Gamification and Generative Artificial Intelligence System for Skill, Competition, and Reward Games
The gamification platform uses Generative AI to create personalized, meritocratic competitions that reward users based on knowledge and skills, addressing the lack of intellectual challenges and fair rewards in existing games, enhancing engagement and learning.
Patent Information
- Authority / Receiving Office
- BR · BR
- Patent Type
- Applications
- Current Assignee / Owner
- HELDER JOSÉ LOUREIRO E SILVA
- Filing Date
- 2024-12-20
- Publication Date
- 2026-07-07
AI Technical Summary
Current digital games often neglect intellectual skills and knowledge, relying on motor skills or luck, lack interactive and personalized experiences, and do not offer fair, transparent, and tangible rewards, failing to meet the demands of users seeking cognitive challenges and financial incentives.
A gamification platform using Generative Artificial Intelligence to create personalized, meritocratic competitions that assess and reward users based on their knowledge, speed, and accuracy, offering real rewards like cash, tokens, or virtual currency.
Provides engaging, learning-oriented experiences that value intellectual skills, ensuring fair competition and tangible rewards, catering to a wide range of users and promoting personal growth and engagement.
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Description
1 / 10 Gamification and Generative Artificial Intelligence System for Skill, Competition, and Reward Games FIELD OF THE INVENTION [1] The present invention relates to the field of digital entertainment and interactive gamification systems, with an emphasis on platforms based on Generative Artificial Intelligence. This methodological innovation applies to skill-based game systems, allowing the dynamic creation of personalized and competitive quizzes, with reward mechanics in cash, tokens or virtual currency. The invention can also be used in a multidisciplinary way, encompassing areas such as education, cognitive skills development and social entertainment, to promote greater engagement and interaction among users. BACKGROUND OF THE INVENTION [2] In the current scenario, on most platforms digital games are designed to assess motor skills, such as quick reflexes, or to rely on elements of luck, often relegating intellectual knowledge and logical reasoning to the background. Although educational games exist, they are frequently seen as learning tools, rather than dynamic and challenging competitions. This lack of options creates a gap for players seeking engagement based on cognitive skills, such as memory, speed of thought, and depth of knowledge. [3] With the advancement of digital technologies and the increase in global connectivity, users expect interactive and personalized experiences. Passive engagement models, such as simply watching content, no longer satisfy the demands of many consumers. There is a growing desire for interactive platforms where participants can compete, learn, and gain recognition for their skills in a tangible way. [4] . Players in different age groups and social contexts seek transparent competitions that allow them to showcase their skills fairly. The absence of factors such as luck or external advantages, common in other types of games, is essential for Petition 870250059430, dated 11 / 07 / 2025, page 5 / 22 2 / 10 ensure that the final result is determined exclusively by the participant's performance. [5] The digital economy has transformed the way consumers perceive the value of entertainment. Games that offer real financial incentives significantly increase user motivation and engagement, as they combine fun and tangible benefits. However, many platforms do not integrate such rewards in a fair or accessible way. [6] . Patent BR 102015003146-7 A2, filed under the title “PLATFORM FOR REPRODUCTION OF COLLABORATIVE AND GAMIFIED MULTIMEDIA CONTENT”, refers to a collaborative system that allows users to share multimedia content with other users and participate in a reward process based on some gamified process. Users connect to a local network or the web, register, and submit content. From there, users collaborate on the submitted content. Another option presented is the definition of the execution order of a playlist by the participants, previously determined by a system administrator. Network administrators choose whether they want to apply some gamification mechanism that allows users to be rewarded. [7] . Patent BR 102017025323-6 A2, filed under the title “DIGITAL PLATFORM FOR OPTIMIZING LEARNING PERFORMANCE BASED ON GAMIFICATION AND ARTIFICIAL INTELLIGENCE”, refers to a digital platform based on the gamification methodology using artificial intelligence, composed of three modules (individual action, interactive, and extra-course module), linked together with the purpose of generating improved learning performance through statistical tools available in the set of learning models. This platform allows identifying and rewarding users in the top positions through various criteria, in addition to mapping the points of improvement to be worked on to optimize the learning process. [8] Thus, the intention of the present invention is to use artificial intelligence (AI) to create, personalize and adjust in real time the content and difficulty of the game and thereby offer a unique and adaptive experience. Gamification is based on meritocratic competitions that depend solely on the users' performance, on the speed and accuracy of their answers, without the interaction of the luck factor. The rewards are tangible, such as coins. Petition 870250059430, dated 11 / 07 / 2025, page 6 / 22 3 / 10 virtual tokens and real money to deliver a highly engaging and motivating experience. SUMMARY OF THE INVENTION [9] . The present invention describes a platform that was designed to directly address these gaps described above and offer a gaming experience centered on intellectual skills and knowledge, incorporating elements of advanced gamification and artificial intelligence. It introduces a disruptive model in the digital entertainment market by combining meritocratic competition, dynamic personalization, and real rewards.
