JP2021509850A - 状況適応型ゲームプレイ支援を生成するためにプレイヤーの関与を識別すること - Google Patents
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Abstract
Description
Claims (18)
- 状況適応型ゲームプレイ支援を生成する目的でプレイヤーの関与を識別するためのシステムであって、
ビデオゲームからユーザゲームプレイデータを取得するファーストパーティプラットフォームであって、前記ユーザが現在イベントに参加しており、前記ゲームプレイデータが、前記ユーザが前記イベントに関して繰り返し失敗していることを示す、前記ファーストパーティプラットフォームと、
前記ビデオゲームに関連付けられた支援情報を記憶する支援サーバであって、前記ユーザが前記イベントを克服するのを支援する対応する支援情報を送信する前記支援サーバと、
パフォーマンスサーバであって、
前記ファーストパーティプラットフォームから前記ユーザゲームプレイデータを受信することと、
前記受信したゲームプレイデータからユーザパフォーマンスを識別することであって、前記識別されたユーザパフォーマンスが、異なるパフォーマンスレベルを識別する所定の閾値と対照して前記ユーザゲームプレイデータを処理することから取得される、前記識別することと、
前記所定の閾値と比較された前記ユーザパフォーマンスに基づいて支援情報を提供するように前記支援サーバに命令することと、
前記ユーザが前記支援サーバから前記支援情報を受信したことに後続する前記ファーストパーティプラットフォームからのユーザゲームプレイデータを監視することであって、前記後続するユーザゲームプレイデータが、前記ユーザが前記イベントを克服したことを示す、前記監視することと、
前記ユーザが前記支援情報を受信したことに後続する前記監視されたユーザゲームプレイデータから、後続するユーザパフォーマンスを識別することと、
前記ユーザに関連付けられた、前記所定の閾値に対応する前記ユーザの前記パフォーマンスの全体的傾向を記憶するユーザプロファイルを修正することであって、前記修正が、最近識別されたユーザパフォーマンスと前記支援情報が前記最近識別されたユーザパフォーマンスに与えた影響とに基づいて前記ユーザの前記パフォーマンスの前記全体的傾向を修正する、前記修正することとを行う前記パフォーマンスサーバとを含む、システム。 - 前記ファーストパーティプラットフォームが、前記ユーザパフォーマンスを特徴付けるために使用される前記ユーザからの生体情報を収集するために使用されるセンサも含む、請求項1に記載のシステム。
- 前記センサによって収集された生体情報が前記ユーザの心拍数を含む、請求項2に記載のシステム。
- 前記ファーストパーティプラットフォームが、前記ユーザパフォーマンスを特徴付けるために使用される前記ユーザからの音声入力を収集するために使用されるマイクロホンも含む、請求項1に記載のシステム。
- 前記音声入力が卑語を含む、請求項4に記載のシステム。
- 卑語を検出する頻度も前記マイクロホンを使用して検出される、請求項5に記載のシステム。
- 前記ファーストパーティプラットフォームが、前記ユーザパフォーマンスを特徴付けるために前記ユーザから表情を収集するために使用されるカメラも含む、請求項1に記載のシステム。
- 前記識別されたユーザパフォーマンスがユーザ不満レベルに対応する、請求項1に記載のシステム。
- 前記パフォーマンスサーバが、前記識別されたユーザパフォーマンスに基づき、前記イベントの完了時に成功メッセージを前記ユーザにさらに提供する、請求項1に記載のシステム。
- 状況適応型ゲームプレイ支援を生成する目的でプレイヤーの関与を識別するための方法であって、
ビデオゲームに関連付けられた支援情報を記憶することであって、前記支援情報が前記ビデオゲーム内のイベントをユーザが克服するのを支援する、前記記憶することと、
前記ビデオゲームからユーザゲームプレイデータを取得することであって、ユーザが前記ビデオゲーム内のイベントに現在参加しており、前記ゲームプレイデータが、前記ユーザが前記イベントに関して繰り返し失敗していることを示す、前記取得することと、
前記ユーザゲームプレイデータからユーザパフォーマンスを識別することであって、前記識別されたユーザパフォーマンスが、異なるパフォーマンスレベルを識別する所定の閾値と対照して前記ユーザゲームプレイデータを処理することから取得される、前記識別することと、
前記識別されたユーザパフォーマンスに基づいて対応する支援情報を送信することと、
前記ユーザが前記支援情報を受信したことに後続するユーザゲームプレイデータを監視することであって、前記後続するユーザゲームプレイデータが、前記ユーザが前記イベントを克服したことを示す、前記監視することと、
前記ユーザが前記支援情報を受信したことに後続する前記監視されたユーザゲームプレイデータから、後続するユーザパフォーマンスを識別することと、
前記ユーザに関連付けられた、前記所定の閾値に対応する前記ユーザの前記パフォーマンスの全体的傾向を記憶するユーザプロファイルを修正することであって、前記修正が、最近識別されたユーザパフォーマンスと前記支援情報が前記最近識別されたユーザパフォーマンスに与えた影響とに基づいて前記ユーザの前記パフォーマンスの前記全体的傾向を修正する、前記修正することとを含む、方法。 - 前記ユーザパフォーマンスを特徴付けるために使用される前記ユーザからの生体情報を収集することをさらに含む、請求項10に記載の方法。
- 前記収集された生体情報が前記ユーザの心拍数を含む、請求項11に記載の方法。
- 前記ユーザからの、前記ユーザパフォーマンスを特徴付けるために使用される音声入力をマイクロホンを使用して収集することをさらに含む、請求項10に記載の方法。
- 前記音声入力が卑語を含む、請求項13に記載の方法。
- 前記卑語の頻度を検出することをさらに含む、請求項14に記載の方法。
- 前記ユーザから、前記ユーザパフォーマンスを特徴付けるために使用される表情をカメラを使用して収集することをさらに含む、請求項10に記載の方法。
- 前記識別されたユーザパフォーマンスがユーザ不満レベルに対応する、請求項10に記載の方法。
- 前記識別されたユーザパフォーマンスに基づき、前記イベントの完了時に成功メッセージを前記ユーザに提供することをさらに含む、請求項10に記載の方法。
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