Gaming System Interactivity Matching for Idle Player Engagement
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Solution Overview
Problem
Existing online gaming systems fail to effectively utilize idle time of players by not providing engaging secondary games that match the interactivity level of primary games, leading to reduced player engagement and revenue opportunities.
Innovation Solution
Implementing a system that combines primary and secondary games based on their levels of interactivity, allowing players to seamlessly transition to secondary games during idle periods, with features like automatic action completion and modified game modes to maintain engagement.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If players are provided with secondary games during idle time, then player engagement and activity are improved, but the complexity of the gaming system increases
Solution Approach 1:
The system dynamically adjusts game recommendations based on real-time detection of player idle states. The gaming system monitors player actions and automatically transitions between primary and secondary games, adapting the gaming experience to player availability without requiring manual intervention or complex user interface changes.
Solution Approach 2:
The patent introduces an intermediary layer that automatically manages the transition between primary and secondary games. This intermediary system detects idle time, selects appropriate secondary games based on compatibility criteria, and facilitates seamless transitions, thereby reducing the complexity burden on the player while maintaining high engagement.
2Productivity
If the system automatically completes player actions during idle time, then player engagement is maintained, but the automation complexity increases
Solution Approach 1:
The system performs self-service automation by automatically detecting when a player is idle and autonomously selecting appropriate secondary games without player input. The system monitors player actions, identifies idle periods, and automatically initiates secondary games that match the player's preferences and the primary game context, eliminating the need for complex manual controls while maintaining engagement.
Solution Approach 2:
The system implements feedback mechanisms where player actions in the primary game are continuously monitored and fed back into the system's decision-making process. This feedback loop enables the system to adjust secondary game selections based on real-time player behavior, ensuring optimal engagement while automating the transition process without requiring excessive complexity in action completion.
3Reliability
If secondary games are selected based on interactivity level compatibility, then player experience quality is improved, but the difficulty of detecting and measuring interactivity levels increases
Solution Approach 1:
The system uses parameter changes by monitoring specific measurable indicators of player interactivity, such as action frequency, response time, and game state transitions. These parameters are objectively measured and used to determine idle states and select appropriate secondary games, ensuring reliable quality control while simplifying the detection process through clear, quantifiable metrics rather than complex analysis.
Solution Approach 2:
The patent replaces complex mechanical detection systems with simpler software-based monitoring mechanisms. Instead of using complex hardware or sophisticated algorithms to detect interactivity levels, the system uses straightforward software monitoring of player actions, game state changes, and time-based parameters to identify idle periods and match players with suitable secondary games, thereby reducing detection difficulty while maintaining experience quality.
Data Source
AI summary
A method of combining games based on levels of interactivity of the games is disclosed. It is identified that a player is idle with respect to a primary game, the primary game having a first level of interactivity. A secondary game having a second level of interactivity is selected based on the second level of interactivity being compatible with the first level of interactivity. The player is provided with an option to participate in the secondary game while the player is idle with respect to the primary game.


