Parental control of gameplay sessions
Patent Information
- Application Number
- JP2022120631
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2021-08-16
- Filing Date
- 2022-07-28
- Publication Date
- 2025-01-14
- Estimated Expiration
- 2042-07-28
AI Technical Summary
Current gaming platforms lack adaptive supervisory controls that can dynamically adjust gameplay limits based on the player's progress and context, leading to frustrating and inefficient manual adjustments by parents or supervisors.
Implement predictive analytics to identify natural stopping points in gameplay sessions using historical and real-time data, allowing for customizable and automatic adjustments of gameplay limits, and provide timely notifications to players and supervisors.
Enhances user experience by allowing seamless transitions in gameplay sessions, reducing the cognitive load on supervisors, and ensuring gameplay limits align with the player's progress and context.
Smart Images

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Abstract
Description
Technical Field
[0001] The present technology relates to providing monitoring control for the gameplay of interactive content titles. More specifically, the present technology relates to providing predictive customization of supervisory control over gameplay.
Background Art
[0002] Description of Related Technologies Currently available game platforms may provide settings that allow a parent or supervisor account to set rules and permissions for other accounts. Such rules and permissions generally relate to restricting the time spent on gameplay to a predetermined period, restricting access to content associated with a specific rating, and restricting expenditures or other types of transactions within the game platform. Such supervisory control usually involves setting strict restrictions, such as when a player's account reaches a limit, further gameplay can be completely blocked. Such strict restrictions do not always match the goals of the parent or other supervisors in all situations and can be frustrating for players.
[0003] For example, when a player is playing with a teammate (e.g., when fighting a boss), or at a point where saving during gameplay is not possible or delayed, the player may reach the restricted time. Since the player is engaged in interaction with the virtual environment, it may be difficult to convey even a slight request for additional time to complete the current activity. Therefore, conversely, a parent or supervisor may need to continuously adjust the restrictions according to changes in the situation, which can be time-consuming and frustrating for the parent or supervisor. In addition to continuous adjustment, the cognitive load of the parent or supervisor increases to ensure that they do not forget to reevaluate and reset the restrictions, resulting in a decline in the user experience for both the player and the parent / supervisor.
[0004] Therefore, in order to provide a more tailored and customizable set of monitoring controls, there is a need in the art for improved systems and methods for tailoring controls by performing predictive analysis of gameplay (e.g., typical or natural stopping points) and monitoring user accounts against such predictions. [Overview of the project]
[0005] Systems, apparatus, methods, computer-readable media, and circuits for applying control to monitored gameplay are disclosed. According to at least one example, the method includes storing in memory information relating to a monitored user account associated with one or more player accounts, the stored information including setting preferences; receiving data relating to gameplay of an interactive content title by one of the player accounts during a gameplay session, the gameplay data being received from a user device via a communication network; predicting one or more start and / or stop timing points in one or more pause periods within a gameplay session, the prediction of one or more start and / or stop timing points being based on a comparison of gameplay data with past gameplay data; and applying setting preferences at the next predicted timing point.
[0006] For example, a monitoring control server stores information about a monitored user account associated with one or more player accounts in memory, the stored information including configuration preferences, receives data about gameplay of an interactive content title by one of the player accounts during a gameplay session, the gameplay data is received from the user device via a communication network, and predicts one or more start and / or stop timing points during one or more downtimes within a gameplay session, and predicts one or more start and / or stop timing points by applying configuration preferences at the next predicted timing point based on a comparison of the gameplay data with past gameplay data.
[0007] In another example, a monitoring control server is provided for applying control to monitored gameplay, which includes one or more processors (e.g., implemented in circuitry) coupled to storage (e.g., memory configured to store data such as virtual content data, one or more images, etc.) and configured to execute instructions, and which are combined with various components (e.g., network interfaces, displays, output devices, etc.), the processors cause the monitoring control server to store monitored user account information associated with one or more player accounts in memory, the stored information including setting preferences, the data about gameplay of an interactive content title by one of the player accounts during a gameplay session, the gameplay data is received from the user device via a communication network, and the server causes one or more start and / or stop timing points during one or more pause periods within a gameplay session to be predicted, the prediction of one or more start and / or stop timing points is based on a comparison of the gameplay data with past gameplay data, and the server causes setting preferences to be applied at the next predicted timing point. [Brief explanation of the drawing]
[0008] [Figure 1] An exemplary network environment is shown in which a system for providing predictive customization of supervisory controls over gameplay may be implemented. [Figure 2] An exemplary Uniform Data System (UDS) is shown, which could be used to provide data to a system for predictive customization of supervisory controls over gameplay. [Figure 3] This table shows an example of various objects and their associated events. [Figure 4] This flowchart illustrates an exemplary method for providing predictive customization of supervisory controls over gameplay. [Figure 5] This is a block diagram of an exemplary electronic entertainment system that can be used in embodiments of the present invention. [Modes for carrying out the invention]
[0009] Aspects of this disclosure include systems and methods for monitoring gameplay data for pause points and relaying such information to a monitoring and control server. The monitored gameplay may be based on object data received from an object server. The monitoring and control server may predict one or more start and / or stop timing points within a pause period in a gameplay session. Predicting one or more start and / or stop timing points may be based on a comparison of the gameplay data with historical gameplay data. Configuration preferences set by a supervisor account may be applied to the following predicted timing points. For example, configuration preferences may cause a gameplay session to pause, save, and / or transmit a message.
