Cross-Platform Game Access Management via VR Thresholds

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Solution Overview

Problem

Online game providers face the challenge of balancing user engagement between virtual reality and non-virtual reality platforms, as users may be hesitant to try virtual reality, leading to reduced gameplay and spending, while virtual reality enhances interaction but can be restrictive and less accessible on-the-go.

Innovation Solution

A system that monitors gameplay across multiple platforms, limiting access to virtual reality platforms when a gameplay threshold is reached, allowing users to continue playing via non-virtual reality platforms until requirements are met, thereby encouraging engagement across both platforms.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If virtual reality platforms are incorporated into online games, then user interaction level is improved, but user accessibility and frequency of play are reduced

Engineering Contradiction:
Improveuser interaction levelVSAvoidplatform accessibility
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system enables a single online game to be played across multiple platform types (virtual reality and non-virtual reality) through a unified game instance. The platform component detects which platform the user is on and appropriately routes gameplay, allowing the game to serve both immersive VR experiences and accessible mobile gameplay without requiring separate game versions.

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

Solution Approach 2:

The platform component acts as an intermediary between the game component and different platform types. It monitors gameplay across platforms and manages access restrictions, serving as a mediator that coordinates between the immersive VR platform and non-VR platforms to balance user engagement across both.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If virtual reality gameplay is made available, then user engagement intensity is improved, but mobile platform gameplay is reduced

Engineering Contradiction:
Improveuser engagement intensityVSAvoidmobile gameplay volume
Core Design Contradiction:
ProductivityVSQuantity of substance

Solution Approach 1:

The system dynamically adjusts platform access based on gameplay thresholds. When a user reaches a certain amount of gameplay on the VR platform, the system automatically restricts further VR access and redirects the user to non-VR platforms. This dynamic management allows the system to optimize engagement intensity on VR while preserving mobile gameplay volume through adaptive platform switching.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The platform component continuously monitors gameplay amounts on both VR and non-VR platforms and uses this feedback to make real-time decisions about platform access. When VR gameplay reaches a threshold, the system provides feedback by restricting VR access and guiding users to mobile platforms, thereby balancing engagement intensity across platforms.

Inventive Principle:
Principle #23Feedback

3Productivity

If gameplay threshold restrictions are applied to virtual reality platforms, then mobile platform engagement is maintained, but overall user freedom is reduced

Engineering Contradiction:
Improvemobile platform engagementVSAvoiduser freedom
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The system implements periodic threshold-based restrictions rather than continuous limitations. Users are allowed to play on VR platforms until they reach a predetermined gameplay threshold, at which point access is temporarily restricted and they are directed to mobile platforms. This periodic structure maintains user freedom during allowed periods while ensuring mobile engagement during restriction periods.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS10134227B1Systems and methods for making game content from a single online game accessible to users via multiple platforms
Publication Date: 2018.11.20 ELECTRONIC ARTS INC
  • US10134227B1 patent drawing
  • US10134227B1 patent drawing
  • US10134227B1 patent drawing

AI summary

A system and method that makes game content from a single online game accessible to users via multiple platforms. The multiple platforms may include virtual reality platforms and non-virtual reality platforms. Amounts of gameplay of the online game by the users via the virtual reality platforms may be monitored. The gameplay of the online game via the virtual reality platforms may be limited. As such, responsive to the amounts of gameplay by the users reaching gameplay thresholds, access to the online game through the first platform is restricted for the users until corresponding requirements are satisfied. The users may be able to play the online game via the non-virtual reality platforms while the gameplay of the online game via the virtual reality platforms is restricted.