Game Value Consumption Plan System for Addiction Prevention
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Solution Overview
Problem
Players often become addicted to slot machines, leading to excessive spending and prolonged gaming sessions, which can result in financial losses and negative impacts on both the player and the gaming establishment.
Innovation Solution
An information providing system that includes an input device for setting a game value consumption plan, a gaming machine, and an information processing device that receives consumption information and transmits instructions to the gaming machine to announce alerts encouraging the player to stop playing when predetermined limits are reached, such as a set amount, loss, or elapsed time.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If the slot machine provides attractive payout rates and advantageous game states, then player engagement and short-term revenue increase, but player addiction and excessive spending occur
Solution Approach 1:
The system performs preliminary action by having players set consumption limits before gameplay begins. The information processing device stores these predetermined limits and actively monitors game value consumption during play. When the consumption reaches the predetermined limit, the system automatically provides alerts to encourage players to stop, preventing excessive spending before it occurs rather than reacting after addiction has set in.
Solution Approach 2:
The system implements continuous feedback by monitoring game value consumption in real-time and comparing it against the player's predetermined limits. The information processing device receives consumption information from the gaming machine, determines when limits are reached, and provides feedback through alerts that encourage players to stop playing. This closed-loop feedback system helps players maintain control over their spending and avoid addictive behavior patterns.
2Loss of energy
If players are allowed to play without restrictions, then game arcade profitability increases in the short run, but player financial losses and long-term customer retention decrease
Solution Approach 1:
The system enables self-service by allowing players to autonomously set their own consumption limits based on their personal financial boundaries. The information processing device stores these self-determined limits and automatically enforces them through monitoring and alert mechanisms. This self-service approach empowers players to control their own spending, reducing financial losses while maintaining arcade profitability through responsible gaming.
Solution Approach 2:
The system applies preliminary anti-action by pre-establishing consumption limits that counteract potential excessive spending. Before players can incur harmful financial losses, the system has already set boundaries that will be actively enforced during gameplay. When consumption reaches these predetermined thresholds, the system provides alerts that work against the tendency toward overspending, protecting both player finances and arcade long-term profitability.
3Object-affected harmful factors
If the system provides frequent alerts to prevent addiction, then player protection improves, but player gaming experience and satisfaction may deteriorate
Solution Approach 1:
The system applies partial action by providing alerts selectively rather than continuously. Alerts are triggered only when game value consumption reaches the player's predetermined limits, not during every gaming interaction. This partial intervention approach provides sufficient protection against addiction while minimizing disruption to the overall gaming experience, maintaining player satisfaction while preventing harmful behavior.
Data Source
AI summary
[Object] To provide avoidance of a situation in which a player becomes addicted to a game.[Solution] An information providing system includes: an input device that receives an input of game value consumption plan information based on a setting operation performed by a player; a gaming machine enabling a game to be played; and an information processing device communicable with the gaming machine. The information processing device receives game value consumption information about a game value consumed by the player from the gaming machine, and upon determination that the player's consumption information reaches the consumption plan information, transmits predetermined instruction information to the gaming machine. The gaming machine announces information that encourages the player not to play the game based on the predetermined instruction information.


