Reward Token Processing with Game-Linked Discount and Save Tokens

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Solution Overview

Problem

Existing systems for providing reward tokens to consumers fail to stimulate quick and repeated product purchases, as consumers rarely engage in immediate re-purchase activities after receiving tokens, and there is no mechanism to balance token issuance based on game outcomes.

Innovation Solution

A system that issues challenge tokens for price discount games, providing additional save tokens if the consumer fails, with token issuance costs varying based on game results, allowing consumers to purchase products using challenge or save tokens, and managing token issuance and usage to promote sales.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If challenge tokens are provided to consumers for price discount games, then consumer motivation to purchase products increases, but token issuance costs increase for sellers

Engineering Contradiction:
Improveproduct sales activityVSAvoidtoken issuance cost
Core Design Contradiction:
ProductivityVSQuantity of substance

Solution Approach 1:

The system dynamically adjusts token issuance costs based on game outcomes. When consumers win games, they receive discount benefits without additional token issuance. When consumers lose games, save tokens are issued only for failed challenges, making the token issuance cost dynamic rather than fixed, thereby reducing overall costs while maintaining sales motivation.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the parameter of token value and issuance based on game results. Challenge tokens have different implications depending on whether the consumer wins or loses the game. This parameter change allows the system to optimize the balance between consumer motivation and seller cost by adjusting token-related parameters according to actual game outcomes.

Inventive Principle:
Principle #35Parameter changes

2Ease of operation

If save tokens are issued to consumers who fail games, then consumers are motivated to purchase products, but token management complexity increases

Engineering Contradiction:
Improveconsumer purchase motivationVSAvoidtoken management system
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system segments tokens into different types: challenge tokens for game participation and save tokens for failed challenges. This segmentation allows for differentiated management of tokens based on their purpose and status, simplifying the overall management complexity by treating different token types according to their specific functions rather than using a unified complex system.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The server acts as an intermediary that automatically manages token issuance, tracking, and redemption. By introducing this intermediary component, the system handles the complexity of token management centrally, reducing the burden on both consumers and sellers while maintaining accurate tracking of challenge tokens and save tokens throughout the process.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Quantity of substance

If token issuance costs are shared by sellers based on game outcomes, then seller financial burden is reduced, but calculation processing complexity increases

Engineering Contradiction:
Improveseller financial burdenVSAvoidcost calculation system
Core Design Contradiction:
Quantity of substanceVSDevice complexity

Solution Approach 1:

The system implements feedback mechanisms where game outcomes directly influence token issuance costs borne by sellers. The server automatically receives feedback from game results and adjusts the cost allocation accordingly, creating a closed-loop system that reduces manual calculation complexity while ensuring sellers only bear costs for actual failed challenges that result in save token issuance.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system enables automatic self-service calculation and allocation of token issuance costs through server-based processing. Rather than requiring manual intervention from sellers to calculate and distribute costs, the system automatically handles the calculation based on game outcomes, reducing both financial burden on sellers and the complexity of cost management through automated self-service processing.

Inventive Principle:
Principle #25Self-service

Data Source

PatentEP4712002A1Game win/loss-linked reward token processing system for buyers
Publication Date: 2026.03.18 NAM INC
  • EP4712002A1 patent drawingFigure 1
  • EP4712002A1 patent drawingFigure 2
  • EP4712002A1 patent drawingFigure 3

AI summary

The present invention provides a system for processing a reward token in conjunction with win/loss of a game for buyers, in which a challenge token that allows consumers to participate in a game capable of receiving a discount on a product price is provided by a seller to a consumer who has purchased a product, and the consumer may play a game for the discount on a challenge product of the seller who is a target of a new product purchase with the challenge token to receive the discount on the product price upon success, whereas if the consumer fails to receive the price discount as a result of participating in the game, an additional save token as much as the amount of all or a predetermined ratio of a challenge face token value is paid to the consumer so as to use it only for purchasing the product, and token issuance costs shared by the seller vary depending on the win/loss of the game played by the consumer.