Gaming Addiction Prevention System with Threshold-Based Alerts

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Solution Overview

Problem

Existing gaming systems fail to effectively prevent player addiction, leading to potential financial losses and negative impacts on both players and gaming establishments.

Innovation Solution

An information providing system that includes a storage device to track player game information, an announcement device to alert players and staff when addiction thresholds are exceeded, and an information processing device to transmit guidance messages, such as encouraging players to take breaks or seek support, to prevent excessive gaming.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If the gaming system allows continuous play without intervention, then player engagement and revenue increase in the short term, but player addiction risk increases leading to long-term losses

Engineering Contradiction:
Improvegaming revenueVSAvoidplayer addiction
Core Design Contradiction:
ProductivityVSObject-affected harmful factors

Solution Approach 1:

The system continuously monitors player gaming data (play time, spending, frequency) and provides feedback through alerts to players and staff when addiction thresholds are exceeded. This closed-loop feedback mechanism enables early intervention while maintaining normal gaming operations, resolving the contradiction between revenue generation and addiction prevention.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system performs preliminary monitoring and analysis of gaming patterns before addiction fully develops. By detecting early signs of problematic gaming behavior through data analysis and issuing preventive alerts, the system intervenes before harm occurs, allowing continued healthy gaming while preventing addiction.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If the system monitors and alerts players frequently, then addiction prevention improves, but player experience and satisfaction may deteriorate

Engineering Contradiction:
Improveaddiction preventionVSAvoidplayer experience
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The system applies different monitoring intensities and alert frequencies to different players based on their individual gaming patterns and risk levels. High-risk players receive more frequent alerts while low-risk players experience minimal interruption, maintaining player satisfaction while effectively preventing addiction where needed.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system dynamically adjusts monitoring parameters such as alert thresholds, frequency, and intensity based on player behavior patterns. This adaptive approach ensures alerts are provided only when necessary, preventing unnecessary disruptions to player experience while maintaining reliable addiction prevention.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS10535222B2Information providing system and information providing apparatus
Publication Date: 2020.01.14 UNIVERSAL ENTERTAINMENT CORP
  • US10535222B2 patent drawing
  • US10535222B2 patent drawing
  • US10535222B2 patent drawing

AI summary

[Object] To provide avoidance of a situation in which a player becomes addicted to a game.[Solution] An information providing system includes: a storage device that stores game information with respect to each player; an announcement device operable to announce information; and an information processing device communicable with the announcement device. Upon determination that the game information associated with the player exceeds a predetermined threshold value, the information processing device transmits predetermined instruction information to the announcement device. The announcement device announces information for guiding the player not to play a game, based on the predetermined instruction information.