Video Game Processing System for Immobile User Engagement
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Solution Overview
Problem
Conventional video game systems that utilize positional information of user terminals often fail to engage users who cannot move in the real space, leading to a loss of interest in the game.
Innovation Solution
A video game processing system and program that specify and display virtual spaces based on real-space map information and user terminal positions, allowing users to interact with objects and generate events within these spaces, even when the user cannot move in the real space, by registering and associating objects with users and specifying secondary virtual spaces related to selected objects.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the video game system uses positional information of user terminal to generate events based on real space location, then the game can provide location-based experiences, but users who cannot move in real space cannot enjoy the events and lose interest
Solution Approach 1:
The patent introduces a virtual space dimension that is independent of real-world physical movement. Users can navigate and interact in the virtual map space through input operations (touch, click, etc.) without needing to move their physical bodies. This dimensional separation allows immobile users to fully engage with location-based events by selecting objects and moving their virtual character on the displayed map, thus resolving the contradiction between location-based gameplay and user accessibility.
2Measurement precision
If the system requires users to be at specific real space locations to trigger events, then location accuracy is improved, but user freedom of interaction is reduced
Solution Approach 1:
The patent segments the interaction process into two independent parts: (1) using positional information to determine the user's current location in the virtual map, and (2) allowing the user to freely select and interact with objects at that location through input operations. This segmentation decouples the precision location tracking from the interaction mechanism, enabling users to freely engage with events at their current location without being constrained by physical movement requirements.
Solution Approach 2:
The virtual map serves as an intermediary between the user's real-world position and the game events. Instead of directly requiring users to physically move to event locations, the system displays the virtual map with the user's current position and allows them to select objects of interest. This intermediary layer preserves location accuracy while providing users with flexible interaction freedom through the displayed map interface.
Data Source
AI summary
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to control progress of a video game is provided. The functions include: a first specifying function configured to specify at least a part of a virtual space as a first target virtual space; a registering function configured to register the object and the user in a storage unit so as to be associated with each other; a second specifying function configured to specify a second target virtual space as the virtual space in a case where the object associated with the user is selected; and a generating function configured to generate an event corresponding to the object in a case where the object positioned within an area of the first or second target virtual space respectively specified by the first or second specifying function is selected by the user.


