Game Reward System for Disruption Handling

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Solution Overview

Problem

Game systems face challenges in addressing user interactions disruptions, such as bugs, server discontinuities, and network issues, which negatively impact the gaming experience and user retention.

Innovation Solution

A system that detects disruptions in user interactions, provides support resources, and awards rewards to users for addressing these issues, enhancing their experience and improving user relationships with the game provider.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If the game system operates normally without disruption handling mechanisms, then the system complexity remains low, but user retention and satisfaction deteriorate when disruptions occur

Engineering Contradiction:
Improveuser retentionVSAvoidsystem complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system proactively detects disruptions before they fully impact user experience and automatically generates compensatory rewards. The disruption detection module continuously monitors game operations, and when issues are detected, the reward module automatically provides compensation to affected users, preventing user churn without requiring complex manual intervention systems.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements a feedback loop where user interactions, disruptions, and compensatory rewards are continuously tracked. The disruption detection module feeds information to the reward module, which then adjusts compensation strategies based on detected disruption patterns and user responses, creating a self-optimizing system that improves reliability without linearly increasing complexity.

Inventive Principle:
Principle #23Feedback

2Ease of operation

If the system provides comprehensive support resources and rewards for all types of disruptions, then user satisfaction improves, but the cost and resource requirements increase

Engineering Contradiction:
Improveuser satisfactionVSAvoidreward resources
Core Design Contradiction:
Ease of operationVSQuantity of substance

Solution Approach 1:

The system provides differentiated compensation based on the specific type, severity, and impact of each disruption. Rather than uniform rewards for all disruptions, the reward module analyzes disruption characteristics and allocates resources proportionally, providing higher compensation for severe disruptions affecting multiple users and lower or no compensation for minor individual issues.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system dynamically adjusts reward parameters based on disruption characteristics, user history, and resource availability. The reward module modifies compensation amounts and types by changing parameters such as reward magnitude, delivery timing, and form (in-game items vs. real-world benefits), optimizing user satisfaction while controlling resource consumption.

Inventive Principle:
Principle #35Parameter changes

3Speed

If the system automatically detects and responds to disruptions in real-time, then user experience improves, but the processing requirements and system load increase

Engineering Contradiction:
Improveresponse timeVSAvoidprocessing load
Core Design Contradiction:
SpeedVSUse of energy by moving object

Solution Approach 1:

The disruption detection module performs partial monitoring of game operations, focusing on key indicators and thresholds rather than analyzing every user action in detail. The system triggers full analysis only when specific conditions are met, reducing continuous processing load while maintaining effective real-time detection of significant disruptions.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

When disruptions are detected, the system prioritizes rapid reward distribution over comprehensive analysis. The reward module executes compensation quickly using pre-determined rules and algorithms, skipping detailed verification steps for routine disruptions while maintaining security checks, thereby reducing response time without completely sacrificing system integrity.

Inventive Principle:
Principle #21Skipping (Rushing through)

Data Source

PatentUS10176672B2Dynamically providing rewards to users in a game space
Publication Date: 2019.01.08 ELECTRONIC ARTS INC
  • US10176672B2 patent drawing
  • US10176672B2 patent drawing
  • US10176672B2 patent drawing

AI summary

A system and method for providing rewards in a game space based on errors disrupting user interactions with the game space is disclosed. For providing such rewards, error information indicating the errors may be obtained and the errors may be extracted from the obtained error information. In some examples, levels of disruption caused by the errors may be determined. In some examples, support resources for addressing the errors may be determined. Rewards may be determined to be awarded to the users based on the determined levels of disruption and/or the determined support resources. In some examples, the determined rewards may be distributed to the users responsive to the users performing one or more actions addressing the errors on the client computing platforms associated with the users.