Simulated DJ Video Game for Portable Devices

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Solution Overview

Problem

Portable electronic devices like mobile phones and portable music players face challenges in video game development due to limited memory, processing power, small display sizes, and lack of traditional user input devices, as well as limited or no network capabilities, which hinder game development and content distribution.

Innovation Solution

A method for playing video games on these devices that includes a simulated disc jockey experience, using a video game client with display output and user input devices to animate game characters based on song attributes and player input, allowing for the creation and sharing of music compositions, even on non-network-enabled devices through alphanumeric encoding.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If video games are developed for portable electronic devices, then the device becomes a powerful gaming platform, but the limited memory and processing power constrain game complexity and quality

Engineering Contradiction:
Improvegaming platform capabilityVSAvoidmemory capacity
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The game content is divided into separate audio files and song components that can be independently selected and combined. This allows the game to use a large variety of musical content without requiring all files to be loaded into memory simultaneously, resolving the contradiction between platform versatility and memory constraints

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a temporal dimension to content delivery by allowing songs to be downloaded or transferred over time through network connections or physical media. This enables the game to access more content than can fit in available memory by progressively adding content as needed

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Use of energy by moving object

If display screen size is limited to reduce power consumption and device size, then the device remains portable and efficient, but the visual presentation quality for video games deteriorates

Engineering Contradiction:
Improvepower consumptionVSAvoiddisplay screen area
Core Design Contradiction:
Use of energy by moving objectVSArea of stationary object

Solution Approach 1:

The game optimizes visual elements for the specific display dimensions of portable devices. Graphics and interface elements are designed with local quality appropriate for smaller screens, concentrating visual impact in key areas rather than attempting to replicate large-screen experiences across the entire display area

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The game dynamically adjusts visual presentation based on the portable device's display characteristics. Animation frames, resolution, and graphical details are adapted in real-time to match the screen size and processing capabilities, maintaining visual quality while minimizing power consumption

Inventive Principle:
Principle #15Dynamics

3Device complexity

If traditional user input devices like joysticks or game pads are not included in portable devices, then the device design remains simple and portable, but the ease of operation for video games is reduced

Engineering Contradiction:
Improvedevice structureVSAvoidgame control capability
Core Design Contradiction:
Device complexityVSEase of operation

Solution Approach 1:

The patent makes the existing portable device interface elements serve multiple functions. The touchscreen, keyboard, or other standard portable device inputs are programmed to recognize and respond to game-specific control patterns, allowing a single interface to handle both general device operations and complex game controls without adding separate gaming hardware

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

Solution Approach 2:

Physical mechanical controls like joysticks are replaced with software-based control schemes that utilize the portable device's existing input mechanisms. The game software translates touchscreen gestures, keyboard strokes, or other digital inputs into game actions, substituting mechanical control systems with flexible software-based alternatives

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

4Device complexity

If network capability is limited or absent in portable devices, then the device maintains simplicity and portability, but the ability to disperse and share game content between players is inhibited

Engineering Contradiction:
Improvenetwork infrastructureVSAvoidcontent sharing capability
Core Design Contradiction:
Device complexityVSLoss of information

Solution Approach 1:

The patent introduces intermediary methods for content transfer that do not require continuous network connectivity. Content can be transferred through intermediate storage media such as removable memory cards, Bluetooth connections, or by exchanging data through text messages, allowing players to share game content even when direct network communication is unavailable

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

Game content is pre-loaded or pre-synchronized to portable devices before network connectivity is needed. Players can download or receive game updates during periods when network access is available, storing content locally so that gameplay and content sharing can continue offline, preventing loss of access to game content

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS8162753B2Video game providing simulated disc jockey experience
Publication Date: 2012.04.24 ELECTRONIC ARTS INC
  • US8162753B2 patent drawing
  • US8162753B2 patent drawing
  • US8162753B2 patent drawing

AI summary

Embodiments of the present invention include methods for providing a simulated disc jockey experience in a video game. Embodiments are provided for playing video games on portable electronic devices such as mobile phones and/or portable music players and on conventional video game clients, such as video game consoles, personal computers, and/or handheld video game devices.