Spectator Engagement System for Battle Games

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Solution Overview

Problem

Existing systems fail to maintain viewer engagement and excitement during stagnant phases of online battle games, as they only provide progress status, which does not effectively inhibit viewers from quitting, affecting both online and on-site audience satisfaction.

Innovation Solution

A contents providing system that acquires player information such as posture, activity, and biological data from multiple players and processes it into 'information-for-spectator' to enhance excitement, allowing real-time visual guidance and live commentary adjustments based on player behavior, thereby maintaining audience engagement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If only progress status is provided to viewers, then the system complexity is low, but viewer excitement and engagement deteriorate during stagnant game phases

Engineering Contradiction:
Improvesystem complexityVSAvoidviewer engagement
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The system segments player information into multiple dimensions including posture data, activity levels, and biological information, processing each separately before combining them into comprehensive spectator information. This segmentation allows the system to maintain lower complexity while providing rich engagement data.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system adds new dimensions to the traditional progress status by incorporating spatial posture information, activity intensity metrics, and biological signals. These additional dimensions provide viewers with novel insights into player states, maintaining engagement without requiring complex system architecture.

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

2Reliability

If player information such as posture, activity, and biological data is acquired and processed, then viewer excitement is enhanced, but the device complexity and information processing requirements increase

Engineering Contradiction:
Improveviewer excitementVSAvoidinformation processing complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system introduces an intermediary processing layer that receives raw player data from multiple sensors, standardizes the information formats, and transforms them into spectator-friendly presentations. This intermediary layer simplifies the overall system architecture while enabling comprehensive player information processing.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system creates simplified copies of player data suitable for spectator consumption, rather than transmitting all raw sensor data. For example, posture information is copied and transformed into descriptive states (e.g., 'crouching', 'standing') rather than raw coordinate data, reducing processing complexity while maintaining excitement.

Inventive Principle:
Principle #26Copying

3Reliability

If real-time player information is provided to spectators, then engagement during stagnant phases is maintained, but information acquisition and processing time increase

Engineering Contradiction:
Improveaudience engagementVSAvoidinformation processing time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system performs preliminary processing of player information by pre-defining posture categories, activity thresholds, and biological information benchmarks. This preliminary structuring allows real-time data to be quickly matched against predefined criteria, reducing processing time while maintaining continuous engagement.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system dynamically adjusts information processing parameters based on game state, intensifying data collection and processing during exciting phases and reducing it during stagnant periods. This adaptive parameter adjustment maintains engagement while optimizing processing time allocation throughout the match.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11241619B2Contents providing system, contents providing method, and contents providing program
Publication Date: 2022.02.08 TOYOTA BOSHOKU KK
  • US11241619B2 patent drawing
  • US11241619B2 patent drawing
  • US11241619B2 patent drawing

AI summary

Provided is a contents providing system capable of inducing excitement of a spectator in a battle game. One embodiment of the present disclosure is a contents providing system including: an acquisition part acquiring, as player information, at least one of a posture, an amount of activity, and biological information from each of multiple players playing a battle game where multiple events occur simultaneously in one game space; and a processing part processing the player information acquired by the acquisition part into information-for-spectator to be provided for the spectator or an organizer of the battle game.