[10] . In the proposed technology, the participants' knowledge is the main currency. The questionnaires cover varied and challenging topics, encouraging players to test and expand their intellectual skills. This approach transforms the gaming experience into an opportunity for learning and personal growth.
[11] . Taken together, the present invention uses a challenge format that promotes a direct confrontation between two users, in which performance is measured exclusively based on prior knowledge, speed and accuracy of responses, factors that guarantee a victory based solely on merit.
[12] . The differentiating element will be the use of generative AI, as the technology allows the creation of personalized quizzes, adjusted to the level of knowledge and preferences of the players. This not only increases engagement, but also ensures that each match is unique, relevant and challenging.
[13] By positioning knowledge as the main criterion for success, the invented technology promotes learning and the appreciation of intellectual skills. This differentiates the platform from other games, which often prioritize quick reflexes or luck.
[14] . With questionnaires that can be adjusted to different skill levels and interests, the platform caters to a wide range of users, from beginners to experts.
[15] . The invention described redefines the integrative games market, standing out as an innovative alternative for those seeking deeper and more rewarding experiences. It combines the best of gamification, advanced technology and the digital economy, creating a model that values knowledge and intellectual skill, offering Petition 870250059430, dated 11 / 07 / 2025, page 7 / 22 4 / 10 real and tangible rewards, increasing motivation, promoting inclusion and accessibility, eliminating physical or financial barriers.
[16] By transforming knowledge into a competitive and rewarding skill, the invention sets a new standard for digital entertainment, allowing players around the world to test their skills in a fair, transparent and engaging environment.
[17] In a preferred implementation, the user can create a game by defining a topic of interest. From this definition, the technology uses Generative Artificial Intelligence to automatically generate the quiz, including correct answers and an image related to the chosen topic.
[18] . In addition, other users can participate by playing the created quiz, with the difference that the content is dynamically changed in each game, ensuring variety and keeping the challenge always fresh.
[19] . In a preferred embodiment, two or more distinct users can select the same topic and participate together in real time. As the game progresses, the system uses Artificial Intelligence to evaluate and classify the answers as correct or incorrect, promoting a dynamic and competitive experience.
[20] . In a preferred implementation, the system incorporates reward mechanisms that are activated when the user proves their victory in a skill game. These rewards can be granted in cash, tokens, or other virtual currencies, offering a tangible incentive for participants and increasing engagement with the platform.
[21] . In a preferred approach, users can play directly with a chatbot if no other user is found who has selected the same game or shares the same interests. Alternatively, they can participate in a tournament, where they compete directly with multiple players, always in a logic of one-on-one interactions, with elimination phases. BRIEF DESCRIPTION OF THE FIGURES
[22] . Figure 1 illustrates a block diagram of the main system modules, including the Main Module, User, Website / App, Creation Module, Starting Module, Exchange Module and Database. Petition 870250059430, dated 11 / 07 / 2025, page 8 / 22 5 / 10
[23] . Figure 2 illustrates a block diagram of the Creation Module, showing the verification, generation and registration steps of themes.
[24] . Figure 3 illustrates a block diagram of the Matchmaking Module illustrating the user matchmaking process, allowing them to play against each other or participate in competitions.
[25] . Figure 4 illustrates a block diagram of the Exchange Module, highlighting the steps for carrying out IQCoins transactions and managing auctions.
[26] . Figure 5 illustrates a Tournament block diagram, which highlights the form of interaction between users. DETAILED DESCRIPTION OF THE INVENTION
[27] . The examples shown here are intended only to illustrate one of the numerous ways of carrying out the invention, however, without limiting its scope.
[28] . The present invention describes an innovative system for skill games and associated transactions, composed of the following main modules:
[29] . Main Module (1.1): This is the general interface system that connects the user to the different modules. It manages the flow of information and organizes the interaction between the system elements.
[30] . User (1.2): Starting point of the system. The user interacts with the system through intuitive and accessible interfaces, providing the initial information for use.
[31] . Website / Application (1.3): Interface through which users access the system. Acts as a portal to subsequent modules, ensuring efficient navigation and a user-friendly experience.
[32] . Creation Module (2.1): Manages the creation and registration of themes. This module allows users to customize their experiences, generating specific content for use in competitions or challenges.
[33] . Match Module (3.1): Responsible for managing combinations between users to participate in real-time challenges. This module organizes matches in a dynamic and efficient manner, promoting interactivity between participants. Petition 870250059430, dated 11 / 07 / 2025, page 9 / 22 6 / 10
[34] . Exchange Module (4.1): Facilitates financial transactions and related activities, such as the purchase / sale of IQCoins or participation in auctions. This module ensures a secure and traceable financial flow in the system's digital environment.
