Server System Item Distribution for Game Communication

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Solution Overview

Problem

In online games, users are reluctant to give items when they possess only one of each type, hindering communication and item exchange between players.

Innovation Solution

A server system manages item transfers by allowing users to select giving items, register friend users, and transfer items based on item transfer requests, ensuring item diversity and promoting communication by encouraging item exchange.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If random item selection is used for giving items, then item distribution simplicity is improved, but user communication motivation deteriorates because users possess only one item of each type

Engineering Contradiction:
Improveitem distribution simplicityVSAvoiduser communication motivation
Core Design Contradiction:
Ease of manufactureVSProductivity

Solution Approach 1:

The patent applies local quality by differentiating item selection based on user characteristics. Instead of uniform random selection, the system selects giving items differently for each user based on their item possession patterns, ensuring users with single items receive items they can meaningfully exchange, thereby maintaining communication motivation while simplifying distribution.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system performs preliminary analysis of user item possessions before random selection. By pre-evaluating what items each user holds and selecting giving items accordingly, the system ensures that users receive items suitable for exchange, preventing the scenario where users possess only one item of each type and thus maintaining their motivation to communicate and trade.

Inventive Principle:
Principle #10Preliminary action

2Quantity of substance

If users possess only one item of each type, then item collection completeness is improved, but willingness to give items deteriorates

Engineering Contradiction:
Improveitem collection completenessVSAvoidwillingness to give items
Core Design Contradiction:
Quantity of substanceVSEase of operation

Solution Approach 1:

The patent changes the parameter of item selection from purely random to conditional random based on user possession parameters. The system adjusts the selection process to account for what items users already hold, ensuring that users receive giving items that complement their collections and create exchange opportunities, thereby maintaining willingness to give while preserving collection completeness.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If item transfer function is added to promote communication, then user interaction is improved, but system complexity increases

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

Solution Approach 1:

The patent implements universality by designing the item transfer function to serve multiple purposes: it facilitates user communication, enables item exchange, and maintains collection completeness. This multi-functional approach promotes user interaction without requiring separate complex systems, as the same mechanism handles various social and economic functions within the game.

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

Data Source

PatentUS8821288B2Method of determining gifts of each friend user
Publication Date: 2014.09.02 BANDAI NAMCO ENTERTAINMENT INC
  • US8821288B2 patent drawing
  • US8821288B2 patent drawing
  • US8821288B2 patent drawing

AI summary

A preferential winning item that has a high selection probability is set to each user from candidate items 14a to 14e of an event. The preferential winning item is set so that the type of the preferential winning item differs between a reference user 2a and friend users 2b to 2e of the reference user 2a. The type of item that is given to each user as a result of playing an event thus differs between each user. Each user can easily acquire a plurality of preferential winning items, but cannot easily acquire a non-preferential winning item. This urges each user to give an item to another user as a present.