system

The system addresses the inefficiencies in game development by automating the process from requirement gathering to revenue calculation, enhancing efficiency and resource optimization for game creation and monetization.

JP2026037250APending Publication Date: 2026-03-06SOFTBANK GROUP CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-21
Publication Date
2026-03-06

AI Technical Summary

Technical Problem

The game development process is resource-intensive and time-consuming for small and medium-sized businesses and individuals, with challenges in schedule management, resource optimization, and monetization, making it difficult for developers to receive appropriate compensation.

Method used

A system that includes modules for receiving game requirements, generating game designs and code, building executable files, publishing games, collecting play data, and calculating revenue, enabling centralized management of the game development process.

Benefits of technology

This system allows users to efficiently create, publish, and monetize games, improving development efficiency and optimizing resource utilization.

✦ Generated by Eureka AI based on patent content.

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Abstract

Provide a system. [Solution] a means for receiving game requirements from users; means for analyzing the game requirements to generate a game architecture; means for generating game code and assets based on said basic design; means for combining the generated game code and assets to build an executable game file; means for automatically publishing the built game file to a distribution platform; A means for collecting play data of the published game; A means for calculating revenue based on the collected play data and distributing the revenue to users; A system including:
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Description

[Technical Field]

[0001] The technology of the present disclosure relates to a system. [Background technology]

[0002] Patent document 1 discloses a persona chatbot control method performed by at least one processor, the method including the steps of receiving a user utterance, adding the user utterance to a prompt including an instruction sentence related to a description of the chatbot character, encoding the prompt, and inputting the encoded prompt into a language model to generate a chatbot utterance in response to the user utterance. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2022-180282 Summary of the Invention [Problem to be solved by the invention]

[0004] The game development process requires a lot of resources and time, placing a heavy burden on small and medium-sized businesses and individuals. Difficulty in schedule management and resource optimization can hinder efficient development. Furthermore, the monetization process for developed games is not easy, making it difficult for developers to receive appropriate compensation. [Means for solving the problem]

[0005] In order to solve the above-mentioned problems, the present invention provides a system including: means for receiving game requirements from a user who provides the following means; means for analyzing the game requirements to generate a basic design of a game; means for generating game code and assets based on the basic design; means for combining the generated game code and assets to build an executable game file; means for automatically publishing the built game file to a distribution platform; means for collecting play data of the published game; and means for calculating revenue based on the collected play data and distributing it to users. This system centrally manages the entire game development process, enabling developers to efficiently create games and earn revenue.

[0006] "Game requirements" refer to the basic specifications and requirements for the game that the user wishes to develop, such as the genre, story, character design, and sound.

[0007] "Basic design" refers to the blueprint or framework for the entire game, generated based on the game requirements, and includes character placement, story flow, level design, etc.

[0008] "Game code" refers to a series of instructions and logic written as a program to make a game work.

[0009] "Assets" refer to materials and resources used in the game, such as character images, background images, music, and sound effects.

[0010] "Executable Game File" means a file that has been built into a format that allows a user to install the Game on a device and play the Game.

[0011] A "distribution platform" is a place or service where users can download and play published games, and includes smartphone app stores and PC game platforms.

[0012] "Play data" is data collected when a user plays a game, and includes play time, progress, billing information, etc.

[0013] "Revenue" refers to the monetary benefits derived from the use of and charges for a published game.

[0014] "Revenue sharing" refers to the process of appropriately distributing revenue calculated based on collected play data to users. [Brief explanation of the drawings]

[0015] [Figure 1] 1 is a conceptual diagram showing an example of the configuration of a data processing system according to a first embodiment. [Figure 2] 1 is a conceptual diagram showing an example of main functions of a data processing device and a smart device according to a first embodiment. [Figure 3] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a second embodiment. [Figure 4] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and smart glasses according to a second embodiment. [Figure 5] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a third embodiment. [Figure 6] FIG. 11 is a conceptual diagram showing an example of main functions of a data processing device and a headset-type terminal according to a third embodiment. [Figure 7] FIG. 10 is a conceptual diagram showing an example of the configuration of a data processing system according to a fourth embodiment. [Figure 8] FIG. 10 is a conceptual diagram showing an example of main functions of a data processing device and a robot according to a fourth embodiment. [Figure 9] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 10] 1 shows an emotion map onto which multiple emotions are mapped. [Figure 11] FIG. 3 is a sequence diagram showing a processing flow of the data processing system according to the first embodiment. [Figure 12] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 1. [Figure 13] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system according to the second embodiment when an emotion engine is combined. [Figure 14] FIG. 10 is a sequence diagram showing the flow of processing in the data processing system in Application Example 2 when an emotion engine is combined. DETAILED DESCRIPTION OF THE INVENTION