[35] . Database (1.4): Centrally stores all user data, including information on themes, matches, transaction records, and activity histories. All modules interact with this database to ensure the integrity and availability of information.
[36] . The system also includes the Creation Module (2.1), designed for the creation and registration of themes that will be used to make the games. This module operates as follows: 2.1 Module Call: The process begins when the user requests the activation of this module.
[37] . Next, a Search for Existing Themes (2.2) is performed, in which the system checks the database to see if there are game themes previously associated with the user or available on the platform. After this search, a Decision Making (2.3) takes place to determine if the game theme already exists: Yes: If a game theme is already registered, for example, cinema, the system ignores the creation process and proceeds to the next step; or No: If no game theme is identified, the system proceeds to the creation of a new game theme.
[38] . When using Theme and User Registration (2.4), if a new game theme is created, it is registered in the system with the associated user data.
[39] . Through the Theme Avatar Image Generation System (2.4), in the absence of a pre-existing theme, the system automatically creates a new theme or avatar based on the theme's subject matter.
[40] . After the theme is created and registered, the process is completed and control returns to the main module, continuing the usage flow.
[41] . When called, the Match Module checks if the match is a Shared Match. At this point, the user has the possibility to invite other users to join the same game. If it is identified as a shared match, the process skips the search for opponents and goes directly to the Match Lobby (3.5). Petition 870250059430, dated 11 / 07 / 2025, page 10 / 22 7 / 10 However, if the match is not shared, the flow proceeds to the Opponent Search (3.2).
[42] . During the Opponent Search (3.2), the system attempts to locate a player available to participate in the match.
[43] . In case of Timeout (No Opponent Found): The system ends the attempt and assigns the player to a Bot opponent.
[44] . If an Opponent is Found: The flow advances to the Player Found stage (3.3).
[45] . In the Player Found stage (3.3), the system evaluates the nature of the opponent: If the Opponent is a Real Player (human): The process transitions to the Match Lobby (3.5); If There is No Real Player (human): The flow advances to the stage and faces a vs. Bot (3.4).
[46] . In the vs. Bot (3.4) stage, the system selects a bot as the opponent for the match.
[47] . In the Match Hall (3.5), all participants are prepared for the match. The system then advances to the Search Questions stage (3.6).
[48] . In the Search Questions step (3.6), the system retrieves a set of questions for the game: If the Users have already seen the questions: The flow advances to Generate New Questions 3.7, or if the Questions are New: The process transitions directly to Game Progress (3.8).
[49] . In the Generate New Questions step (3.7), the system generates different questions if the history indicates that a player has already seen the current ones. New questions are then generated and added to the question database.
[50] . In the Progress in the Game stage (3.8), the game actually takes place, where players answer the questions presented: If There Is a Tie: A tie-breaking mechanism can be triggered, or If There Is No Tie: The flow transitions to Determine the Winner (3.9).
[51] . In Determine the Winner (3.9), the system evaluates the scores to identify the winner of the match. The results are then sent to the Redistribute IQCoins step (3.10). Petition 870250059430, dated 11 / 07 / 2025, page 11 / 22 8 / 10
[52] . In the Redistribute IQCoins step (3.10), the system distributes rewards (IQCoins) based on the match results: Winners and Participants are rewarded according to pre-configured rules.
[53] . Finally, in the End Module stage, the process is completed, ending the game flow. This modular and automated flow provides an optimized gaming experience, allowing a smooth transition between stages and ensuring the efficient and fair distribution of rewards.
[54] . Through the Exchange Module, the module offers three main functionalities: Buy IQCoins: Allows the user to acquire IQCoins through payment processed by the system; Sell IQCoins: Enables the user to convert IQCoins into different types of currency, following the conversion and transfer procedures; Auction Theme: Configures the system to conduct auctions based on IQCoins, allowing the purchase and sale of specific items or rights.
[55] . Payment via Provider 4.2: Manages payments for IQCoin purchase transactions, integrating external providers to process the amounts.
[56] . IQCoins Credit for User 4.3: After payment is completed, IQCoins are automatically credited to the user's account in the system.
[57] . IQCoins to Fiat Currency Conversion 4.4: Facilitates the exchange of IQCoins for traditional currencies, preparing the funds for transfer to the user.
[58] . Transfer via Payment Provider 4.5: Performs the transfer of converted amounts using payment providers integrated into the system.
[59] . Auction Setup and Creation 4.6: Defines auction parameters, such as available items, starting values, participation rules and duration.
[60] . Auction Execution 4.7: Conducts the auction, allowing users to make competitive bids in real time.
