Real-Time Clock Module for Stochastic Tiered Award Distribution

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Solution Overview

Problem

Conventional online gaming systems fail to effectively incentivize continuous play by not rewarding users based on real-time completion of tasks, as they typically use game-based time or random award distribution, lacking a mechanism to account for real-world time spent on tasks.

Innovation Solution

A system that provides stochastic, tiered awards in an online game by starting a real-world time clock at the completion of each task, allowing awards to be determined based on the actual time taken to complete subsequent tasks, with a plurality of potential awards that can be randomly or criterion-based selected and distributed to users.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If conventional systems use game-based time or random award distribution, then implementation is simple, but user engagement and incentive effectiveness deteriorate

Engineering Contradiction:
Improveaward distribution simplicityVSAvoiduser engagement
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The system changes the parameter basis for award distribution from game-based time or random selection to real-world time measurement. A clock module measures actual elapsed time between task completions, and this real-time parameter directly influences award selection from tiered levels, creating meaningful incentives for continuous play while maintaining systematic implementation

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The system implements feedback by measuring real-world time between task completions and using this measurement to determine award tiers. The feedback loop connects user action (task completion timing) directly to reward magnitude, where faster completion or continuous play without idle time results in higher award levels, effectively incentivizing engagement

Inventive Principle:
Principle #23Feedback

2Ease of manufacture

If awards are distributed based on total time spent in game, then implementation is straightforward, but incentive for continuous play deteriorates

Engineering Contradiction:
Improveaward system implementationVSAvoidcontinuous play incentive
Core Design Contradiction:
Ease of manufactureVSProductivity

Solution Approach 1:

The system segments the total game time into discrete intervals between task completions. Rather than treating all time equally, it divides time into measurable segments from one task finish to the next, allowing differentiation between active play time and idle time. This segmentation enables the clock module to track only productive intervals, incentivizing continuous engagement without complex implementation

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The award system becomes dynamic by adjusting award tiers based on real-time measurements of elapsed time between tasks. The system adapts award levels according to actual player behavior patterns, where maintaining continuous play without excessive idle time triggers progression through award tiers, creating adaptive incentives rather than static reward structures

Inventive Principle:
Principle #15Dynamics

3Productivity

If real-world time clock is started at completion of previous task, then incentive for continuous play is improved, but system complexity increases

Engineering Contradiction:
Improvecontinuous play incentiveVSAvoidtime tracking system
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system introduces a clock module as an intermediary component that specifically measures real-world time between task completions. This dedicated time-tracking intermediary handles the complexity of real-time measurement, isolating it from the rest of the award distribution system. The clock module serves as a specialized mediator that converts complex time-tracking requirements into simple elapsed time data for award determination

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The clock module serves multiple functions: it tracks real-world time, determines elapsed intervals between tasks, and provides data for tiered award selection. By making this time-tracking component universal and multi-functional, the system avoids creating separate complex subsystems for each function, reducing overall system complexity while maintaining the incentive structure for continuous play

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

4Ease of manufacture

If tiered awards are randomly selected from potential awards, then implementation is simple, but award value optimization deteriorates

Engineering Contradiction:
Improveaward selection processVSAvoidaward value
Core Design Contradiction:
Ease of manufactureVSProductivity

Solution Approach 1:

The system changes the selection parameter from purely random choice to a hybrid model where real-world time measurement determines the award tier level. The clock module's time measurement becomes a key parameter that selects which tier of awards is available, while random selection may still operate within that tier. This parameter change optimizes award value by linking it to measurable player engagement without completely eliminating randomness

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS10166479B1System and method for the provision of time-based awards in an online game
Publication Date: 2019.01.01 ELECTRONIC ARTS INC
  • US10166479B1 patent drawing
  • US10166479B1 patent drawing
  • US10166479B1 patent drawing

AI summary

A system and method are disclosed for providing stochastic, tiered awards in an online game based on a user's real-time completion of a task in the online game, where a time clock for the task begins running (in real-time) at the completion of a user's immediately previous task. The game may include a plurality of tasks, where a second task may be made performable in response to a user completing a first task. An award may be distributed to a user based on an amount of real world time taken by the user to complete the second task. A plurality of awards may be available for provision to a user. The plurality of potential awards may include various levels of potential awards.