Multi-Player Game Experience System for Theme Park Rides

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Solution Overview

Problem

Current multi-player game experiences in theme parks are limited in use, interactivity, adaptability, and inclusivity, often excluding demographics like women and older adults, and fail to provide customized and synchronized experiences across players of different backgrounds and preferences.

Innovation Solution

A system and method for providing a multi-player game experience through a computerized theme park ride, which includes a ride engine module that operates according to predefined game parameters, managing game media parameters, and using a ride interface module to receive selections from players, offering customized yet coordinated experiences by adjusting game media parameters based on player information and preferences.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a single standardized game experience is provided to all players, then operational simplicity is maintained, but adaptability to different player demographics and preferences deteriorates

Engineering Contradiction:
Improveadaptability to different player demographicsVSAvoidsystem complexity for managing customized experiences
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game experience is segmented into multiple customizable dimensions including visual themes, audio settings, difficulty levels, and sensory intensity. Each dimension can be independently adjusted to accommodate different player demographics such as children, adults, seniors, and players with different sensory sensitivities. This segmentation allows the system to provide tailored experiences without requiring complete redesign of the entire game platform.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically adjusts game parameters based on real-time player feedback, performance data, and demographic information. Difficulty levels, sensory output intensity, and game pacing are automatically modified during gameplay to maintain optimal engagement across diverse player groups. This dynamic adaptation enables a single system to serve multiple demographics effectively.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If game media parameters are customized for each player, then player satisfaction and inclusivity are improved, but the complexity of managing game parameters increases

Engineering Contradiction:
Improvecustomization for different player preferencesVSAvoidcomplexity of managing game media parameters
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Players complete a pre-game profile assessment that captures demographic information, sensory preferences, and skill level. Based on this preliminary data, the system pre-configures appropriate game media parameters including visual themes, audio volume levels, subtitle settings, and difficulty curves. This preliminary configuration reduces in-game complexity while maintaining high customization levels.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system incorporates real-time feedback mechanisms that allow players to self-adjust game parameters during gameplay. Players can modify sensory intensity, difficulty level, and media preferences without administrator intervention. The system automatically processes these self-service adjustments and applies them across the multi-player environment, reducing the need for complex centralized parameter management.

Inventive Principle:
Principle #25Self-service

3Productivity

If sensory output is intensified to enhance game immersion, then player engagement is improved, but accessibility for players with sensory sensitivities deteriorates

Engineering Contradiction:
Improveplayer engagement levelVSAvoidaccessibility for players with sensory sensitivities
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

Different sensory output levels are applied to different players simultaneously based on their individual profiles. Visual effects, audio intensity, and haptic feedback are locally customized for each player station while maintaining the same core game experience. This allows intense sensory output for players seeking immersion while providing gentle or modified sensory output for players with sensitivities, all within the same game session.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system provides continuous ranges of adjustable parameters for sensory output including visual brightness, contrast, flash intensity, audio volume, frequency ranges, and haptic strength. Players with sensory sensitivities can adjust these parameters downward or select alternative sensory modalities, while other players can maximize intensity for enhanced engagement. The underlying game mechanics remain consistent while sensory parameters are flexibly modified.

Inventive Principle:
Principle #35Parameter changes

4Adaptability or versatility

If the system collects and processes player information for customization, then personalized experiences are achieved, but data processing requirements and system complexity increase

Engineering Contradiction:
Improvepersonalization capabilityVSAvoiddata processing and management complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system extracts only the essential personalization parameters needed for game customization, separating these from unnecessary personal data. Key extracted parameters include demographic category, sensory preference indicators, and skill level metrics. This extraction approach enables personalization while minimizing data collection and processing requirements, reducing system complexity compared to comprehensive data gathering approaches.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS9352225B2System and method for providing a multi-player game experience
Publication Date: 2016.05.31 GAME NATION
  • US9352225B2 patent drawing
  • US9352225B2 patent drawing
  • US9352225B2 patent drawing

AI summary

A system and method for providing a multi-player game experience through a computerized theme-park ride. The system includes a ride control module configured to manage ride control parameters and settings of a computerized theme park ride. The system includes a ride interface module configured to provide an interface to operate and navigate the computerized theme park ride. The ride interface module include a plurality of interface devices. The system includes a ride engine module, including a processor, configured to operate a multi-player game experience. The system includes a communications module configured to bridge communications between the ride engine module, the ride interface module, and the ride control module over a computerized network. The system includes an account module configured to provide player specific information to the ride control module.