[0016] An example of an embodiment of a system according to the technology of the present disclosure will be described below with reference to the accompanying drawings.

[0017] First, the terms used in the following description will be explained.

[0018] In the following embodiments, a coded processor (hereinafter simply referred to as a "processor") may be a single arithmetic device or a combination of multiple arithmetic devices. Furthermore, a processor may be a single type of arithmetic device or a combination of multiple types of arithmetic devices. Examples of arithmetic devices include a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a GPGPU (General-Purpose computing on Graphics Processing Units), and an APU (Accelerated Processing Unit).

[0019] In the following embodiments, a coded RAM (Random Access Memory) is a memory in which information is temporarily stored and is used as a working memory by a processor.

[0020] In the following embodiments, the coded storage is one or more non-volatile storage devices that store various programs, various parameters, etc. Examples of non-volatile storage devices include flash memory (SSD (Solid State Drive)), magnetic disks (e.g., hard disks), and magnetic tapes.

[0021] In the following embodiments, a communication I / F (Interface) with a symbol is an interface including a communication processor, an antenna, etc. The communication I / F controls communication between multiple computers. Examples of communication standards applied to the communication I / F include wireless communication standards including 5G (5th Generation Mobile Communication System), Wi-Fi (registered trademark), Bluetooth (registered trademark), etc.

[0022] In the following embodiments, "A and / or B" is synonymous with "at least one of A and B." In other words, "A and / or B" means that it may be only A, only B, or a combination of A and B. Furthermore, in this specification, the same concept as "A and / or B" is also applied when three or more things are expressed connected by "and / or."

[0023] [First embodiment]

[0024] FIG. 1 shows an example of the configuration of a data processing system 10 according to the first embodiment.

[0025] 1, a data processing system 10 includes a data processing device 12 and a smart device 14. An example of the data processing device 12 is a server.

[0026] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).

[0027] The smart device 14 includes a computer 36, a reception device 38, an output device 40, a camera 42, and a communication I / F 44. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The reception device 38, the output device 40, and the camera 42 are also connected to the bus 52.

[0028] The reception device 38 includes a touch panel 38A, a microphone 38B, and the like, and receives user input. The touch panel 38A detects contact with an indicator (for example, a pen or a finger) to receive user input by the touch of the indicator. The microphone 38B detects the user's voice to receive user input by voice. The control unit 46A transmits data indicating the user input received by the touch panel 38A and the microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the data indicating the user input.

[0029] The output device 40 includes a display 40A and a speaker 40B, and presents data to the user 20 by outputting the data in a form of expression that the user 20 can perceive (for example, audio and / or text). The display 40A displays visible information such as text and images in accordance with instructions from the processor 46. The speaker 40B outputs audio in accordance with instructions from the processor 46. The camera 42 is a compact digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor.

[0030] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54.

[0031] FIG. 2 shows an example of the main functions of the data processing device 12 and the smart device 14.

[0032] 2, in the data processing device 12, a specific process is performed by the processor 28. A specific processing program 56 is stored in the storage 32. The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific process is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.

[0033] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.

[0034] In the smart device 14, the processor 46 performs the reception output process. The storage 50 stores a reception output program 60. The reception output program 60 is used in conjunction with the specific processing program 56 by the data processing system 10. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.

[0035] Next, a description will be given of the specific processing performed by the specific processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."

[0036] This invention relates to an integrated system that allows users to efficiently create, publish, and monetize games. This system is composed of multiple modules that receive game requirements from users, automatically generate games based on those requirements, publish the games, and distribute the monetization revenue. The following describes in detail the implementation of each module and the processing flow.

