QUALITY OF EXPERIENCE REVERSE CONTROL FOR ELECTRONIC GAMES
First Claim
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1. A method to manage a quality of experience (QoE) for a user during play of an interactive electronic game, wherein the interactive electronic game comprises an interactive electronic game experience management module, the method comprising:
- identifying the user based on one or more user identification details;
enabling a specific treatment mode that corresponds to the identified user based on the one or more user identification details, wherein enabling the specific treatment mode includes applying a control action to the interactive electronic game, and wherein the control action is configured to reduce the QoE of the interactive electronic game, the QoE being determined based, at least in part, on physiological state of the user while the user plays the interactive electronic game; and
terminating, via the interactive electronic game experience management module, the control action applied to the interactive electronic game, in response to a determination that the QoE falls below a particular value.
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Abstract
Technologies and implementations for managing an experience during play of an interactive electronic game are generally disclosed.
1 Citation
21 Claims
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1. A method to manage a quality of experience (QoE) for a user during play of an interactive electronic game, wherein the interactive electronic game comprises an interactive electronic game experience management module, the method comprising:
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identifying the user based on one or more user identification details; enabling a specific treatment mode that corresponds to the identified user based on the one or more user identification details, wherein enabling the specific treatment mode includes applying a control action to the interactive electronic game, and wherein the control action is configured to reduce the QoE of the interactive electronic game, the QoE being determined based, at least in part, on physiological state of the user while the user plays the interactive electronic game; and terminating, via the interactive electronic game experience management module, the control action applied to the interactive electronic game, in response to a determination that the QoE falls below a particular value. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. A non-transitory machine readable medium having stored therein instructions that, when executed by one or more processors, operatively enable an interactive electronic game experience management module to:
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receive one or more physiological measurements from a physiological sensor in communication with the interactive electronic game experience management module via a monitor module; determine a quality of experience (QoE), wherein the QoE is based, at least in part, on the received one or more physiological measurements; apply a control action to an interactive electronic game, in response to a determination that the QoE exceeds a first value, wherein the control action is configured to reduce the QoE of the interactive electronic game; and terminate the control action applied to the interactive electronic game, in response to another determination that the QoE falls below a second value. - View Dependent Claims (12, 13, 14)
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15. A system for managing a user'"'"'s experience during play of an interactive electronic game, the system comprising:
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a processor; a physiological sensor; and an interactive electronic game experience management module communicatively coupled to the processor and to the physiological sensor, wherein the interactive electronic game experience management module is configured to monitor a quality of experience (QoE) of the interactive electronic game, wherein the interactive electronic game experience management module is further configured to; identify a type of the interactive electronic game that the user is currently playing; apply a control action to the interactive electronic game based on the identified type of the interactive electronic game, wherein the control action is configured to reduce the QoE of the interactive electronic game, the QoE being determined based, at least in part, on physiological state of the user while the user plays the interactive electronic game; and terminate the control action to the interactive electronic game, in response to a determination that the QoE falls below a particular value. - View Dependent Claims (16, 17, 18, 19, 20, 21)
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Specification