Nexon’s Patent on Probability-Based Items: Interpreting "Probability Manipulation"

Pine IP
October 31, 2024

On September 24, 2024, Nexon's patent for "Item Providing Device and Method" (KR 2021-0029415 A), a technology related to probability-based item acquisition, was officially registered. This patent has drawn attention, with some interpreting it as a "probability manipulation patent" due to its inclusion of functionality that allows modification of item acquisition probabilities under specific conditions. As a patent professional, I aim to clarify this technology and address whether it qualifies as a "probability manipulation patent."

What is Probability Manipulation?

"Probability manipulation" typically refers to secretly altering item acquisition probabilities without informing users or intentionally skewing outcomes against user expectations to create unfair results. To assess whether Nexon’s patent involves such manipulation, we must first understand the scope and intent of the patented technology.

Core Features of the Patent

The main claim of the patent is as follows:

[Claim 1]
An item-providing device comprising:

  • A storage unit to store information about probability-based items, which include a set of items and determine the probability of obtaining specific items.
  • A control unit that adjusts the probability of obtaining specific items within the probability-based item set based on:
    • The user’s real-world location,
    • The number of friends within a specified radius of the user,
    • And other external factors.

This technology primarily addresses "probability-based items," commonly seen in "gacha" mechanics, where users acquire items randomly, often through in-game purchases.

Key Probability-Influencing Factors in the Patent

The patent outlines several conditions that influence item probabilities:

  1. User Location:
    Probabilities adjust based on the user’s real-world location. For example, in areas with high sales of probability-based items, users may see increased probabilities for obtaining certain items.
  2. Number of Friends:
    Probabilities increase based on the number of friends within a specified radius, encouraging collaborative play and group participation.
  3. Friend Specifications:
    The characteristics of nearby friends, such as their level or experience points, may also impact probabilities. Higher-level friends might increase the likelihood of obtaining specific items.
  4. Time-Sensitive Purchases:
    If a user makes a purchase within a particular timeframe, probabilities may increase for both the user and their nearby friends.
  5. Store Interactions:
    When a user opens a virtual store, and friends visit it, probabilities for certain items may adjust in favor of both parties.
  6. Item Grades:
    Higher-grade items may require meeting specific conditions to improve the probabilities of acquisition.

Objectives and Impact of the Patent

The goal of this patent is to personalize user experiences and promote collaboration by adjusting item probabilities based on real-world conditions, such as user location and social interactions. The patent explicitly states that these adjustments are designed to increase probabilities for certain conditions, such as playing with friends in the same physical location (e.g., at a PC café).

Is This a Probability Manipulation Patent?

For this patent to qualify as a "probability manipulation patent," the following criteria would need to be met:

  1. Lack of Transparency:
    If probabilities are altered without the user’s knowledge, it could be seen as manipulation.
  2. Unfair Influence:
    If the adjustments intentionally mislead users or unfairly disadvantage them, it could fall into this category.

The patent does not inherently conceal the adjustments. Instead, it describes mechanisms to adjust probabilities based on transparent and logical conditions (e.g., location and friend interactions). This aligns with the principle of user awareness and intentionality.

Potential Risks of Misinterpretation

Even though the patent outlines clear conditions for probability adjustments, there is room for misinterpretation, particularly if:

  • Users are not informed about the probability changes or the factors influencing them.
  • Adjustments are implemented in a way that users cannot verify or understand.

For example, while increasing probabilities for users in specific conditions might seem beneficial, failure to disclose these mechanisms could lead to accusations of manipulation.

Transparency and User Control

To mitigate concerns, it is crucial for implementations based on this patent to:

  1. Clearly Notify Users:
    Inform users about the conditions affecting probabilities and their impact.
  2. Provide Verifiable Metrics:
    Offer mechanisms for users to verify how probabilities are adjusted based on their location, social circle, or other factors.
  3. Design for Fairness:
    Ensure that adjustments do not lead to unfair advantages or disadvantages among users.

Conclusion

While the technology described in Nexon’s patent allows for probability adjustments under specific conditions, labeling it a "probability manipulation patent" is an overstatement. The patent aims to enhance user engagement and collaboration by making probability-based item systems more dynamic and personalized.

However, any implementation must prioritize transparency and fairness. Failure to disclose adjustments or provide clear user communication could lead to mistrust and allegations of manipulation. Developers should design these systems to ensure users fully understand and control how probabilities are influenced in their gameplay.