[0010] Figure 1 shows an exemplary network environment 100 in which a system for providing predictive customization of supervisory controls over gameplay may be implemented. The network environment 100 may include one or more interactive content source servers 110 that provide streaming content (e.g., interactive content titles, game titles, interactive videos, podcasts, etc.), one or more platform servers 120, one or more user devices 130, and one or more databases 140.
[0011] The interactive content source server 110 may maintain, stream, and host interactive media titles that can be made available for streaming to user devices 130 via a communication network. The interactive content source server 110 may include a game server and may be implemented in the cloud (e.g., one or more cloud servers). Each media title may include one or more sets of object data that can be used for user participation (e.g., viewing or interacting with activities). Data relating to the objects shown in the media may be stored in an object file 216 ("object file") by the media streaming server 110, the platform server 120, and / or the user device 130, as will be discussed in detail with respect to Figures 2 and 3.
[0012] The platform server 120 can be responsible for communicating with different interactive content source servers 110, databases 140, and user devices 130. Such platform servers 120 can be implemented on one or more cloud servers. The platform server 120 may include a monitoring and control server 170 and a notification server 180, each of which may be further associated with one or more databases 140.
[0013] The monitoring and control server 170 can access various databases 140, including a database that stores data on gameplay of various game titles by different players. Such stored gameplay data may include media files and activity files (described in more detail with respect to Figure 2). The monitoring and control server 170 can apply artificial intelligence, machine learning, and other analyses to historical and real-time gameplay data in such files to identify gameplay patterns and generate predictions about a particular player's current gameplay session. The historical and real-time gameplay data used in the analysis may be associated with the same player, but may also include gameplay data associated with other players identified as similar to the player in terms of player profile and / or game parameters (e.g., similar skill level, experience level, game title player, number of gameplay sessions, in-game achievements, ranking, team status). Furthermore, gameplay patterns identified for similar players can be evaluated to determine whether the same gameplay patterns can be shown to the current player. Such gameplay patterns may relate to parameters associated with the current gameplay session, such as the player, avatar, in-game avatar characteristics and stats, in-game conditions related to the game environment, other players, in-game events, in-game objects, and in-game characters.
[0014] Identified patterns—including new patterns that match previously identified patterns—may provide the basis for predictive analysis of the player's current gameplay trajectory. For example, a player's current gameplay pattern may be aligned (within a given tolerance) with patterns indicating an impending defeat or victory (or other impending in-game events such as goal completion or leveling up). Using such patterns and pattern matching, the monitoring and control server 170 can predict possible stopping points (and / or next save points) for the player.
[0015] The monitoring control server 170, along with one or more databases 140, can also store monitoring profiles for each monitoring account, which can be made accessible to parents, guardians, caregivers, or other individuals with monitoring authority over the player. The monitoring profile can store various rules, policies, or goals selected or set by the user of the monitoring account. Such rules, policies, or goals may set limits, which may be strictly enforced or automatically adjusted based on various conditions. For example, a rule could associate a specified period of gameplay (e.g., 1 hour) with a specified timeframe (e.g., available within the next 2 days) or expiration data (e.g., 1 week). Thus, a parent could reward their child player with additional gameplay time that cannot be accumulated over weeks or months. In another example, a rule, policy, or goal could also specify that gameplay time be automatically adjusted or limited during school weeks, academic years, or other specified periods (e.g., the last week, before a school project), and that such limits be automatically lifted to allow additional gameplay time on weekends, holidays, summer, etc.
[0016] The monitoring and control server 170 can identify when such predictions diverge beyond a predetermined threshold from parent or monitoring and control settings based on stored rules, policies, or objectives. For example, a parent or supervisor (e.g., via a monitoring application on a user device) may select or define specific control settings regarding limits on the total time allowed for gameplay (e.g., by session, day, week, month, etc.). Thus, as a player engages in gameplay, real-time predictive analysis may be performed by the monitoring and control server 170 to determine not only the possible endpoints of gameplay but also whether those possible endpoints are approaching time limits set by the monitoring application. Using such predictive analysis, the monitoring and control server 170 can take further action to enforce the control settings. In some embodiments, each rule, policy, or objective may also be associated with a predetermined amount of transition or flexible time that can be used to automatically adjust the enforcement of a given gameplay time limit. Such automatic adjustments may further be based on the prediction that the additional time required to complete a level falls within the given gameplay time limit.
