Dynamic In-Game Reward System for Location-Based Engagement

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Solution Overview

Problem

Current online gaming systems lack an effective mechanism to incentivize players to perform location-based actions, such as visiting physical locations, by offering relevant in-game rewards that are tailored to both the player's game state and the location's attributes.

Innovation Solution

A system that integrates game networking and location networking systems to generate and offer in-game incentives based on player game state and location attributes, allowing for dynamic and personalized rewards for players to perform specific actions at physical locations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a game system offers generic in-game rewards for location-based actions, then players can be incentivized to visit physical locations, but the rewards lack personalization and relevance to player preferences and game state

Engineering Contradiction:
Improvepersonalization of rewardsVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system pre-generates multiple potential reward options and categorizes them before they are needed. When a player is at a location, the system quickly selects from pre-prepared rewards rather than creating personalized rewards in real-time, reducing computational complexity while maintaining personalization

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system changes reward parameters (type, value, rarity) based on player characteristics and game state. By dynamically adjusting these parameters rather than creating entirely custom rewards, the system achieves personalization with manageable complexity

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If the system integrates game networking and location networking to provide personalized rewards, then reward relevance increases, but system complexity and integration requirements increase

Engineering Contradiction:
Improvereward relevanceVSAvoidsystem integration complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system divides the complex integration task into separate modules: a location networking component that handles physical location data, a game networking component that manages game state and player profiles, and a reward selection component that synthesizes this information. This segmentation reduces overall system complexity while maintaining integration benefits

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system introduces an intermediary reward catalog that acts as a buffer between location networking and game networking systems. This intermediary layer translates location-based triggers into game-specific rewards without requiring direct complex integration between the two networking systems

Inventive Principle:
Principle #24Intermediary (Mediator)

3Productivity

If the system offers location-based incentives, then player engagement with real-world locations increases, but the mechanism for tracking and verifying location-based actions becomes more complex

Engineering Contradiction:
Improveplayer engagementVSAvoidlocation verification difficulty
Core Design Contradiction:
ProductivityVSDifficulty of detecting and measuring

Solution Approach 1:

The system uses the player's existing mobile device GPS and location services to automatically track and verify location-based actions. The player's device performs the detection and verification functions, eliminating the need for separate tracking infrastructure and reducing system complexity

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS9364744B2Game-based incentives for location-based actions
Publication Date: 2016.06.14 ZYNGA INC
  • US9364744B2 patent drawing
  • US9364744B2 patent drawing
  • US9364744B2 patent drawing

AI summary

In a method and system of providing in-game assets for location-based actions, an indication of a performance of a location-based action by a player of a computer-implemented game is received. A virtual item is provided based on the receiving of the indication of the performance of the location-based action by the player of the computer-implemented game, the virtual item being usable within the computer-implemented game.