness parameter in such a way that the degree of nervousness increases according to the number of operations of the player on the first controller 121 that are irrelevant to the progress of the game, or the like, and causes the nervousness parameter to be reflected in the game processing.