[0017] The platform server 120 may also include a notification server 180 that receives predictive analysis and / or control setting commands from the monitoring and control server 170. Such control setting commands can be executed by the notification server 180 to generate and send notifications to either the user device 130 of a player engaged in a gameplay session or another user device associated with a monitoring user account. The monitoring and control server 170 may include the notification server 180 or be separate from the notification server 180. A player's user device may be notified when it has entered a tier or level that is expected to end beyond the time limit of the applicable control settings, and may be notified during a predetermined period before the time limit is met, when the time limit is met, and (if the player is permitted to play and continues playing) when it has exceeded a predetermined threshold beyond the time limit. Thus, players can receive sufficient notification of when and how quickly they are approaching the time limit so that they can transition smoothly from the game session rather than being subjected to abrupt termination (e.g., saving game data, handing over team obligations, saying goodbye to team, competitors, and friends). The notification server 180 can send such message(s) to user devices 130 engaged in a gameplay session and display such message(s) within an overlay on the user device 130's display without pausing the gameplay session.
[0018] The notification server 180 can also send notifications to the monitoring account regarding predictive analytics and whether the predicted remaining duration of gameplay exceeds the limits set by the monitoring account. The estimated duration can be calculated based on the next predicted downtime, which can be calculated based on a comparison with patterns in past gameplay data. The message may be a customized message relayed from the monitoring account, or a message regarding the estimated remaining duration until the next downtime point, which is within the total allocated time set by the monitoring account. Some embodiments of the message may also provide the supervisor with selectable options to add new transition time (e.g., based on the remaining time according to the prediction), adjust the default or previously set transition time (e.g., as recommended based on the prediction), or strictly enforce the limits. In some embodiments, the message may provide further options for the player to adjust the message or to apply control settings to the player's gameplay session based on the prediction.
[0019] The streaming server 110 can communicate with multiple platform servers 120, but the media streaming server 110 can be implemented on one or more platform servers 120. The platform servers 120 can also execute commands, for example, to receive user requests to stream streaming media (i.e., games, activities, videos, podcasts, user-generated content ("UGC"), publisher content, etc.). Furthermore, the platform servers 120 can execute commands, for example, to stream streaming media content titles. Such streaming media may have at least one set of objects associated with at least a portion of the streaming media. Each set of object data may have data about objects displayed during at least a portion of the streaming media (e.g., activity information, zone information, actor information, machine information, game media information, etc.).
[0020] Streaming media and at least one associated object dataset can be provided by an Application Programming Interface (API) 160, which allows various types of media streaming servers 110 to communicate with different platform servers 120 and different user devices 130. The API 160 may be specific to the media streaming server 110 that provides streaming media content titles, the platform server 120 that provides the media and at least one associated object dataset, and the user device 130 that receives it, in terms of its specific computer programming language, operating system, protocol, etc. In a network environment 100 that includes multiple different types of media streaming servers 110 (or platform servers 120 or user devices 130), there may similarly be a corresponding number of APIs 160.
[0021] The user device 130 may include multiple different types of computing devices. For example, the user device 130 may include any number of different gaming consoles, mobile devices, laptops, and desktops. Such a user device 130 may also be configured to access data from other storage media, such as memory cards or disk drives, which may be appropriate in the case of downloaded services, but are not limited to these. Such a device 130 may include standard hardware computing components, such as network interfaces, media interfaces, non-temporary computer-readable storage devices (memory), and processors that execute instructions that can be stored in memory, but are not limited to these. These user devices 130 may also run using various different operating systems (e.g., iOS, Android®), applications, or computing languages (e.g., C++, Java® Script). An exemplary user device 130 is described in detail herein with respect to Figure 5.
[0022] Database 140 can be stored on the platform server 120, the media streaming server 110, server 218 (an example is shown in Figure 2), on the same server, on different servers, on a single server, across different servers, or on any of the user devices 130. Such databases 140 can store streaming media and / or associated activity datasets. Such streaming media may depict one or more objects (activities) in which a user can participate, and / or user-generated content (UGC) created by peers, publishers of media content titles, and / or third-party publishers (e.g., screenshots, videos, commentary, mashups, etc.). Such UGC may include metadata for searching such UGC. Such UGC may also include information about the media and / or peers. Such peer information can be derived from data collected during peer interaction with objects of interactive content titles (e.g., video games, interactive books, etc.), "bound" to the UGC, and stored together with the UGC. Such binding extends UGC because it can allow UGC to deep link to objects (e.g., directly invoke), provide information about the UGC object and / or peers, and / or allow users to interact with the UGC. One or more user profiles can also be stored in database 140. Each user profile may contain information about the user (e.g., user progress in activities and / or media content titles, user ID, user's game avatar, etc.) and may be associated with media.
[0023] FIG. 2 shows an exemplary Uniform Data System (UDS) 200 that can be used to provide data to a system that provides predictive customization of supervisory control for game play. As shown in FIG. 2, UDS 200 can include an exemplary console 228 and exemplary servers 218 (e.g., streaming server 220, UGC server 224, and monitoring control server 170, as well as object server 226), which can receive object data and media files recorded by object recorder 206 and content recorder 202, respectively.
