Toy-Enabled Video Game System with Size-Based Character Attributes

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Video games lack a physical component that allows players to interact with representative objects, resulting in a two-dimensional experience that separates the game play world from the real world, limiting player engagement.

Innovation Solution

A video game system that includes a plurality of physical objects of varying sizes, each with unique characteristics and abilities, communicating with a gaming device to create virtual representations that interact within the game, where the size of the toy determines the attributes and abilities of the virtual character.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If physical objects of varying sizes are integrated into the video game system, then player engagement and immersion are improved, but device complexity increases

Engineering Contradiction:
Improveplayer engagementVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The gaming device is designed to universally communicate with multiple physical objects of varying sizes through a standardized interface system. Each physical object contains a unique identifier and communication module that enables the gaming device to recognize and interact with objects regardless of their size, thereby improving player engagement without proportionally increasing system complexity through standardized protocols.

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

Solution Approach 2:

The system dynamically adjusts game parameters based on the detected size of the physical object. The gaming device receives size information from the physical object and modifies character attributes, abilities, and game mechanics accordingly. This parameter adaptation allows the system to handle varying object sizes through software configuration rather than hardware complexity.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If different sized physical objects are used to represent characters with different abilities, then the separation between game world and real world is blurred, but manufacturing precision requirements increase

Engineering Contradiction:
ImproveimmersionVSAvoidsize indication accuracy
Core Design Contradiction:
Adaptability or versatilityVSManufacturing precision

Solution Approach 1:

The physical objects serve as simplified copies or representations of game characters, where the key differentiating feature is size rather than perfect dimensional accuracy. The gaming device reads size information from identifiers on these simplified objects and translates them into corresponding character abilities in the virtual world, eliminating the need for high manufacturing precision while maintaining immersion.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The system replaces direct mechanical measurement and comparison of physical object sizes with an electronic identification system. The physical objects contain embedded identifiers that communicate size information to the gaming device, substituting the need for precise mechanical manufacturing and measurement with electronic data transmission and processing.

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

Data Source

PatentUS9937417B2Interactive video game with different sized toys having different abilities within the video game
Publication Date: 2018.04.10 ACTIVISION PUBLISHING INC
  • US9937417B2 patent drawing
  • US9937417B2 patent drawing
  • US9937417B2 patent drawing

AI summary

A video game includes a peripheral device that senses the presence and identity of toys near or on the peripheral. Each of the toys includes an identification device such as an RFID tag. Each of the toys is also associated with a corresponding game character or object. The peripheral device provides lighting effects based on characteristics of the game character or aspects of the game play sequence thereby enhancing the user's gameplay experience.