Virtual Matchmaking Space With Integrated Game Spectating

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Solution Overview

Problem

Existing match-making systems for battle games in virtual spaces lack efficient mechanisms for managing multiple users and providing spectating functionalities, especially in high-demand scenarios, leading to inefficiencies and limited user engagement.

Innovation Solution

A match-making system that includes a server managing multiple virtual spaces (entrance, normal, and special battle rooms) with user avatars, enabling seamless transitions and spectating features through monitor objects, and utilizing camera and microphone functions for interactive gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a match-making system provides spectating functionality for battle games in a virtual space, then user engagement is enhanced, but system complexity increases

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

Solution Approach 1:

The virtual space is designed to serve multiple functions: it acts as both a match-making environment for players and a spectating venue for observers. The same virtual chamber accommodates both players and spectators, eliminating the need for separate systems and reducing overall complexity while enhancing versatility.

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

Solution Approach 2:

The system introduces an intermediary mechanism that automatically manages the transition between match-making mode and spectating mode. When a battle game is detected, the system automatically redirects players to spectating chambers, handling the complexity of mode switching transparently without requiring manual intervention.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Quantity of substance

If the system manages multiple users in virtual spaces simultaneously, then user capacity increases, but management efficiency decreases

Engineering Contradiction:
Improveuser capacityVSAvoidmanagement efficiency
Core Design Contradiction:
Quantity of substanceVSProductivity

Solution Approach 1:

The virtual space is segmented into different types of chambers (match-making chambers and spectating chambers) with distinct functions. This segmentation allows the system to manage users more efficiently by routing them to appropriate chambers based on their role, preventing congestion and improving overall management efficiency while maintaining high user capacity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system implements automatic user routing and chamber assignment based on detected battle games. Users are automatically directed to appropriate virtual spaces without manual administration, enabling the system to handle large numbers of users simultaneously while maintaining high management efficiency through automated processes.

Inventive Principle:
Principle #25Self-service

3Ease of operation

If the system provides seamless transitions between virtual spaces, then user experience improves, but processing time increases

Engineering Contradiction:
Improveuser experienceVSAvoidprocessing time
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The system prepares spectating chambers in advance and pre-configures transition pathways between virtual spaces. When a battle game starts, the transition to spectating mode can begin immediately without waiting for chamber preparation, reducing processing time while maintaining seamless user experience through pre-positioned resources.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20250352913A1Information processing device, computer-readable storage medium, and match-making system
Publication Date: 2025.11.20 BANDAI CO LTD
  • US20250352913A1 patent drawing
  • US20250352913A1 patent drawing
  • US20250352913A1 patent drawing

AI summary

An information processing device executes: a display control process of displaying a virtual space in which virtual characters associated with users are movably placed and in which a match-making for a game in which a plurality of users participate is possible; and a control process of, subject to an establishment of a match-making in the virtual space, triggering execution of the game, wherein a virtual monitor is placed in the virtual space; and in the display control process, a video regarding the game is displayed through the virtual monitor.