[0024] Console 228 may be implemented on either platform server 120, a cloud server, or server 218. Console 228 can further include content recorder 202 and object recorder 210, which will be described in more detail below, through which content (e.g., media) can be recorded and output. Game title 230 can be executed on console 228. Alternatively, or additionally, content recorder 202 may be implemented on either platform server 120, a cloud server, or server 218.
[0025] Such a content recorder 202 can receive content (e.g., media) from an interactive content title 230 (e.g., game server 110) and record it in a content ring buffer 208. Such a ring buffer 208 can store a plurality of content segments (e.g., v1, v2, and v3), a start time for each segment (e.g., V1_START_TS, V2_START_TS, V3_START_TS), and an end time for each segment (e.g., V1_END_TS, V2_END_TS, V3_END_TS). Such segments can be stored as a media file 212 (e.g., MP4, WebM, etc.) by the console 228. Such a media file 212 (e.g., a part of streaming media) can be uploaded to a streaming server 220 for storage and subsequent streaming or use, but the media file 212 can be stored on any server, cloud server, any console 228, or any user device 130. The media file 212 can be uploaded periodically and / or in real time or near real time. Such start and end times for each segment can be stored as a content timestamp file 214 by the console 228. Such a content timestamp file 214 can also include a streaming ID that matches the streaming ID of the media file 212, thereby associating the content timestamp file 214 with the media file 212. Such a content timestamp file 214 can be uploaded and stored in a UGC server 224, but the content timestamp file 214 can be stored on any server, cloud server, any console 228, or any user device 130.
[0026] As the content recorder 202 receives and records content from the interactive content title 230, the object library 204 receives data from the interactive content title 230, and the object recorder 206 tracks the object data to determine when an object begins and ends. Such object data can be uploaded periodically and / or in real time or near real time. The object library 204 and object recorder 206 can be implemented on the platform server 120, a cloud server, or any server 218. When the object recorder 206 detects the beginning of an object, it receives object data from the object library 204 (e.g., user interaction with the object, object ID, object start time, object end time, object result, object type, etc.) and records the object data in the object ring buffer 208 (e.g., ObjectID1, STANT_TS; ObjectID2, STANT_TS; ObjectID3, STAST_TS). Such object data recorded in the object ring buffer 208 can be stored in the object file 216.
[0027] Such an object file 216 may also include object start time, object end time, object ID, object result, object type (e.g., competitive match, quest, task, etc.), and user or peer data associated with the object. For example, an object file 216 may store data about activities, in-game items, zones, actors, mechanics, and game media, as described in detail with respect to Figure 3. Such an object file 216 may be stored in an object server 226, but an object file 216 may be stored in any server, cloud server, any console 228, or any user device 130.
[0028] Such object data (e.g., object file 216) can be associated with content data (e.g., media file 212 and / or content timestamp file 214). In one example, object server 226 stores the content timestamp file 214 together with UDS activity file 216 and associates the content timestamp file 214 with object file 216 based on a matching between the streaming ID of the content timestamp file 214 and the corresponding activity ID of the object file 216. In another example, object server 226 can store object file 216 and receive queries about object file 216 from UGC server 232. Such queries can be performed by searching for the activity ID of object file 216 that matches the streaming ID of the content timestamp file 214 sent with the query. In yet another example, a query of a stored content timestamp file 214 can be performed by matching the start and end times of the content timestamp file 214 with the start and end times of the corresponding object file 216 sent with the query. Such an object file 216 may also be associated with a matching content timestamp file 214 by the UGC server 232, and this association may be performed by any server, cloud server, any console 228, or any user device 130. In another example, the object file 216 and the content timestamp file 214 may be associated by the console 228 during the creation of each file 214, 216.
[0029] The monitoring and control server 170 can receive media files and activity files containing historical and real-time data used to identify gameplay patterns in a particular player's current gameplay session, compare the identified patterns with gameplay patterns from past sessions, and make predictions about possible trajectories of the current gameplay session. For example, object data (described in detail below) can provide insights into what is currently happening during gameplay. The monitoring and control server 170 can further determine natural pause periods based on historical gameplay data or historical object data from the same player and / or other players playing the same game title. Historical object data may be associated with whether there are specific activities, zones, actors, or mechanics that indicate whether the player is in a natural pause period. Historical gameplay data may be associated with when other user accounts paused their respective gameplay sessions while gameplay of their respective interactive content titles was in progress.
[0030] The monitoring and control server 170 can also receive a content timestamp file 214 to determine relevant media files 212 that may be appropriate to send to the monitoring account as context for where the player is in the gameplay session. For example, when the monitoring account sends a query about the gameplay session, the monitoring and control server 170 may send screenshots or videos in addition to the natural downtime or estimated time to the point.
[0031] The monitoring and control server 170 can track the duration of a gameplay session. Tracking the duration can be used to determine whether the duration exceeds the total allocated time set by the monitoring account. The monitoring and control server 170 can also send notifications to user devices associated with players engaged in a gameplay session, such as via the notification server 180, when gameplay ends at a predicted stop point within the natural pause period, ensuring that the duration does not exceed the total allocated time set by the monitoring account. Furthermore, allocated time segments can be set to expire after a certain period to prevent rollover of allocated time segments that are allocated over time.
