Game Server Demand Calculation for Play-Video Creation

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Solution Overview

Problem

Existing technologies face challenges in creating play-videos in a pin-point fashion, leading to a buildup of unviewed content and hindering the sharing and viewing cycle, thus motivating casual players to create high-quality play-videos is essential.

Innovation Solution

An information processing system that includes a server and terminals, where the server obtains log data of positive and negative events, calculates the potential demand for play-videos, and notifies players to record and upload videos based on demand levels, using event detection, log provision, and notification units.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Quantity of substance

If players create play-videos by capturing the entire game screen during play time, then video data can be generated, but the quality and relevance of play-videos decrease leading to accumulation of unviewed content

Engineering Contradiction:
Improvevolume of play-videosVSAvoidquality and relevance of play-videos
Core Design Contradiction:
Quantity of substanceVSEase of operation

Solution Approach 1:

The system performs preliminary analysis of game logs to identify high-demand events before players create videos. By pre-calculating which game events have high viewing demand based on historical data and player behavior patterns, the system can guide players to capture specifically those moments, avoiding random or irrelevant video creation

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements a feedback loop where play-video creation outcomes are analyzed to refine future recommendations. By monitoring which types of play-videos are actually viewed and engaged with, the system adjusts its demand calculations and provides increasingly accurate guidance to players, improving video relevance over time

Inventive Principle:
Principle #23Feedback

2Quantity of substance

If players are motivated to create more play-videos, then content availability increases, but the cycle of sharing and viewing is hindered by lack of demand matching

Engineering Contradiction:
Improvecontent availabilityVSAvoidsharing and viewing cycle efficiency
Core Design Contradiction:
Quantity of substanceVSProductivity

Solution Approach 1:

The system pre-identifies high-demand video topics by analyzing game logs and player behavior patterns before videos are created. This preliminary demand assessment allows the system to guide players toward creating videos that are likely to be viewed, thus maintaining high productivity in the sharing cycle

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system replaces the mechanical trial-and-error process of video creation with an intelligent recommendation system. By using automated demand calculation based on game event analysis, the system substitutes manual guessing with data-driven guidance, significantly improving the efficiency of the sharing and viewing cycle

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Ease of operation

If pin-point play-videos are created for specific interesting moments, then video quality improves, but it is difficult to create such videos with existing technologies

Engineering Contradiction:
Improveplay-video qualityVSAvoiddifficulty of creation process
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system enables players to create high-quality pin-point play-videos through self-service guidance. By automatically analyzing game logs and identifying interesting moments, the system provides players with ready-made recommendations for what to capture, eliminating the need for complex manual analysis while maintaining high video quality

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system acts as an intermediary between game events and video creation. By introducing a demand calculation component that analyzes game logs and translates them into actionable video creation recommendations, the system bridges the gap between raw game data and meaningful play-video content, simplifying the creation process

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS10293254B2Information processing system, server, program, and information processing method
Publication Date: 2019.05.21 CYGAMES INC
  • US10293254B2 patent drawing
  • US10293254B2 patent drawing
  • US10293254B2 patent drawing

AI summary

It is an object of the present invention to continuously and effectively motivate players playing a game to create and upload play-videos. At a server 1, an event obtaining unit 11 obtains log data of a demand-invoking event that has been processed as being negative in the game from a terminal 2-1, etc. on which the demand-invoking event has occurred. The event obtaining unit 11 obtains log data of a possible supply event that has been processed as being positive in the game from a terminal 2-2 on which the possible supply event has occurred. A demand-level calculating unit 13 selects demand-invoking events related to the possible supply event from one or more demand-invoking events on the basis of the individual log data obtained and calculates the level of potential demand on the basis of the result of selection. A play-video-recording-recommendation notification unit 14 issues a notification to the terminal 2-2 on which a possible supply event having a demand level satisfying a predetermined condition has occurred to prompt recording of a play-video of the possible supply event.