Mobile Game Interface Segmentation for Resource Constraints
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Solution Overview
Problem
Existing online games face limitations in providing seamless access and full functionality on mobile devices due to size, memory, and data transfer rate constraints, leading to restricted in-game actions and differing user experiences compared to browser clients.
Innovation Solution
The implementation of a mobile game interface that allows restricted and convenience in-game actions, enabling users to access and perform specific actions by purchasing virtual or legal currency, with a system that determines action availability and offers purchase options, while optimizing data flow and system architecture for mobile networks.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If online games are accessed on mobile devices using browser clients or custom applications, then users can play games on mobile platforms, but the device size, memory, and data transfer rate constraints limit full functionality and create restricted in-game actions
Solution Approach 1:
The game interface is segmented into different action types (restricted in-game actions and convenience in-game actions) with different access requirements. Restricted actions require currency purchase while convenience actions are freely accessible, allowing the system to provide differentiated functionality based on user investment rather than hard resource constraints
Solution Approach 2:
The game system implements a dual-action interface that serves multiple functions: it provides both restricted actions (for users willing to purchase) and convenience actions (for all users), making the mobile game interface universally accessible while offering differentiated experiences based on user preferences and resource availability
2Ease of operation
If restricted in-game actions are made available on mobile devices, then user experience is enhanced, but data transfer rates and memory usage increase
Solution Approach 1:
The system implements convenience in-game actions that provide partial functionality without requiring full resource consumption. Users can access limited but useful actions freely, while full functionality requires currency purchase, allowing the system to optimize data transfer by not always loading complete action sets
3Adaptability or versatility
If the mobile game interface provides full functionality, then user experience improves, but memory constraints and device limitations prevent seamless access
Solution Approach 1:
The patent introduces a game interface server as an intermediary between the mobile device and the game logic. The server handles complex game state management, action validation, and currency processing, allowing the mobile device to maintain a simplified interface while accessing full game functionality through the mediator
Solution Approach 2:
Complex game logic, state management, and processing requirements are extracted from the mobile device and relocated to the game interface server. This extraction allows the mobile client to remain lightweight while still providing access to full game functionality through the server-side infrastructure
4Ease of operation
If convenience in-game actions are offered without purchase, then accessibility improves, but revenue opportunities are reduced
Solution Approach 1:
The action set is segmented into convenience actions (free) and restricted actions (paid), creating distinct tiers of accessibility. This segmentation allows the system to capture both casual users who prefer free access and investing users who want full functionality, maximizing overall revenue potential while maintaining broad accessibility
Data Source
AI summary
The computer-implemented game comprises a plurality of user-initiated in-game actions for affecting game state information that includes a set of browser in-game actions which is available via a browser user interface and includes a set of convenience in-game actions which is unavailable via the browser user interface, a single convenience in-game action of the set of convenience in-game actions being capable of producing a particular game result that corresponds to a plurality of browser in-game actions from the set of browser in-game actions, the plurality of browser in-game actions being capable of collectively producing the particular game result. A mobile application allows access to a set of mobile in-game actions that includes at least a portion of the set of browser in-game actions and includes the set of convenience in-game actions, initiation of each convenience in-game action being a user-selectable option for a user only via the mobile application.


