Game System Nervousness Detection via Player Input Analysis

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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

VSEngineering 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

Engineering Contradiction:
Improveplayer nervousness detection accuracyVSAvoidsystem complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

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.

Inventive Principle:
Principle #23Feedback

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.

Inventive Principle:
Principle #25Self-service

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

Engineering Contradiction:
Improvenervousness parameter accuracyVSAvoiddetection system complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

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.

Inventive Principle:
Principle #1Segmentation

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.

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

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

Engineering Contradiction:
Improvegame experience adaptabilityVSAvoidgame processing efficiency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

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.

Inventive Principle:
Principle #16Partial or excessive action

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.

Inventive Principle:
Principle #10Preliminary action

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

Methodology Applied
Scientific EffectAcceleration detection: Accelerometer

Data Source

PatentUS8821298B2Game system, game method, game device, and storage medium storing game program
Publication Date: 2014.09.02 NINTENDO CO LTD
  • US8821298B2 patent drawing
  • US8821298B2 patent drawing
  • US8821298B2 patent drawing

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.