Game Program Virtual Movement Range Positional Data

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Solution Overview

Problem

Conventional games utilizing positional information require players to physically move in the real world to progress, limiting gameplay opportunities for those unable or unwilling to do so.

Innovation Solution

A game program executed by a computer with a positional information acquiring section, calculating distances and executing processes based on virtual movement ranges, allowing players to engage in gameplay without physical movement by using parameter values and dynamic target positions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the game requires the player to physically move in the real world to satisfy positional conditions, then the game can utilize real-world positional information for gameplay, but the player cannot enjoy the game without physical movement

Engineering Contradiction:
Improvegameplay accessibilityVSAvoidphysical movement requirement
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent creates a virtual copy of the player (virtual character) that replicates the player's actions in the game world. When the player performs actions in the real world (or even remains stationary), the virtual character performs corresponding actions in the virtual space, allowing the player to engage with positional information-based gameplay without requiring physical movement in the real world.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent introduces a camera or imaging device as an intermediary between the player and the game world. The imaging device captures images of the real world, and the game system processes these images to determine positional information and execute game logic. This intermediary allows the game to utilize real-world positional data while decoupling the player's physical movement from the game progression.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If the game is designed for the player to move in the real world, then positional information can be effectively utilized, but players unable or unwilling to move cannot participate

Engineering Contradiction:
Improvepositional information utilizationVSAvoidplayer participation flexibility
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent makes the target positions dynamic by allowing them to change based on captured images or game progression. Instead of fixed real-world locations, target positions can be dynamically adjusted within the virtual space, enabling the game to maintain reliable positional information utilization while adapting to players who cannot or do not move in the real world.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the parameter space of the game by introducing virtual position coordinates that are derived from but not directly tied to real-world physical movement. The game system processes images to determine virtual positions and uses these parameters for game logic, allowing positional information to be utilized reliably while decoupling it from mandatory physical movement.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If the player must satisfy predetermined conditions by moving in the real world, then the game can provide location-based privileges, but the game becomes inaccessible to stationary players

Engineering Contradiction:
Improvegame engagementVSAvoidmovement constraint
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The patent creates a virtual representation of the player's state and actions. The virtual character in the game world mirrors the player's situation, allowing game engagement and productivity to be measured through the virtual character's actions rather than requiring the player's physical movement in the real world.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent transitions the game from a purely real-world dimensional framework to a virtual dimensional framework. By mapping real-world images to virtual coordinate systems and allowing game progression in this virtual dimension, the system maintains engagement and productivity metrics while removing the constraint of physical movement in the real world.

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

Data Source

PatentUS10434404B2Computer-readable non-transitory storage medium having stored therein game program, game processing method, game system, and information processing apparatus
Publication Date: 2019.10.08 NINTENDO CO LTD
  • US10434404B2 patent drawing
  • US10434404B2 patent drawing
  • US10434404B2 patent drawing

AI summary

Current position information of an information processing apparatus is acquired by using a positional information acquiring section, and a distance, in a real space, between a current position and a target position that is a position corresponding to a predetermined position in the real space is calculated. Then, a predetermined process based on the calculated distance is executed when a parameter value indicating a virtual movement range of a player satisfies a first condition according to the calculated distance.