[0032] Figure 3 shows an illustrative table 300 of various objects and associated events according to aspects of this disclosure. As shown in the illustrative table 300 of Figure 3, such object data (e.g., object file 216) may be associated with event information relating to activity availability changes and may be associated with other objects having related object information. Media-object binding may form telemetry between objects that appear in at least part of the streaming media and the streaming media. For example, such object data may be activity data 302, zone data 304, actor data 306, mechanic data 308, game media data 310, and other gameplay-related data.
[0033] Such object data (e.g., object file 216) can be classified as in progress, open-ended, or conflicting. Such activity data 302 may include any properties, such as a longer description of the activity, an image associated with the activity, whether the activity is available to the player before the video game is launched, whether completion of the activity is required to complete the game, whether the activity can be played repeatedly in the game, and whether there are nested tasks or associated child activities. Such activity data 302 may include player activity availability change events, which may indicate a list or array of activities currently available to the player. For example, this can be used to determine which activities to display in the game plan.
[0034] Such zone data 304 may represent a region of the game world in a single coordinate system, and each zone may have an associated 2D map that can be used to display a position on the zone. Where applicable, each zone may include a zone ID and a short, localizable name for the zone. Such zone data 304 may be associated with a view projection matrix (4x4) to convert from 3D world coordinates to 2D map positions. Such zone data 304 may be associated with a position change event that indicates an update to the player's current in-game position. This position change event can be triggered periodically or whenever the player's in-game location has changed significantly. The platform server 120 can store the latest values in "State". Such zone data 304 may include the x, y, z positions of the player's avatar within the zone, as well as a, b, c vectors indicating the orientation or direction of the player's avatar. Such zone data 304 can be associated with an activity start event and / or an activity end event, and for the activity end event, the result of completion, failure, or abandonment can be associated with the activity (e.g., activity ID).
[0035] Such actor data 306 may be associated with an entity that behaves in the game, may be controlled by the player's controller or the game, and may change dynamically during gameplay. Such actor data 306 may include the actor's actor ID, the actor's localizable name, the actor's image, and / or a brief description of the actor. Such actor data 306 may be associated with an actor selection event that indicates a change in the player's selected actor(s). Selected actor(s) may represent an actor that the player is controlling in the game and may be displayed in the player's profile and other spaces via the platform server 120. Multiple actors may be selected at once, and each game may replace the list of actors when loading saved data.
[0036] Such mechanic data 308 may be associated with items, skills, or effects that can be used by the player or the game to affect gameplay (e.g., bows, arrows, stealth attacks, fire damage) and may exclude items that do not affect gameplay (e.g., collectibles). Such mechanic data 308 may include the mechanic's mechanic ID, the mechanic's abbreviated name, the mechanic's image, and / or a brief description of the mechanic. Such mechanic data 308 may be associated with mechanic availability change events that indicate that a mechanic available to the player has changed. Availability may mean that the mechanic is available in the game world the player is using, but the player may need to go through several steps to acquire it into their inventory before using it (e.g., by purchasing it from a shop and obtaining it from that world). Each game may replace the list of mechanics when loading save data.
[0037] Such mechanic data 308 may be associated with a mechanic inventory change event, indicating that the player's inventory has been modified. Inventory may refer to mechanics that the player can use immediately without any additional steps in the game before they can be used. Inventory information is used to estimate the player's readiness for various activities that may be transferred to the platform server 120. The game may replace the list of mechanic inventories when loading saved data. Mechanics with cooldowns may be considered part of the inventory. Mechanic counts (such as ammo and healing points) that are any value other than zero may be treated as "in inventory". Inventory mechanics can be considered a subset of available mechanics.
[0038] Such mechanic data 308 may be associated with a mechanic use event indicating that the mechanic was used by or against the player, and may be used to display the mechanic as used in the context of UGC. Such mechanic data 308 may include a list or array of mechanics used (e.g., fire arrows, fire damage), or whether the initiator is the player and therefore the mechanic was used by or against the player. Such mechanic data 308 may include the initiator actor ID, the initiator actor's current zone ID, and / or the initiator actor's current x, y, z position. Such mechanic data 308 may be associated with a mechanic effect event indicating that the mechanic had an impact on gameplay (e.g., arrows hitting an enemy), and may be used to display an image of the mechanic in the context of UGC. Mechanic use and mechanic image events may not be linked. Such mechanic data 308 may include an initiator action ID, the initiator actor's current zone ID, the initiator actor's current x, y, z position, a target actor ID, the target actor's current zone ID, the target actor's current x, y, z, and any mitigation mechanics that may mitigate the initiator mechanic.
[0039] Such game media data 310 may include the game media ID of the game media, a localizable name of the game media, a media format (e.g., image, audio, video, text, etc.), a category or type of media (e.g., cutscene, audio log, poster, developer commentary, etc.), a URL or server-provisioned media file, and / or whether the game media is associated with a particular activity. Such game media data 310 may be associated with a game media start event indicating that a portion of a particular game media has now started in the game, and a game media end event indicating that a portion of a particular game media has ended.
