Location-Based Mobile Game System for Social Network Formation
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Solution Overview
Problem
Conventional mobile location-based services and social network services face limitations, such as reduced user satisfaction and privacy concerns, leading to a shrinking mobile service market, as they lack innovative applications and fail to maintain user engagement.
Innovation Solution
A mobile game system that allows users to virtually destroy other users' mobile devices, integrating two computing modules on the user's device to communicate with a management server and display a game execution screen, processing and updating virtual destruction scenarios, thereby enhancing social networking and comparing transmission speeds among mobile service providers.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If conventional mobile location-based services are provided as secondary functions, then device functionality is expanded, but user satisfaction and engagement are reduced
Solution Approach 1:
The patent creates a virtual copy of the mobile device within the game environment. Users can virtually destroy other users' mobile devices in the game, which is a conceptual copy that allows for engaging gameplay without affecting real devices. This copying approach transforms the mundane location-based service into an entertaining experience while maintaining user satisfaction.
2Object-affected harmful factors
If social network services are limited to acquaintances, then privacy is protected, but network scale and engagement motivation are reduced
Solution Approach 1:
The game serves as an intermediary layer between users. Instead of direct social networking that exposes personal information, the game mediates interactions through virtual device destruction. Users can compete with anyone in the system without directly exposing personal details, as the game environment acts as a protective buffer that maintains privacy while enabling large-scale network formation.
3Device complexity
If mobile services lack innovative applications, then system complexity is reduced, but user engagement and market growth are hindered
Solution Approach 1:
The patent introduces dynamic elements to mobile location-based services by making the virtual device destruction outcome dependent on real-time transmission speed measurements. The game state changes dynamically based on network conditions, creating an engaging experience that adapts to current system performance. This dynamic approach transforms a static service into an interactive experience that drives market growth.
4Measurement precision
If transmission speed comparison is implemented, then service quality measurement is improved, but system complexity and measurement requirements increase
Solution Approach 1:
The system performs self-measurement of transmission speeds through the game interactions. When users virtually destroy each other's devices, the system automatically measures and compares transmission speeds without requiring external measurement infrastructure. The game mechanics themselves serve as the measurement tool, eliminating the need for separate complex measurement systems while achieving precise transmission speed comparison.
Data Source
AI summary
The present invention relates to a Mobile Game based on Location (MGL) managing system, which: implements communication with an MGL managing server within a program block of a user mobile device; creates an MGL execution screen that displays the user mobile device, other user mobile devices located around the user mobile device, attack guidelines, and a command menu on a background map corresponding to the location of the user mobile device; displays the created MGL execution screen through a mobile function performing module installed in the user mobile device; and if, at this time, user game managing information for the virtual destruction of another user mobile device is input or other user game managing information for the virtual destruction of the user mobile device is transmitted through the MGL managing server, processes the virtual destruction of the other user mobile device or the user mobile device according to a pre-stored MGL scenario and systematically deploys combatant modules or the like which are capable of renewing/displaying the virtual destruction of the other user mobile device or the user mobile device through the MGL execution screen. Through such a mass appeal-type content format, the active use of mobile games may be made possible through media that allow for the formation of large-scale social networks, media that provide strong motivation for continually maintaining already formed social networks, media that compare communication speeds to enable the objective comparison of the communication speeds of individual mobile service companies, media that maximize the positive attributes of games by changing the existing private and unsociable format of games (that has caused unfavorable conceptions and side effects) to an open and sociable format, and the like.


