Online Game Commerce System for Digital Component Distribution

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Solution Overview

Problem

Traditional video game distribution and commerce are limited by physical media requirements, leading to high production and distribution costs, and inflexible release schedules, while also restricting social and economic interactions among players to offline contexts.

Innovation Solution

A system that allows dynamic updates and real-time management of game components through a remote server, enabling the importation of add-on components into a game playing program, facilitating online commerce, such as virtual stores and auctions, where players can trade, buy, and sell game-related items directly within the game environment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If physical media distribution is used for video games, then game production and distribution can be achieved through traditional manufacturing channels, but production and distribution costs increase significantly due to manufacturing, packaging, and physical distribution requirements

Engineering Contradiction:
Improvemanufacturing easeVSAvoiddistribution cost
Core Design Contradiction:
Ease of manufactureVSLoss of energy

Solution Approach 1:

The patent replaces the mechanical physical distribution system with an electronic digital distribution system. Game components are distributed as digital data over networks rather than physical media, eliminating manufacturing, packaging, and physical logistics while maintaining the ability to deliver game content to players.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The patent enables creation and distribution of digital copies of game components. Instead of physical replicas requiring manufacturing, identical digital copies can be instantly replicated and distributed across networks at minimal cost, eliminating the need for physical production infrastructure.

Inventive Principle:
Principle #26Copying

2Stability of the object's composition

If physical media distribution is used for video games, then game release can follow traditional scheduling, but release schedules become inflexible and cannot accommodate granular or staged releases

Engineering Contradiction:
Improverelease schedule stabilityVSAvoidrelease schedule flexibility
Core Design Contradiction:
Stability of the object's compositionVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic release scheduling where game components can be released in stages, updated independently, and distributed at different times. The system allows granular control over when specific game elements become available, enabling flexible marketing strategies and continuous content updates without requiring complete game releases.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent divides the game into separable components that can be released and distributed independently. This segmentation allows different parts of the game to follow different release schedules, enabling staged rollouts, regional variations, and incremental updates while maintaining overall game integrity.

Inventive Principle:
Principle #1Segmentation

3Ease of operation

If offline game interaction is used, then players can interact socially and economically outside the game context, but such interactions are limited by physical environment and cannot occur within the game itself

Engineering Contradiction:
Improvesocial interaction capabilityVSAvoidinteraction context
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent merges the social and economic interaction layers with the game environment itself. Trading, auctions, and player communications occur directly within the game context rather than requiring separate offline platforms, creating an integrated virtual economy that enhances immersion and engagement.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent introduces a virtual marketplace intermediary system that facilitates player-to-player transactions and communications within the game. This intermediary enables structured economic interactions, auctions, and trades to occur seamlessly within the game environment while maintaining fairness and security.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS8090618B1Online game commerce system
Publication Date: 2012.01.03 MICROSOFT TECHNOLOGY LICENSING LLC
  • US8090618B1 patent drawing
  • US8090618B1 patent drawing
  • US8090618B1 patent drawing

AI summary

An online game commerce system, in one embodiment, provides an architecture for enabling the interactive trade, collection, advertisement, purchase, and sales of video game components through the representation and use of an online marketplace such as an auction, store, trading hub or similar expression within a video game. For example, an online race car game purchased at a retail store comes with five different starter cars, but game players are offered the opportunity through an online store or auction accessible through the game to purchase additional cars for $5 each or a new engine for existing cars for $1.00 each. After the initial release of the game, game publishers may offer new cars and race tracks downloadable online for a price of $5.00 each or a promotional offer of $20 for any combination of five.