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

VSEngineering 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

Engineering Contradiction:
Improvegame functionalityVSAvoiddevice resources
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

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

Inventive Principle:
Principle #1Segmentation

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

Inventive Principle:
Principle #6Universality (Multi-functionality)

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

Engineering Contradiction:
Improveuser experienceVSAvoiddata transfer
Core Design Contradiction:
Ease of operationVSLoss of energy

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

Inventive Principle:
Principle #16Partial or excessive action

3Adaptability or versatility

If the mobile game interface provides full functionality, then user experience improves, but memory constraints and device limitations prevent seamless access

Engineering Contradiction:
Improvein-game actionsVSAvoidsystem architecture
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

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

Inventive Principle:
Principle #24Intermediary (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

Inventive Principle:
Principle #2Taking out (Extraction)

4Ease of operation

If convenience in-game actions are offered without purchase, then accessibility improves, but revenue opportunities are reduced

Engineering Contradiction:
ImproveaccessibilityVSAvoidrevenue generation
Core Design Contradiction:
Ease of operationVSProductivity

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

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS9908045B2Mobile device interface for online games
Publication Date: 2018.03.06 ZYNGA INC
  • US9908045B2 patent drawing
  • US9908045B2 patent drawing
  • US9908045B2 patent drawing

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.