Position-Based Event Accumulation for Safer Location Gaming

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Solution Overview

Problem

Conventional position information games risk player distraction and safety due to preoccupation with the game screen while reflecting real-world movement, potentially leading to dangerous situations.

Innovation Solution

An information processing device that acquires and processes player position information to select and accumulate game content based on frequency and conditions, allowing safe gameplay by executing events regardless of player movement, with content selection and accumulation strategies to maintain interest.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the player's movement or position is reflected in the game world, then the game becomes more engaging and interactive, but the player may become preoccupied with the game screen while moving, creating safety risks

Engineering Contradiction:
Improvegame engagementVSAvoidsafety risk
Core Design Contradiction:
Adaptability or versatilityVSObject-affected harmful factors

Solution Approach 1:

The system accumulates content in advance during player movement without requiring active engagement. Content is collected automatically based on position information, and the player can later engage with accumulated content at their convenience, separating the movement phase from the engagement phase to eliminate safety risks while maintaining game interest

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The game system automatically accumulates content based on player position and movement without requiring continuous player input or screen attention. The accumulation occurs autonomously, and players can engage with content at their own pace, making the system self-sufficient during movement while preserving player agency during engagement

Inventive Principle:
Principle #25Self-service

2Object-affected harmful factors

If the player must be stationary to execute events, then safety is improved, but the player may lose interest due to limited mobility

Engineering Contradiction:
ImprovesafetyVSAvoidplayer mobility
Core Design Contradiction:
Object-affected harmful factorsVSAdaptability or versatility

Solution Approach 1:

Content accumulation occurs during player movement in advance, storing multiple content items. When the player stops to engage, they can select from pre-accumulated content, allowing mobility during accumulation phase and safety during execution phase without compromising overall player freedom

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system dynamically adapts between two modes: during movement, content is automatically accumulated without execution requirements; during stationary periods, players can freely select and execute events. This dynamic switching allows both mobility and safety to coexist across different gameplay phases

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If multiple types of content are accumulated, then player interest is maintained, but the system complexity increases

Engineering Contradiction:
Improvecontent varietyVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system manages content variety by changing the parameter of content selection based on player state. During movement, content is selected automatically based on position and movement data. During engagement, the selection parameters shift to allow player choice from accumulated content. This parameter change approach maintains variety without requiring complex real-time management systems

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS12409388B2Instructions and information processing device for gaming
Publication Date: 2025.09.09 SEGA CORP
  • US12409388B2 patent drawing
  • US12409388B2 patent drawing
  • US12409388B2 patent drawing

AI summary

An information processing device includes: a control device that: acquires position information about a player in a real world; determines whether a specific condition has been satisfied based on the position information; selects one or more events from types of the events in response to determining that the specific condition has been satisfied; accumulates the selected events in accumulation information associated with the player; and executes the accumulated events at a player's request. In response to execution of the accumulated events, the control device gives the player a reward related to the executed events, each of the accumulated events is associated with a time period of possible accumulation, and the control device deletes any event for which the time period of possible accumulation has elapsed, from the accumulation information.