Virtual Gaming System Using Archive Video Clips

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Solution Overview

Problem

Existing interactive sports-based game systems provide limited and repetitive virtual sports experiences, primarily focusing on user skill and knowledge within a narrow frame of reference, lacking depth and excitement.

Innovation Solution

A gaming system that utilizes a processor linked to a video database of archive sports events, allowing users to engage in interactive and dynamic virtual sports experiences by selecting teams or players and predicting outcomes based on randomly chosen video clips from extensive archives of real sports events, offering varied challenges and the option to play solo or against others.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a console or terminal is linked to a database that provides images of a football match with the ball removed, then the user can test their observation skill in a simple game, but the user's skill and knowledge is tested only within a very limited frame of reference

Engineering Contradiction:
Improvesimplicity of game mechanismVSAvoidframe of reference for skill testing
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system uses a single database infrastructure to support multiple sports types (football, tennis, basketball, etc.) and multiple game modes (spot the ball, predict score, choose winning team), allowing the same console terminal to test user skills across diverse sports contexts rather than being limited to one sport or game type

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

Solution Approach 2:

The system dynamically selects and presents different sports events and challenge types from the database, varying the frame of reference with each game session. The processor can randomly select from multiple sports, different match scenarios, and various challenge formats, making the testing framework adaptable and diverse rather than static and limited

Inventive Principle:
Principle #15Dynamics

2Device complexity

If the system uses a fixed set of virtual images for sports games, then the game mechanism remains simple, but the gaming experience becomes repetitive and lacks depth

Engineering Contradiction:
Improvesimplicity of system structureVSAvoidvariety of gaming experience
Core Design Contradiction:
Device complexityVSProductivity

Solution Approach 1:

The system pre-populates a comprehensive database with extensive archive video clips from multiple real sports events across different sports. This preliminary action ensures that when the game is played, there is already a rich variety of content available, preventing repetition without requiring complex real-time generation or external content acquisition during gameplay

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system uses real archive video footage from actual sports events as the basis for game content, copying authentic sports moments into the gaming environment. This provides genuine sports experiences with real teams, players, and match scenarios rather than relying on simplified virtual representations, thereby enhancing authenticity and variety

Inventive Principle:
Principle #26Copying

3Adaptability or versatility

If the system uses archive video clips from multiple real sports events, then the user experience becomes more profound and engaging, but the system requires a database and processor configuration that is more complex than simple console games

Engineering Contradiction:
Improvediversity of sports and scenariosVSAvoiddatabase and processor requirements
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The processor acts as an intermediary that manages the complexity of the video database, selecting and presenting appropriate video clips based on game requirements. The database serves as a mediator storing organized video content with metadata, allowing the system to access diverse sports content without requiring the entire database structure to be visible or manageable by the user, thus hiding complexity while delivering versatility

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS10898814B2Virtual gaming system and method
Publication Date: 2021.01.26 HIGHLIGHT GAMES LIMTED
  • US10898814B2 patent drawing
  • US10898814B2 patent drawing
  • US10898814B2 patent drawing

AI summary

A virtual interactive archive video sports game configured to generate a virtual gaming match between two opponents is disclosed. The system includes a user input, a video clip database, a challenges database, a display and a processor. The user input is configured to receive at least one opponent selection input and at least one challenge selection input. The video clip database is configured with a plurality of video clips between the two opponents. The challenges database is configured with a plurality of challenges relating to the video clips in the video clip database. The display is configured to present the video clips, challenges and results data to the user. The processor is configured with a virtual match selection engine configured to randomly select more than one video clip between the two opponents, a challenge selection engine configured to randomly select at least one challenge from the challenge database and receive at least one challenge selection input and a results engine configured to generate results data based on whether or not the challenges are met by the randomly selected video clip, between the two opponents.