DYNAMIC ALLOCATION OF CONTEXTUAL ASSISTANCE DURING GAME PLAY
First Claim
1. A system for dynamic allocation of contextual assistance during gameplay, the system comprising:
- a first party platform that obtains user data, the user data pertaining to user reactions within a video game, the user reactions indicative of a level of user frustration;
an assistance server that stores assistance information associated with the video game, wherein the assistance server transmits corresponding assistance information that assists the user to overcome a challenge within the video game; and
a performance server that;
monitors the user data to identify a level of frustration of the user within the video game,compares the identified level of frustration against pre-determined thresholds associated with corresponding assistance information to be provided to the user,instructs the assistance server to transmit assistance information based on the comparison between the identified level of frustration and the pre-determined thresholds,monitors a first subsequent user data after the user receives the assistance information from the assistance server, the first subsequent user data indicating that the user has not overcome the event and includes an updated level of frustration,instructs the assistance server to transmit assistance information based on the updated level of frustration,monitors a second subsequent user data after the user receives the additional information from the assistance server, the second subsequent user data indicating that the user has overcome the event, andmodifies a user profile associated with the user, the user profile storing a general trend of the performance of the user that correspond to the pre-determined thresholds, wherein the modification modifies the general trend of the performance of the user based on the monitored first and second subsequent user data.
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Abstract
The present disclosure describes methods and systems directed towards a dynamic allocation of contextual assistance during gameplay. By analyzing user gameplay and reactions of a user while the user is participating in a video game, appropriate gameplay assistance can be assigned. The different assistance information can be offered and/or provided to the user based on a current state of the user performance within the game. The system and methods allow for customization of what type of gameplay assistance can be provided to each user and when the assistance should be provided. In this way there is a balance between assisting the user to minimize the level of frustration and letting the user experience the video game to minimize spoilers.
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Citations
14 Claims
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1. A system for dynamic allocation of contextual assistance during gameplay, the system comprising:
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a first party platform that obtains user data, the user data pertaining to user reactions within a video game, the user reactions indicative of a level of user frustration; an assistance server that stores assistance information associated with the video game, wherein the assistance server transmits corresponding assistance information that assists the user to overcome a challenge within the video game; and a performance server that; monitors the user data to identify a level of frustration of the user within the video game, compares the identified level of frustration against pre-determined thresholds associated with corresponding assistance information to be provided to the user, instructs the assistance server to transmit assistance information based on the comparison between the identified level of frustration and the pre-determined thresholds, monitors a first subsequent user data after the user receives the assistance information from the assistance server, the first subsequent user data indicating that the user has not overcome the event and includes an updated level of frustration, instructs the assistance server to transmit assistance information based on the updated level of frustration, monitors a second subsequent user data after the user receives the additional information from the assistance server, the second subsequent user data indicating that the user has overcome the event, and modifies a user profile associated with the user, the user profile storing a general trend of the performance of the user that correspond to the pre-determined thresholds, wherein the modification modifies the general trend of the performance of the user based on the monitored first and second subsequent user data. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14)
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14-1. A method for dynamic allocation of contextual assistance during gameplay, the method comprising:
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storing assistance information associated with the video game, wherein the assistance server transmits corresponding assistance information that assists the user to overcome a challenge within the video game; monitoring the user data to identify a level of frustration of the user within the video game; comparing the identified level of frustration against pre-determined thresholds associated with corresponding assistance information to be provided to the user; instructing the assistance server to transmit assistance information based on the comparison between the identified level of frustration and the pre-determined thresholds; monitoring a first subsequent user data after the user receives the assistance information from the assistance server, the first subsequent user data indicating that the user has not overcome the event and includes an updated level of frustration; instructing the assistance server to transmit assistance information based on the updated level of frustration; monitoring a second subsequent user data after the user receives the additional information from the assistance server, the second subsequent user data indicating that the user has overcome the event; and modifying a user profile associated with the user, the user profile storing a general trend of the performance of the user that correspond to the pre-determined thresholds, wherein the modification modifies the general trend of the performance of the user based on the monitored first and second subsequent user data.
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Specification