[61] . Price and Bidder Update 4.8: Continuously monitors the auction, adjusting prices and recording new bids made by participants.
[62] . Finalization of the Auction and Assignment of the Theme to the Highest Bidder 4.9: Concludes the auction and transfers possession of the auctioned item or right to the winning bidder. Petition 870250059430, dated 11 / 07 / 2025, page 12 / 22 9 / 10
[63] . End of Module: Marks the end of operations, returning control to the main system or the user.
[64] . During Tournament Module 5.1, the Module Call step in the figure marks the beginning of the process in which the module is invoked.
[65] . The first task to be performed by the module for creating a tournament is its scheduling during the Tournament Scheduling step 5.2. In this step, the creator must first determine the day and time when the tournament should take place.
[66] . The next step, Rule Definition 5.3, is where the tournament creator must establish what rules will be followed during the tournament. Such rules include, but are not limited to: Question range, question difficulty, number of participants, entry fee.
[67] . Once the rules and schedule are defined, the Tournament is created and opened for registration. This stage, Registration Opening 5.4, remains open indefinitely until the registration deadline or the user-defined participant limit, if applicable, is reached.
[68] . Once one of these two conditions has been met, registration is closed. If it is time to start the tournament, it is also started during this Registration Closing phase 5.6.
[69] . When the tournament is started, participants must be selected in the Participant Matchmaking phase 5.6 following pre-established criteria. Such criteria may include, but are not limited to, their history of correct guesses, performance in other tournaments, overall ranking of scores.
[70] . In the Check Results stage of Round 5.7, the system searches for all winners from the last round of the tournament. The stages of individual games in a tournament are implicit between these phases since the behavior of individual games in a tournament is virtually identical to that of a game in Match Module 3.1, with the difference that the winner does not go through the Redistribution phase 3.10 in a tournament, he is only selected for the next round.
[71] . The behavior of items 65 and 66 is continuously repeated between them. The winners of the round are placed in competitions against each other following certain Petition 870250059430, dated 11 / 07 / 2025, page 13 / 22 10 / 10 evaluation criteria until, finally, the number of winners is reduced to the point where a winner for the tournament is determined.
[72] . The Tournament 5.8 Closing Stage concludes the tournament and displays the final scores for all participants, as well as closing any pending processes regarding the matches.
[73] . The final stage of the module is the Distribution of Prizes 5.9. During this last phase, the overall ranking of the participants is measured and awarded according to the rules established during the tournament creation phase.
[74] . Finally, Tournament Module 5.1 is duly closed in the system. Petition 870250059430, dated 11 / 07 / 2025, page 14 / 22
Claims
1 / 2 Claims [1] A method for a skill-based game system with rewards and gamification powered by Generative Artificial Intelligence, characterized by comprising: - dynamic generation of personalized quizzes adjusted to the knowledge level and preferences of users, ensuring that each game is unique, challenging and adapted to the player; - use of advanced Artificial Intelligence (AI) algorithms to create and evaluate questions, classify answers as correct or incorrect and determine the winner based exclusively on cognitive performance; - provision of tangible rewards, such as virtual coins, tokens or money, based on performance in competitions, promoting greater user engagement. [2] AI-based system for creating and managing interactive real-time competitions, characterized by including: - allows direct confrontations between players, where the speed and accuracy of responses determine the winner, eliminating the influence of luck or external factors; - includes a matchmaking module that connects users at similar skill levels, providing balanced and meritocratic competitions. [3] Method of game personalization through Generative AI, characterized by including: - automatically generated thematic questionnaires and visual content based on user-defined interests, ensuring an immersive and interactive experience; - offers tools for creating and registering themes, avatars and personalized settings, expanding platform customization. Petition 870240108838, of 12 / 20 / 2024, p. 14 / 26 2 / 2 [4] Integrated digital transaction system on a skill-based gaming platform, characterized by comprising: - implementing a rewards module to distribute IQCoins (game-specific currency), tokens or real money to match winners; - enabling the purchase, sale and conversion of IQCoins into traditional currency, through an integrated and secure payment system; - enabling participation in auctions using IQCoins, promoting greater interaction between users and dynamism in the platform's internal economy. [5] Method of running matches in an AI-based gamification system, characterized by comprising: - supporting interaction between users in live matches or against bots, ensuring a seamless experience even in the absence of human opponents; - implementing tie-breaking and automatic evaluation mechanisms to ensure fairness and transparency in the results. [6] A learning and cognitive skills development system through gamification, characterized by: - promoting the appreciation of intellectual knowledge and logical reasoning instead of motor reflexes or luck; - using AI to reinforce learning, generating specific quizzes that stimulate personal growth and knowledge retention. Petition 870240108838, dated 12 / 20 / 2024, p. 15 / 26