Location Game Interface System with Virtual Block Status Grouping
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Solution Overview
Problem
Location-based games using location information services often lead to boredom as users achieve goals by simply reaching destinations, lacking motivation and sense of achievement due to long target distances and numerous bases and checkpoints.
Innovation Solution
An interface system and method for a location-based game that progresses in a virtual world based on user movement in the real world, featuring a virtual display data generating unit, synthesis processing unit, and status display unit to generate and superimpose virtual objects on real map information, changing their status and displaying the proportion occupied by active objects.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If users move target distances and reach bases and checkpoints to acquire points, then a sense of achievement is created and motivation is provided, but target distances become too long and there are too many bases and checkpoints leading to boredom
Solution Approach 1:
The patent divides the game area into multiple zones with different difficulty levels and objectives. Instead of having users travel long distances to reach distant checkpoints, the game is segmented into smaller regional goals that can be achieved within shorter timeframes, maintaining motivation without requiring excessive travel
Solution Approach 2:
The patent introduces multiple dimensions of game progression beyond simple distance-based checkpoints. Users can advance through different difficulty levels, complete various types of tasks, and unlock new areas, transforming the one-dimensional progression into multi-dimensional gameplay that reduces monotony
2Ease of operation
If target distances are shortened and number of bases and checkpoints are reduced to prevent boredom, then game enjoyment is improved, but sense of achievement and motivation are diminished
Solution Approach 1:
The patent implements dynamic adjustment of game parameters based on user performance and progression. Difficulty levels, target distances, and checkpoint densities are dynamically modified to maintain optimal challenge levels, ensuring users experience both enjoyment and achievement without the game becoming too easy or too difficult
Solution Approach 2:
The patent changes multiple game parameters simultaneously including zone sizes, checkpoint frequencies, and task complexities to balance enjoyment and motivation. By adjusting these parameters dynamically, the game maintains engagement while preventing boredom
3Loss of information
If virtual objects are displayed individually to show game progress, then detailed status information is provided, but users cannot easily understand overall progression and achievement levels
Solution Approach 1:
The patent merges individual virtual object statuses into aggregated visual representations that show overall progression. Instead of displaying each checkpoint separately, the system combines status information into zone-level indicators and progression bars that provide comprehensive overview while maintaining detailed information availability upon user request
Data Source
AI summary
The present invention is provided with: a virtual display data generating unit which generates fantasy blocks according the progress of a game accompanied by the movement of a user; a synthesis processing unit which superimposes the generated fantasy blocks on a real map and displays the superimposed result; and a status display unit which displays a change in status of a virtual object, wherein the status display unit groups the fantasy blocks for each prescribed attribute, and displays, for each group, the proportion of the number of blocks for which the statuses have changed, in each group.


