Game Reward Acceleration by Player Level and Time Window
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Solution Overview
Problem
Existing game management systems reward users with a fixed quantity of resources regardless of their game level, leading to a low degree of matching between resource distribution and user ability, resulting in inflexible game management.
Innovation Solution
A game management method that displays a base number of times to accelerate resource acquisition based on the user's current game level and additional times determined by game behavior data, allowing for flexible resource distribution.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a fixed quantity of resources is awarded to all users regardless of game level, then the reward mechanism is simple and easy to implement, but the matching between resource distribution and user ability is low
Solution Approach 1:
The patent applies local quality by differentiating resource rewards based on user game levels. Different levels (new users, intermediate users, expert users) receive different base quantities of resources and different acceleration ratios. This ensures that resource distribution is tailored to each user's specific ability and stage, improving adaptability while maintaining a structured framework.
Solution Approach 2:
The patent implements dynamics by introducing time-limited acceleration mechanisms where users can temporarily increase their resource acquisition rate. The acceleration ratio varies by game level (e.g., 1.2x for new users, 1.5x for intermediate users, 2.0x for expert users) and is available for specific durations or under specific conditions, making the reward system flexible and adaptive to user progression.
2Adaptability or versatility
If resource rewards are standardized for all users, then the management system is simple to operate, but game management flexibility is reduced
Solution Approach 1:
The patent segments users into distinct game level categories (new users, intermediate users, expert users) with predefined reward parameters. This segmentation allows the system to automatically apply appropriate reward rules to each segment without requiring manual intervention, thereby maintaining ease of operation while achieving flexible, differentiated reward distribution across user groups.
3Productivity
If the same resource quantity is given to users of different game levels, then the reward distribution is uniform and simple, but user engagement and enthusiasm are not sufficiently motivated
Solution Approach 1:
The patent changes key parameters of resource distribution based on game level: base quantity of resources, acceleration ratio, and duration of acceleration. For example, expert users receive higher base quantities and higher acceleration ratios (2.0x) compared to new users (1.2x). These parameter variations are designed to motivate users by providing proportionally greater rewards to more experienced players, thereby enhancing user engagement and enthusiasm while maintaining resource distribution efficiency.
Data Source
AI summary
This application discloses a game management method, and apparatus, a device and a computer-readable storage medium, and belongs to the field of network technologies. The method includes displaying a game interface with a first content in response to that a runtime of a target game is in a first time period and the target game is in a ranking game mode, the first content indicating a base number of times to accelerate the acquisition of first resources that can be applied in the first time period; and displaying a second content in response to receiving a selection instruction for the first content, the second content comprising a first additional quantity of the first resources acquirable by applying one of the base number of times in the first time period, the first additional quantity being determined based on a current game level of a user and used for changing a game level of the user.


