Virtual City Disease Events With Early Warning Task Feedback

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Solution Overview

Problem

Simulation business games lack realistic medical treatment processes, leading to simplified gameplay and reduced player interaction and engagement.

Innovation Solution

Implement a method to simulate medical processes in virtual cities by introducing target diseases with trigger probabilities and intervals, displaying crisis early warning tasks, and reducing disease transmission rates upon task completion.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If pure hanging playing modes are used for medical treatment in simulation business games, then the game operation is simplified and easy to run, but the player interaction and engagement are reduced

Engineering Contradiction:
Improvegame operation simplicityVSAvoidplayer interaction and engagement
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent transforms the static pure hanging playing mode into a dynamic interaction mode where players can actively manage diseases. The system dynamically adjusts disease transmission rates based on player actions (building hospitals, issuing policies), creating a responsive gameplay experience that balances simplicity with engagement.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent implements feedback mechanisms where player actions (building hospitals, issuing policies) directly impact disease transmission rates. The system provides visual feedback through crisis early warning tasks and disease spread visualization, allowing players to see the consequences of their management decisions and adjust strategies accordingly.

Inventive Principle:
Principle #23Feedback

2Device complexity

If medical treatment processes are simplified in simulation business games, then the game development complexity is reduced, but the game realism is compromised

Engineering Contradiction:
Improvegame development complexityVSAvoidgame realism
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The patent uses parameter changes to simulate complex medical processes. Instead of implementing detailed medical procedures, the system adjusts disease transmission rate parameters based on player actions (hospital density, policy implementation). This approach maintains realism through parameter-driven simulation while keeping development complexity manageable.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent introduces intermediary elements (hospitals, policies) that mediate between player actions and disease transmission outcomes. These intermediaries simplify the simulation by acting as intermediate variables that represent complex medical infrastructure and public health measures without requiring detailed medical process implementation.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If crisis early warning tasks are displayed to players, then player engagement is improved, but the information processing load on the terminal device increases

Engineering Contradiction:
Improveplayer engagementVSAvoidterminal device energy consumption
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The patent extracts and displays only the most critical information (crisis early warning tasks, disease spread status) to players, rather than presenting all available data. This selective information extraction reduces the processing load on terminal devices while maintaining player engagement through focused, actionable alerts.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent implements partial information display by showing only relevant crisis warnings and disease statistics rather than complete disease database information. This partial action approach reduces energy consumption by processing and displaying only essential information while still providing sufficient engagement for effective disease management.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS12478885B2Method for processing game information, electronic device, and non-transitory computer-readable storage medium
Publication Date: 2025.11.25 NETEASE (HANGZHOU) NETWORK CO LTD
  • US12478885B2 patent drawing
  • US12478885B2 patent drawing
  • US12478885B2 patent drawing

AI summary

A method for processing game information, including: obtaining a target disease in a game of a virtual city, where the target disease comprises at least one disease in a disease database; determining a current transmission target disease in the virtual city according to a trigger probability and a trigger interval of the target disease, where the current transmission target disease is set to transmit in the virtual city at a preset rate; displaying a crisis early warning task corresponding to the current transmission target disease on the graphical user interface, where the crisis early warning task includes a disease name of the current transmission target disease and corresponding task information; and reducing, in response to completing the task information, the preset rate of transmission of the current transmission target disease in the virtual city.