[0037] User Interface

[0038] User:

[0039] 1. Enter your game requirements:

[0040] Using a web browser or a dedicated app, users access a form to input the basic requirements of the game (genre, story, character design, etc.) For example, if you want to create a "Fantasy RPG," you would enter the genre as "Fantasy RPG" and enter details such as the name of the main character, enemy characters, and story.

[0041] 2. Check your progress:

[0042] Users can access a dashboard to see the progress of their game development in real time, with current statuses such as "Generating code" and "Build complete."

[0043] 3. Check your earnings:

[0044] You can check the revenue status based on the play data of published games. For example, detailed information such as cumulative revenue, monthly revenue, number of plays, etc. is displayed.

[0045] Server Side

[0046] Server:

[0047] 1. Requirements Analysis Module:

[0048] This module receives and analyzes game requirements submitted by users. It automatically generates detailed game designs based on genre and story outlines. For example, if the requirement is "Fantasy RPG," it selects an appropriate template and generates character settings and level designs.

[0049] 2. Generative AI module:

[0050] Based on the output of the requirements analysis module, AI generates specific game code and assets. This module automatically generates 3D character models, 2D graphics, music, effects, etc. For example, it generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[0051] 3. Build Module:

[0052] Builds executable game files based on the generated game code and assets. This module generates, for example, an .exe or .apk file and saves it in a downloadable format.

[0053] 4. Public Module:

[0054] Automatically publish the built game files to your preferred distribution platform, such as a smartphone app store or PC gaming platform, adding the required metadata and publishing.

[0055] 5. Collection of gameplay data:

[0056] This module collects gameplay data every time a published game is played. This module handles play time, progress, billing information, etc.

[0057] 6. Revenue Sharing Module:

[0058] Calculate revenue based on play data and distribute it to users. This module calculates revenue for each user and automatically reflects the revenue in the user's account.

[0059] Terminal

[0060] Client:

[0061] 1. Gameplay:

[0062] A user downloads and installs the published game on their device, for example, by downloading the game from an app store, installing it, and playing the game.

[0063] 2. Send feedback:

[0064] Sending user feedback to the server, for example by providing an interface for reporting bugs in the game or providing feedback on improvements.

[0065] This system allows users to easily create, publish, and monetize games, and since the entire development process is automated, it improves development efficiency and optimizes resource utilization.

[0066] The processing flow will be explained below.

[0067] Step 1:

[0068] The user enters the basic requirements of the game (genre, story, character design, etc.) into a dedicated form. For example, to create a "Fantasy RPG," the user enters "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon."

[0069] Step 2:

[0070] The client converts the user's input into JSON format and sends it to the server. For example, it is sent in the format { "genre": "Fantasy RPG", "main_character": "Ariel", "enemy": "Dragon", "story": "Ariel's adventure to save the kingdom from the dragon"}.

[0071] Step 3:

[0072] The server's requirements analysis module analyzes the received JSON data and generates a basic game design. For example, based on the genre "Fantasy RPG," it selects an appropriate game template and generates designs for the protagonist and enemy characters and a scenario script.

[0073] Step 4:

[0074] The server's generation AI module generates specific game code and assets based on the basic design, such as the 3D model of the main character "Ariel," the animation of the enemy character "Dragon," and background music.

[0075] Step 5:

[0076] The Server's build module builds executable game files (e.g., .exe or .apk files) from the generated game code and assets, and saves them for download.

[0077] Step 6:

[0078] The Server's publishing module automatically publishes the built game files to distribution platforms, such as smartphone app stores or PC gaming platforms, and publishes them along with metadata such as the game title, description, and screenshots.

[0079] Step 7:

[0080] The client downloads and installs the published game on the user's device. For example, the client downloads the game from the app store, installs it, and plays the game.

[0081] Step 8:

[0082] The Client sends game play data (play time, progress, billing information, etc.) to the Server. For example, every time a user plays a game, the progress and play time are periodically sent to the server.

[0083] Step 9:

[0084] The server's data collection module stores the received play data in a database, such as each user's play history and billing information.

[0085] Step 10:

[0086] The server's revenue distribution module calculates revenue based on the collected play data and distributes it to users. For example, revenue is calculated based on the number of plays, user ratings, and amount of charges, and reflected in the user's account.