[0040] Figure 4 shows a flowchart of an exemplary method 400 for demonstrating predictive customization of supervisory controls over gameplay. While method 400 illustrates a specific sequence of operations, this sequence can be modified without departing from the scope of this disclosure. For example, some of the illustrated operations may be performed in parallel or in a different order, without substantially affecting the functionality of method 400. In other examples, different components of an exemplary device or system implementing method 400 may perform functions substantially simultaneously or in a specific order.
[0041] According to some examples, this method involves storing information about monitoring user accounts associated with one or more player accounts in memory, and the stored information includes the configuration preferences in step 405. For example, the database 140 shown in Figure 1 can store information about monitoring user accounts associated with one or more player accounts in memory, and the stored information includes the configuration preferences.
[0042] According to some examples, this method involves receiving data about gameplay of an interactive content title by one of the player accounts during a gameplay session, and the gameplay data is received from the user device via a communication network in step 410. For example, the monitoring and control server 170 shown in Figures 1 and 2 can receive data about gameplay of an interactive content title by one of the player accounts during a gameplay session, and the gameplay data is received from the user device via a communication network.
[0043] According to some examples, method 400 includes predicting one or more start and / or stop timing points in one or more natural pause periods within a gameplay session in step 415. For example, the monitoring and control server 170 shown in Figures 1 and 2 can predict one or more start and / or stop timing points in one or more natural pause periods within a gameplay session. In some examples, predicting one or more start and / or stop timing points is based on comparing the gameplay data with historical gameplay data.
[0044] According to some examples, this method involves applying the configuration preferences at the next predicted timing point in step 420. For example, the monitoring and control server 170 shown in Figures 1 and 2 can apply the configuration preferences at the next predicted timing point.
[0045] In some examples, this method involves recording past gameplay data when one or more user accounts pause each gameplay session of an interactive content title. For example, the monitoring and control server 170 shown in Figures 1 and 2 can record past gameplay data when one or more user accounts pause each gameplay session of an interactive content title. In some examples, the past gameplay data includes activity data associated with each timestamp when each gameplay session was paused. In some examples, it is a recording of segments of gameplay media based on the timestamp associated with the activity data.
[0046] According to some examples, this method involves providing a monitoring user account with access to one or more segments of the gameplay media. For example, the monitoring control server 170 shown in Figures 1 and 2 can provide a monitoring user account with access to one or more segments of the gameplay media.
[0047] According to some examples, this method involves receiving queries from a monitoring user account regarding gameplay sessions. For example, the monitoring and control server 170 shown in Figures 1 and 2 may receive queries from a monitoring user account regarding gameplay sessions.
[0048] According to some examples, this method involves sending the estimated period to the monitoring user account. For example, the monitoring control server 170 shown in Figures 1 and 2 may send the estimated period to the monitoring user account. In some examples, the estimated period is calculated based on the next natural downtime after one or more natural downtimes.
[0049] According to some examples, the method involves receiving messages from a monitoring user account. For example, the monitoring control server 170 shown in Figures 1 and 2 may receive messages from a monitoring user account.
[0050] According to some examples, the method involves sending a message to a device that displays the gameplay session as an overlay notification without pausing the gameplay session. For example, the monitoring and control server 170 shown in Figures 1 and 2 can send a message to a device that displays the gameplay session as an overlay notification without pausing the gameplay session.
[0051] According to some examples, this method involves tracking the duration of a gameplay session. For example, the monitoring and control server 170 shown in Figures 1 and 2 may track the duration of a gameplay session.
[0052] According to some examples, this method involves sending a message that gameplay will end at a predicted stop point within one or more natural pause periods. For example, the monitoring and control server 170 shown in Figures 1 and 2 may send a message that gameplay will end at a predicted stop point within one or more natural pause periods. In some examples, the length of time does not exceed the total allocated time set by the monitoring user account. In some examples, a segment of allocated time within the total allocated time expires after a certain period.
[0053] Figure 5 is a block diagram of an exemplary electronic entertainment system 500 that may be used in embodiments of the present invention. The entertainment system 500 in Figure 5 includes a main memory 505, a central processing unit (CPU) 510, a vector unit 515, a graphics processing unit 520, an input / output (I / O) processor 525, an I / O processor memory 530, a peripheral interface 535, a memory card 540, a universal serial bus (USB) interface 545, and a communication network interface 550. The entertainment system 500 further includes an operating system read-only memory (OS ROM) 555, an audio processing unit 560, an optical disc control unit 570, and a hard disk drive 565, which are connected to the I / O processor 525 via a bus 575.
[0054] The entertainment system 500 may be an electronic game console. Alternatively, the entertainment system 500 may be implemented as a general-purpose computer, set-top box, handheld game device, tablet computing device, virtual reality device, augmented reality device, or mobile computing device or telephone. The entertainment system may include more or fewer operating components depending on the specific form factor, purpose, or design.
