Video Game System Using Segmented Virtual Objects for Movement Engagement

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Solution Overview

Problem

Conventional video game systems using positional information of user terminals lack variation in encouraging users to move in real space, leading to decreased user interest.

Innovation Solution

A video game processing system and program that arranges objects in a virtual space corresponding to real space map information, specifies objects based on user terminal positional conditions, and updates user information based on object attributes, enhancing user engagement by creating varied motivations for movement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If conventional systems use single-type objects in virtual space, then system complexity is reduced, but user interest and engagement deteriorate due to lack of variation in movement encouragement

Engineering Contradiction:
Improvevariation in movement encouragementVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system segments objects into multiple types (e.g., food objects, facility objects, entertainment objects), each with distinct attributes. This segmentation allows the system to provide varied movement encouragement mechanisms while managing complexity through modular object design, directly resolving the contradiction between versatility and complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different regions of the virtual space are assigned different object types based on real-world location characteristics. For example, restaurant locations receive food objects while parks receive entertainment objects. This local quality approach enables targeted movement encouragement varied by location, improving adaptability without requiring system-wide complexity.

Inventive Principle:
Principle #3Local quality

2Duration of action of stationary object

If the system encourages users to move in real space through events, then user engagement improves, but user interest deteriorates over time due to lack of variation in encouragement methods

Engineering Contradiction:
Improveuser interest maintenanceVSAvoidvariation in encouragement methods
Core Design Contradiction:
Duration of action of stationary objectVSAdaptability or versatility

Solution Approach 1:

The system dynamically changes object attributes and event types based on user behavior patterns, time of day, and location. For example, food objects may be updated to reflect current meals, and events are adjusted based on user history. This dynamic adaptation maintains user interest over extended periods while providing varied encouragement methods.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system implements periodic updates to object attributes and event configurations to maintain user interest. Objects are refreshed at regular intervals with new attributes or events, creating a rhythm of engagement that sustains long-term user participation while varying the encouragement methods periodically.

Inventive Principle:
Principle #19Periodic action

3Measurement precision

If the system uses detailed positional information for object specification, then event generation accuracy improves, but user privacy concerns increase

Engineering Contradiction:
Improvepositional condition specification accuracyVSAvoiduser privacy risk
Core Design Contradiction:
Measurement precisionVSObject-affected harmful factors

Solution Approach 1:

The system applies different levels of positional precision to different object types and contexts. High-precision positioning is used only when necessary for specific event types, while coarser positioning suffices for general object interaction. This localized precision approach maintains event generation accuracy where needed while minimizing privacy exposure overall.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system uses partial positional information (e.g., general area or zone) rather than complete precise coordinates for most object interactions, reserving full precision for specific cases. This partial action approach provides sufficient event generation capability while reducing privacy risks by not unnecessarily collecting or processing excessive positional data.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS11654360B2Non-transitory computer-readable medium and video game processing system
Publication Date: 2023.05.23 SQUARE ENIX HLDG CO LTD
  • US11654360B2 patent drawing
  • US11654360B2 patent drawing
  • US11654360B2 patent drawing

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 using a virtual space corresponding to map information of a real space and positional information of a user terminal of a user is provided. The functions include: an arranging function configured to arrange objects in the virtual space, at least one attribute of a plurality of attributes being associated with each of the objects; a specifying function configured to specify an object that satisfies a predetermined positional condition with respect to the positional information of the user terminal; and an updating function configured to update information regarding the user based on an attribute of the specified object.