Server Game Content Borrowing for Multi-Player Engagement

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Solution Overview

Problem

Existing game systems lack motivation for users to engage in multi-player modes, as they do not provide sufficient incentives for users to participate in collaborative gameplay with other users.

Innovation Solution

A program and server apparatus that allow users to select and borrow game content from each other, enabling a shared game experience where users can play together using a combination of their own and borrowed game content, such as characters and items, to enhance engagement and balance gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If users are restricted to using only their own game content, then user data security and ownership control are maintained, but user motivation for multi-player participation decreases

Engineering Contradiction:
Improveaccess to game contentVSAvoiduser data security
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The server acts as an intermediary that manages the borrowing and lending of game content between users. The server verifies user identities, tracks borrowed content, and ensures proper attribution, thereby enabling cross-user content access while maintaining data security and ownership control through centralized management.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system creates virtual copies or references of game content (such as character data, item data, or level data) that can be temporarily associated with different user accounts. Instead of transferring actual ownership or original data files, the system manages references and permissions, allowing users to access content from other users without compromising the original data's security and integrity.

Inventive Principle:
Principle #26Copying

2Adaptability or versatility

If users can only play with their own game content, then user data management is simplified, but gameplay balance and user engagement in multi-player modes deteriorate

Engineering Contradiction:
Improvegame content availabilityVSAvoiddata management complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The server implements a universal data management system that handles multiple functions: storing user-owned content, managing borrowed content assignments, tracking usage permissions, and coordinating multi-player sessions. This centralized multi-functional approach enables flexible content sharing while consolidating complexity in the server rather than requiring complex client-side or distributed management.

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

3Productivity

If users are motivated to play multi-player modes, then user engagement and communication increase, but the system complexity for managing shared game content increases

Engineering Contradiction:
Improveuser engagementVSAvoidsystem complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system enables users to autonomously manage their game content by allowing them to designate which content can be borrowed and by whom. Users can control their own data sharing preferences and permissions, reducing the need for complex centralized authorization systems while still enabling multi-player engagement through user-initiated content sharing.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS11691074B2Program, server apparatus, and game system
Publication Date: 2023.07.04 GREE HOLDINGS INC
  • US11691074B2 patent drawing
  • US11691074B2 patent drawing
  • US11691074B2 patent drawing

AI summary

A server apparatus, which may be configured to execute a step of storing one or more first game content associated with a plurality of users, a step of selecting two or more users from among the plurality of users, an establishment step of establishing association between each user and a second game content, and a step of executing a first game part on the basis of the second game content of which association with each user may be established and a user operation on the terminal device used by each user. The second game content associated with the first user among the two or more users may be selected from among one or more first game content associated with the first user and one or more first game content associated with the second user among the two or more users.