Virtual Object Transfer for Location-Based Game Event Participation

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Solution Overview

Problem

Players in location-based games often face the constraint of needing to stay near a game event, which can be impractical due to time constraints or crowding, limiting their ability to participate in nearby events.

Innovation Solution

A non-transitory computer-readable recording medium and information processing device that allow players to move a virtual object to different locations based on real-world location information, enabling participation in game events without physical proximity, through acquiring and switching location information, and managing object movements and rewards.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a player stays near a game event location in real world, then the player can participate in the game event, but the player loses flexibility in movement and must remain constrained to a specific location

Engineering Contradiction:
ImprovePlayer participation in game eventsVSAvoidPlayer location flexibility
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent introduces a virtual object as an intermediary between the player and the game event. The virtual object can be transferred to another player who is located near the game event, allowing the original player to participate in the event remotely through the intermediary virtual object, thus resolving the contradiction between participation and location flexibility

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent creates a virtual representation (virtual object) that copies or represents the player's presence in the game world. This virtual object can be moved and transferred independently from the player's physical location, allowing the player to participate in events without being physically present, thus maintaining both participation capability and location flexibility

Inventive Principle:
Principle #26Copying

2Productivity

If a player moves to follow a game event, then the player can participate in the event, but time is lost due to travel and the player may be forced to leave due to crowding

Engineering Contradiction:
ImproveGame event participation efficiencyVSAvoidTravel time and waiting time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

By using a transferable virtual object as an intermediary, the player can participate in game events without physically traveling to the event location. The virtual object carries the player's participation rights to the event location, eliminating travel time and allowing immediate participation regardless of crowding conditions

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent introduces a virtual dimension where the player's presence can be transferred independently from physical space. In this virtual dimension, the player can be present at multiple event locations simultaneously through the virtual object, eliminating the time loss associated with physical movement between locations

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentUS20250010177A1Recording medium and information processing device
Publication Date: 2025.01.09 SEGA CORP
  • US20250010177A1 patent drawing
  • US20250010177A1 patent drawing
  • US20250010177A1 patent drawing

AI summary

A non-transitory computer readable recording medium stores instructions that cause a computer to execute: acquiring first location information of a player in a real world; moving an object in a virtual world to a location corresponding to the first location information; storing, in a memory, second location information of the player or of the object in response to an operation; switching the location from the location corresponding to the first location information to a location based on the second location information; after the switching, receiving an operation to select a game event from among game events occurring around the location of the first object that has been switched, and conducting the game event selected by the operation; and upon detecting that a specific condition has been satisfied, releasing the location switched and returning it to the location corresponding to the first location information.