Game Purchasability Display for Player Awareness

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Solution Overview

Problem

Players in games may not be aware of available game purchase content, leading to a suboptimal gaming experience due to unutilized content.

Innovation Solution

A program that executes a first game in exchange for a first item or predetermined currency, while also associating players with game purchase content and determining its purchasability, thereby presenting a purchasability display in the game screen when the content is available for purchase.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If information on game purchase content is notified in the game or distributed through SNS, then the player can be informed about available content, but the information may not be recognized by the player

Engineering Contradiction:
Improveinformation delivery effectivenessVSAvoidinformation recognition
Core Design Contradiction:
Loss of informationVSEase of operation

Solution Approach 1:

The system performs preliminary actions by notifying players of purchasable game content before they attempt to play, and by pre-positioning purchase options within the game interface. This allows players to become aware of available content and make purchase decisions proactively, rather than discovering the lack of content after encountering gameplay limitations.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements feedback mechanisms by displaying purchasability information directly in the game interface, showing players what content they can purchase and how it relates to their current gameplay experience. This immediate feedback loop ensures players recognize the information and understand its relevance to their gaming needs.

Inventive Principle:
Principle #23Feedback

2Device complexity

If the player is not notified about unpurchased game purchase content, then the game interface remains simple, but the player cannot notice available content and game experience deteriorates

Engineering Contradiction:
Improveinterface complexityVSAvoidgame experience quality
Core Design Contradiction:
Device complexityVSProductivity

Solution Approach 1:

The system applies local quality by integrating purchasability notifications and purchase options specifically at relevant locations within the game interface, such as near gameplay elements that require the purchasable content. This targeted approach provides necessary information without uniformly complicating the entire interface, maintaining simplicity while enhancing player awareness where it matters most.

Inventive Principle:
Principle #3Local quality

3Loss of information

If the system provides comprehensive purchase information, then the player can make informed decisions, but the information processing complexity increases

Engineering Contradiction:
Improveinformation completenessVSAvoidinformation processing complexity
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The system extracts and separates purchase-related information and functions from the main gameplay interface, organizing them into dedicated notification areas and purchase flow elements. This extraction allows comprehensive purchase information to be provided without entangling the core gameplay mechanics, reducing overall information processing complexity while maintaining information completeness.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS20250186895A1Program, information processing apparatus, method, and system
Publication Date: 2025.06.12 CYGAMES INC
  • US20250186895A1 patent drawing
  • US20250186895A1 patent drawing
  • US20250186895A1 patent drawing

AI summary

An information processing apparatus including a first game execution unit configured to execute a first game in exchange for a first item or predetermined currency based on an operation on a first input reception portion configured to allow execution of the first game, a purchase execution unit configured to associate a player who purchases a game purchase content including at least the first item with the game purchase content in exchange for the predetermined currency, a determination unit configured to determine, based on purchasability/unpurchasability information associated with the player of the game purchase content, whether the game purchase content is purchasable by the player, and a display control unit configured to present, when it is determined that the game purchase content is purchasable, a purchasability display in a game screen including the first input reception portion, the purchasability display indicating that the game purchase content is purchasable.