SYSTEM AND METHODS FOR IDENTIFYING INTRINSIC MOTIVATORS, PLAY PROFILES AND PLAY PERSONALITIES THROUGH CAPTURED ACTIONS IN AN ONLINE ENVIRONMENT
First Claim
1. A method comprising:
- capturing, using one or more computing devices, actions taken by a user within an online environment;
wherein capturing actions includes at least one of;
determining which type of items are purchased online by the user;
determining which type of computer programs are downloaded and/or used by the user;
determining topics reflected in electronic communications of the user;
determining topics reflected in items purchased online by the user;
determining to which online social communities the user belongs;
determining interests reflected in comments made by the user in online social applications;
determining persons to whom the user is socially connected in online social applications;
capturing how an avatar of the user interacts with one or more other characters in the online environment;
randomly inserting questions that relate to play personality with other questions presented to the user within an online game environment;
presenting an online assessment that includes a series of questions;
ormonitoring how the user makes purchases at or interacts with virtual stores or venues;
automatically determining a play personality of the user based, at least in part, on the actions of the user that are captured using the one or more computing devices;
storing play personality data that reflects the play personality of the user; and
wherein the method is performed by one or more computing devices.
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Abstract
Techniques are described herein for automatically determining a play personality of a user. Play personalities develop from play type and play patterns, which may be automatically determined by computing devices based on that user/subject'"'"'s information and actions. Furthermore, in a gaming environment, the play personality of the user/subject may be represented by an avatar, doppelganger, narrative, graphic or iconic depiction. The play personality may be determined based on the avatar or doppelganger'"'"'s actions, which may include but are not limited to how they respond to questions posed by non-playing characters and/or the avatars or doppelgangers of other users. Once determined, the play personality may be used as a basis for identifying and integrating intrinsic motivators and integrating user-centric design which can alter some aspect of the game environment, such as the appearance of the avatar, or the nature of a quest, or means for identifying or exploring solutions in gamification.
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Citations
30 Claims
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1. A method comprising:
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capturing, using one or more computing devices, actions taken by a user within an online environment; wherein capturing actions includes at least one of; determining which type of items are purchased online by the user; determining which type of computer programs are downloaded and/or used by the user; determining topics reflected in electronic communications of the user; determining topics reflected in items purchased online by the user; determining to which online social communities the user belongs; determining interests reflected in comments made by the user in online social applications; determining persons to whom the user is socially connected in online social applications; capturing how an avatar of the user interacts with one or more other characters in the online environment; randomly inserting questions that relate to play personality with other questions presented to the user within an online game environment; presenting an online assessment that includes a series of questions;
ormonitoring how the user makes purchases at or interacts with virtual stores or venues; automatically determining a play personality of the user based, at least in part, on the actions of the user that are captured using the one or more computing devices; storing play personality data that reflects the play personality of the user; and wherein the method is performed by one or more computing devices. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29)
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30. One or more non-transitory computer-readable media storing instructions which, when executed on one or more computing devices, cause the one or more computing devices to perform a method comprising:
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capturing, using one or more computing devices, actions taken by a user within an online environment; wherein capturing actions includes at least one of; determining which type of items are purchased online by the user; determining which type of computer programs are downloaded and/or used by the user; determining topics reflected in electronic communications of the user; determining topics reflected in items purchased online by the user; determining to which online social communities the user belongs; determining interests reflected in comments made by the user in online social applications; determining persons to whom the user is socially connected in online social applications; capturing how an avatar of the user interacts with one or more other characters in the online environment; randomly inserting questions that relate to play personality with other questions presented to the user within an online game environment; presenting an online assessment that includes a series of questions;
ormonitoring how the user makes purchases at or interacts with virtual stores or venues; automatically determining a play personality of the user based, at least in part, on the actions of the user that are captured using the one or more computing devices; storing play personality data that reflects the play personality of the user.
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Specification