Cross-Application Preference Storage for Automatic Game Setup
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Solution Overview
Problem
Users are required to manually set game settings every time they start a new game, which is labor-intensive and inefficient.
Innovation Solution
An information processing device with a preference holding section that stores user preferences for various game settings, allowing these preferences to be automatically applied when a new game is started, thereby reducing the need for manual selection.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If users manually set game settings every time they start a new game, then the game can be customized to user preferences, but the user labor and time required increases significantly
Solution Approach 1:
The system performs preliminary action by automatically applying user preferences to game settings before the game actually starts. The preference holding section stores user preferences in advance, and the providing section automatically retrieves and applies these preferences when a game is launched, eliminating the need for users to manually configure settings each time they start a game.
2Ease of operation
If users manually configure each game setting, then precise control over game parameters is achieved, but the operational complexity and user burden increases
Solution Approach 1:
The system implements self-service by automatically managing game settings configuration. The preference holding section stores user preferences, and the providing section automatically retrieves and applies these preferences to game settings without requiring user intervention. This eliminates the complex manual configuration process while maintaining precise control over game parameters according to user preferences.
3Productivity
If game settings are automatically applied from stored preferences, then user labor is reduced, but the system requires additional components to store and manage preference data
Solution Approach 1:
The preference holding section and providing section serve multiple functions: they store user preferences across different games, retrieve appropriate preferences based on the launched game, and automatically apply settings. This multi-functional approach consolidates what would otherwise require separate configuration processes for each game, improving overall system efficiency while managing complexity through unified preference management.
Data Source
AI summary
A preference holding section 112 holds information denoting a preference of a user with respect to at least one item, the information being applicable to multiple applications. A providing section 114 provides the information denoting the preference of the user to the applications. The preference holding section 112 holds the information denoting the preference of the user with regard to a level of difficulty in game.


