Game Apparatus Step Count Conversion for Adaptive Progression

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Solution Overview

Problem

Existing game systems do not effectively utilize step counts measured by pedometers for advancing games, limiting accessibility and engagement for players of varying skill levels and failing to provide motivation for continuous walking.

Innovation Solution

A game apparatus with a step count measurer, game processor, and utilizer that uses step counts to support game advancement, offering hints, fast-forward gameplay, and reward systems, while also functioning as a pedometer during non-game use, promoting continuous walking through automatic communication with other devices and access points.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If step counts are used as the sole premise for game execution, then game advancement is supported for all users including beginners, but advanced players may find the game progression too slow or limited

Engineering Contradiction:
Improvegame accessibilityVSAvoidgame progression speed
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The game processor dynamically adjusts game advancement based on player skill level. For beginners, step counts provide substantial support including hints and automatic progression. For advanced players, the system reduces support intensity and allows faster progression through the same step count thresholds, making the game pace adaptable to different skill levels.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the conversion ratio between step counts and game progression parameters based on player skill. Beginners receive higher conversion ratios (more game progress per step) while advanced players receive lower ratios, allowing the same input mechanism to serve different skill levels effectively.

Inventive Principle:
Principle #35Parameter changes

2Ease of operation

If the game apparatus functions continuously as a pedometer during non-game use, then motivation for walking is maintained, but energy consumption increases

Engineering Contradiction:
Improvewalking motivationVSAvoidenergy consumption
Core Design Contradiction:
Ease of operationVSUse of energy by moving object

Solution Approach 1:

The game apparatus automatically switches between pedometer mode and game mode based on detected usage patterns. During non-game periods, it continues to track steps and provide walking motivation without requiring active user engagement. When game conditions are met, it automatically transitions to full game functionality, eliminating the need for manual mode switching and reducing overall energy consumption.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The apparatus employs periodic measurement cycles for step counting during non-game use, rather than continuous monitoring. It activates full processing power only when game conditions are satisfied, creating periodic bursts of high-energy activity separated by low-energy monitoring periods.

Inventive Principle:
Principle #19Periodic action

3Adaptability or versatility

If multiple communication functions are integrated into the game apparatus, then connectivity and social features are enhanced, but device complexity increases

Engineering Contradiction:
ImproveconnectivityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game apparatus integrates multiple communication protocols (wireless communication unit, near-field communication unit, and interface unit) into a single unified communication system. These diverse communication functions share common hardware resources and control logic, allowing the device to perform multiple communication tasks without proportionally increasing overall system complexity.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS10183216B2Game apparatus, storage medium, game controlling method and game system
Publication Date: 2019.01.22 NINTENDO CO LTD
  • US10183216B2 patent drawing
  • US10183216B2 patent drawing
  • US10183216B2 patent drawing

AI summary

A game apparatus includes a micon, and the micon measures step counts in correspondence with the magnitude of accelerations indicated by acceleration data from an acceleration sensor when a user carries the game apparatus in a sleep mode in which the apparatus is closed. The step counts are converted into earned coins. In each of a plurality of games executed by the game apparatus, by using the earned coins, a special item is purchased, playing in a special course is permitted, a hint is displayed, and a game is played in fast-forward.