[0055] The CPU 510, vector unit 515, graphics processing unit 520, and I / O processor 525 in Figure 5 communicate via the system bus 585. Furthermore, the CPU 510 in Figure 5 may communicate with the main memory 505 via a dedicated bus 580, and the vector unit 515 and graphics processing unit 520 may communicate via a dedicated bus 590. The CPU 510 in Figure 5 executes programs stored in the OS ROM 555 and the main memory 505. The main memory 505 in Figure 5 may contain pre-stored programs and programs transferred via the I / O processor 525 from a CD-ROM, DVD-ROM, or other optical disc (not shown) using the optical disc control unit 570. The I / O processor 525 in Figure 5 may also enable the introduction of content transferred via wireless or other communication networks (e.g., 4G, LTE, 1G, etc.). The I / O processor 525 in Figure 5 primarily controls data exchange between various devices of the entertainment system 500, including the CPU 510, vector unit 515, graphics processing unit 520, and peripheral interface 535.
[0056] The graphics processing unit 520 in Figure 5 executes graphics instructions received from the CPU 510 and the vector unit 515 to generate an image for display on a display device (not shown). For example, the vector unit 515 in Figure 5 may convert an object from three-dimensional coordinates to two-dimensional coordinates and send the two-dimensional coordinates to the graphics processing unit 520. Furthermore, the audio processing unit 560 executes instructions to generate audio signals, which are output to an audio device such as a speaker (not shown). Other devices may be connected to the entertainment system 500 via a USB interface 545 and a communication network interface 550 such as a wireless transceiver, and these may be embedded within the system 500 or as part of some other component such as a processor.
[0057] The user of the entertainment system 500 in Figure 5 provides instructions to the CPU 510 via the peripheral interface 535, which enables the use of various different available peripheral devices known in the art (e.g., controllers). For example, the user may instruct the CPU 510 to store certain game information on the memory card 540 or other non-temporary computer-readable storage medium, or to instruct a game avatar to perform some specified action.
[0058] The present invention can be implemented in applications that may be operable on various end-user devices. For example, end-user devices may be personal computers, home entertainment systems (e.g., Sony PlayStation 2® or Sony PlayStation 3® or Sony PlayStation 4® or Sony PlayStation 5®), portable game devices (e.g., Sony PSP® or Sony Vita®), or lower-end but different manufacturers' home entertainment systems. The methods described herein are fully intended to be operable on various devices. Aspects of this disclosure may also be implemented with title neutrality and / or may be used across various titles from various publishers.
[0059] Aspects of this disclosure may be implemented in applications that may be operable using various devices. Non-temporary computer-readable storage media refers to any media(s) involved in providing instructions to a central processing unit (CPU) for execution. Such media can take many forms, including but not limited to optical disks or magnetic disks and non-volatile and volatile media such as dynamic memory, respectively. Common forms of non-temporary computer-readable media include, for example, floppy disks, flexible disks, hard disks, magnetic tapes, and any other magnetic media, as well as CD-ROM disks, digital video disks (DVDs), and any other optical media, and RAM, PROM, EPROM, FLASHEPROM, and any other memory chips or cartridges.
[0060] Various forms of transmission media can be involved in conveying one or more sequences of one or more instructions to the CPU for execution. A bus transmits data to system RAM, and the CPU retrieves and executes instructions from system RAM. Instructions received by system RAM can optionally be stored on a fixed disk either before or after execution by the CPU. Various forms of storage can similarly be implemented in conjunction with other network interfaces and network topologies to implement storage.
[0061] In some aspects of this disclosure, computer-readable storage devices, media, and memory may include cables or wireless signals, such as bitstreams. However, non-transient computer-readable storage media, as referred to, expressly exclude media such as energy, carrier signals, electromagnetic waves, and signals themselves.
[0062] The above detailed description of the Art is presented for illustrative and explanatory purposes only. The above detailed description is not intended to be comprehensive or to limit the Art to the detailed forms disclosed. Many modifications and variations are possible in light of the above teachings. The embodiments described have been selected to best illustrate the principles of the Art and its practical application, and to enable those skilled in the art to utilize the Art in various embodiments and in various modifications suitable for the specific intended use. The scope of the Art is intended to be defined by the claims.
Claims
1. 1. A method of applying controls to monitored game play, comprising: storing in a memory information regarding a monitored user account associated with one or more player accounts, the stored information including setting preferences; tracking data regarding past gameplay of an interactive content title by an identified one of the player accounts during one or more gameplay sessions, the past gameplay data being received from a user device associated with the identified player account via a communications network; analyzing historical gameplay data associated with said identified player account during a gameplay session; predicting one or more timing points corresponding to at least one imminent in-game event within a period of a current gameplay session, wherein predicting the timing points is based on a comparison of gameplay data associated with the current gameplay session to a gameplay pattern represented by a portion of the past gameplay data; and applying the setting preferences at a next predicted timing point in the game play session, the applying the setting preferences including executing a control action associated with the setting preferences; Including, The method, wherein the portion of the past gameplay data represents patterns of gameplay associated with one or more imminent in-game events during past gameplay sessions.
