Game Reward System With Dual Parameter Segmentation
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Solution Overview
Problem
Conventional games that reward users with coins for walking often lead to motivation loss once the daily coin limit is reached, as users are no longer incentivized to continue exercising.
Innovation Solution
A game program that increments a secondary parameter even after the primary parameter reaches its upper limit, allowing for continuous exercise motivation by providing in-game rewards, with a system where the secondary parameter refills the primary parameter based on exercise amount, and all parameters are incremented uniformly to simplify the reward mechanism.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a daily upper limit is set on the number of coins that can be acquired through exercise, then the game structure is simple and easy to understand, but user motivation decreases after reaching the limit
Solution Approach 1:
The patent divides the coin acquisition system into two independent parameters: a first parameter (coins) that has an upper limit and a second parameter (energy) that does not. This segmentation allows the first parameter to maintain simplicity with a daily limit while the second parameter provides continuous motivation through unlimited accumulation, resolving the contradiction between structural simplicity and sustained user motivation.
Solution Approach 2:
The patent introduces a second dimension (energy parameter) beyond the first dimension (coins parameter). By adding this new dimension that operates independently without an upper limit, the system maintains the simplicity of the original coin-based structure while extending user motivation into continuous exercise behavior through the additional energy accumulation dimension.
2Device complexity
If the number of in-game objects that can be actively trained is limited, then the system complexity is reduced, but user engagement decreases when all objects reach the limit
Solution Approach 1:
The patent segments the training system into two independent parameter tracks: the first parameter (training progress) that applies to a limited number of active objects and the second parameter (energy) that accumulates universally. This segmentation allows the system to maintain manageable complexity with limited active objects while ensuring continuous user engagement through the universally applicable energy accumulation mechanism.
Solution Approach 2:
The second parameter (energy) serves multiple functions: it accumulates for all in-game objects regardless of whether they are active or inactive, it provides continuous motivation beyond the limit of active objects, and it can be exchanged for rewards. This universal energy parameter extends user engagement beyond the limitations of the active object count.
3Productivity
If parameters are incremented differently based on whether the upper limit is reached, then motivation is maintained, but the reward mechanism becomes complicated and hard to understand
Solution Approach 1:
The patent applies different quality characteristics to different parameters: the first parameter (coins) has local quality with an upper limit and is used for specific rewards, while the second parameter (energy) has universal quality without limits and provides continuous motivation. This local quality differentiation maintains motivation without complicating the overall mechanism, as each parameter has a clear, simple role.
Solution Approach 2:
The patent changes the parameter characteristics by introducing a second parameter that does not have an upper limit, allowing it to accumulate continuously. This parameter change enables motivation maintenance without complex conditional logic, as the energy parameter simply accumulates with exercise regardless of the first parameter's status.
Data Source
AI summary
Only a first parameter associated with an active object is incremented in accordance with an exercise amount of a user. In accordance with the exercise amount of the user, a second parameter is incremented even when the first parameter has not reached an upper limit, and the second parameter is incremented also when the first parameter has reached the upper limit. An in-game reward according to the active object with which the first parameter is associated is given to the user when the first parameter has reached the upper limit.


