Game Reward Point Selection for Motivation and Choice
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Solution Overview
Problem
Existing gaming systems automatically reward users with items they may not desire, lacking flexibility and motivation for users to engage with specific games.
Innovation Solution
An information processing system that awards points to users for achieving game-related conditions, allowing users to select rewards from a variety of options, including making certain rewards selectable only after specific game achievements, and setting time-limited missions to encourage varied gameplay.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If reward items are automatically given to users when play conditions are satisfied, then users receive rewards without needing to make selections, but users cannot choose rewards they actually desire and motivation to play specific games is reduced
Solution Approach 1:
Instead of automatically giving rewards to users, the system inverts the process by having users select rewards from available options. The processor gives points to users when play conditions are satisfied, and users then choose which reward items to acquire using those points, ensuring they receive rewards they actually desire.
Solution Approach 2:
The system dynamically changes reward availability based on user actions. When users achieve specific play conditions, corresponding reward items become available for selection. This dynamic adjustment allows the system to adapt to user behavior and provide relevant rewards, increasing user motivation and engagement.
2Device complexity
If uniform reward items are provided for all play conditions, then the system is simple to manage, but user motivation to play specific games is not enhanced
Solution Approach 1:
The system applies local quality by associating specific reward items with specific play conditions and games. Instead of uniform rewards, each game or play condition has its own designated reward items, making the reward structure tailored to specific contexts while maintaining manageable complexity through automated processor control.
Solution Approach 2:
The system changes the parameter of reward availability based on achieved play conditions. When users satisfy specific conditions, corresponding reward items transition from unavailable to available states. This parameter change approach allows diverse reward offerings without requiring complex manual management.
3Adaptability or versatility
If multiple reward items are made selectable immediately, then users have more choices, but the value and motivation associated with achieving specific game conditions is reduced
Solution Approach 1:
The system uses preliminary action by setting up a structure where points are given in advance when play conditions are satisfied, and users then select rewards from available options. This preliminary point allocation maintains motivation for achieving conditions while enabling flexible reward selection afterward.
Solution Approach 2:
The availability of reward items dynamically changes based on achieved play conditions. Reward items are not all simultaneously selectable; instead, they become available progressively as users meet specific conditions. This dynamic approach preserves motivation while providing increasing selection options.
Data Source
AI summary
A processor gives points to a user if any of a plurality of giving conditions is achieved by the user, and gives a reward selected by the user from among a plurality of rewards, to the user in exchange for the points owned by the user. The plurality of giving conditions include a first giving condition achieved if a specific game is played, and the plurality of rewards include first rewards set in an initial state of being unselectable, and second rewards selectable without achieving the first giving condition. When the first giving condition is achieved, the processor updates the first reward corresponding to the specific game among the first rewards from the initial state of being unselectable by the user to a state of being selectable by the user.