2. 2. The method of claim 1 , further comprising: recording the past gameplay data for one or more user accounts, the past gameplay data including one or more pauses during each gameplay session of the interactive content title and one or more timestamps for each of the pauses.
3. recording one or more segments of gameplay media of the current gameplay session of the identified player account based on the timestamp; The method of claim 2 , further comprising providing one or more of the segments to a user device associated with the monitoring user account.
4. receiving a query from the monitoring user account regarding the current gameplay session; 2. The method of claim 1, further comprising: transmitting a predicted end time of the current gameplay session to the monitoring user account, the predicted end time being based on the next predicted timing point.
5. receiving a message from the monitored user account; and 2. The method of claim 1, further comprising: generating a display of the message as an overlay notification within a display device of the identified user, the overlay notification being displayed without pausing the current gameplay session.
6. the settings preferences specify a time limit for the current gameplay session; Tracking the duration of the current gameplay session; and 2. The method of claim 1, further comprising: generating an overlay notification in a display device of the identified user, the overlay notification including a comparison of the specified time limit to the tracked period.
7. The method of claim 1 , wherein the configuration preference is associated with a predetermined expiration period.
8. 1. A system for applying controls to monitored game play, comprising: a memory for storing information regarding a monitored user account associated with one or more player accounts, the stored information including setting preferences; a communications interface for communicating over a communications network that tracks data regarding past gameplay of an interactive content title by an identified one of the player accounts during one or more gameplay sessions, the past gameplay data being received over the communications network from a user device associated with the identified player account; and A processor for executing instructions stored in a memory, the processor comprising: analyzing historical gameplay data associated with said identified player account during a gameplay session; predicting one or more timing points of gameplay events corresponding to at least one imminent in-game event within a period of the gameplay session, wherein predicting the timing points is based on a comparison of gameplay data associated with a current gameplay session to a gameplay pattern represented by a portion of the past gameplay data; and applying the setting preferences at a next predicted timing point in the game play session, the applying the setting preferences including performing a control action associated with the setting preferences; The system, wherein the portion of the past gameplay data represents patterns of gameplay associated with one or more imminent in-game events during past gameplay sessions.
9. 10. The system of claim 8, wherein the processor executes further instructions to record the past gameplay data for one or more user accounts, the past gameplay data including one or more pauses during each gameplay session of the interactive content title and one or more timestamps of each of the pauses.
10. 10. The system of claim 9, wherein the processor executes further instructions for recording one or more segments of gameplay media of the current gameplay session of the identified player account based on the timestamp, and the communications interface further provides one or more of the segments to a user device associated with the monitoring user account.
11. The communication interface includes: receiving a query from the monitoring user account regarding the current gameplay session; 10. The system of claim 8, further comprising: transmitting a predicted end time of the current gameplay session to the monitoring user account, the predicted end time being based on the next predicted timing point.
12. 10. The system of claim 8, wherein the communications interface further receives a message from the monitored user account, and the processor executes further instructions to generate a display of the message as an overlay notification provided within a display device of the identified user, the overlay notification being displayed without pausing the current gameplay session.
13. the configuration preferences specifying a time limit for the current game play session, and a processor; Tracking the duration of the current gameplay session; and 10. The system of claim 8, further comprising instructions for generating an overlay notification to be provided within a display device of the identified user, the overlay notification including a comparison of the specified time limit to the tracked period.
14. The system of claim 8 , wherein the configuration preference is associated with a predetermined expiration period.
15. 1. A non-transitory computer-readable storage medium having instructions executable by a computing system to perform a method for applying controls to monitored game play, the method comprising: storing in a memory information regarding a monitored user account associated with one or more player accounts, the stored information including setting preferences; tracking data regarding past gameplay of an interactive content title by an identified one of the player accounts during one or more gameplay sessions, wherein gameplay data is received from a user device associated with the identified player account via the past gameplay data communications network; analyzing historical gameplay data associated with said identified player account during a gameplay session; predicting one or more timing points of gameplay events corresponding to at least one imminent in-game event within a period of a current gameplay session, wherein predicting the timing points is based on a comparison of gameplay data associated with the current gameplay session to a gameplay pattern represented by a portion of the past gameplay data; and applying the setting preferences at a next predicted timing point in the game play session, the applying the setting preferences including executing a control action associated with the setting preferences; Including, The non-transitory computer-readable storage medium, wherein a portion of the past gameplay data represents patterns of gameplay associated with one or more imminent in-game events during past gameplay sessions.
16. The past gameplay data further comprising data regarding past gameplay by different player accounts; 2. The method of claim 1, wherein the different player account has at least one game parameter that is similar to a game parameter of the identified player account.
17. The method of claim 1, characterized in that predicting the timing point is further based on gameplay data associated with a current gameplay session that aligns with the gameplay pattern within a predetermined tolerance range.