[0087] Step 11:

[0088] Users can check their earnings status on the dashboard, including details such as total earnings, monthly earnings, and number of plays. They can also request a withdrawal of earnings if necessary.

[0089] Example 1

[0090] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."

[0091] In game development, users with unique ideas often lack the technical knowledge to efficiently develop, publish, and monetize their games. Another issue is that existing game development tools and platforms fragment the work process, making it difficult to manage the entire process in an integrated manner.

[0092] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.

[0093] In this invention, the server includes means for receiving game requirements from users, means for analyzing the game requirements to generate a basic design for the game, a generation AI model means for generating game code and digital assets based on the basic design, means for combining the generated game code and digital assets to build an executable game file, means for automatically publishing the built game file to a distribution platform, means for collecting play data of the published game, and means for calculating revenue based on the collected play data and distributing it to users. This enables users without technical knowledge to efficiently develop and publish games based on their own ideas and earn revenue.

[0094] "User" means a user who uses the game development system to create a game based on their own idea.

[0095] "Game requirements" are data entered by the user that includes basic elements such as the game genre, story, and character design.

[0096] "Means" are elements such as devices, modules, and software components for performing specific technical functions or operations.

[0097] "Requirements analysis" is the process of analyzing game requirements received from users and generating detailed design documents.

[0098] "Basic design" refers to the design information and structure of the game created based on the analyzed game requirements.

[0099] A "generative AI model" is an algorithm or system that uses artificial intelligence to automatically generate game code and digital assets.

[0100] "Digital Assets" refers to digital media such as character models, images, music, and effects used in the game.

[0101] "Building" is the process of converting generated game code and digital assets into a runnable game file.

[0102] A "distribution platform" is an online service or store that publishes completed game files and distributes them to users.

[0103] "Play data" refers to data such as play time, progress, and billing information that is collected when a published game is played.

[0104] "Revenue" refers to the economic benefits derived from playing a user-created game.

[0105] "Distribution" is the process of calculating revenue and allocating profits to users based on that revenue.

[0106] This invention relates to an integrated system that allows users to efficiently create, publish, and monetize games. This system is composed of multiple modules that receive game requirements from users, automatically generate games based on those requirements, publish the games, and distribute the revenue. The following describes in detail the embodiments of this invention.

[0107] User Interface

[0108] user:

[0109] 1. Enter your game requirements:

[0110] Using a web browser or a dedicated app, a user accesses a form to input the basic requirements of the game (genre, story, character design, etc.) For example, if a user is creating a "Fantasy RPG," they would enter the genre as "Fantasy RPG" and details such as the name of the main character, enemy characters, and story.

[0111] Example prompt sentence:

[0112] Genre: Fantasy RPG

[0113] Main character's name: Ariel

[0114] Enemy character: Dragon

[0115] Story: The story of the protagonist defeating monsters and saving the kingdom

[0116] 2. Check your progress:

[0117] When users access the dashboard, the progress of each development step is displayed in real time. For example, the status column shows progress such as "Generating code" or "Build completed."

[0118] 3. Check your earnings:

[0119] To check the revenue information of a published game, users can click on the revenue tab to view details such as cumulative revenue, monthly revenue, and total number of plays.

[0120] Server Side

[0121] server:

[0122] 1. Requirements Analysis Module:

[0123] It receives game requirements data sent by users, analyzes the genre and story outline, and creates specific game design proposals. For example, based on the requirement of a "fantasy RPG," it selects an appropriate template and generates character settings and level designs.

[0124] 2. Generative AI module:

[0125] The generative AI model receives the output of the requirements analysis module and generates specific game code and digital assets. During this process, 3D character models, 2D graphics, music, effects, etc. are automatically created. For example, the AI ​​generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[0126] 3. Build Module:

[0127] Based on the generated game code and digital assets, the server builds the executable game file, for example, an .exe file for Windows or an .apk file for Android, and saves it in a downloadable format.

[0128] 4. Public Module:

[0129] It receives the game files generated by the build module and automatically publishes them to the specified distribution platform, such as the GOOGLE PLAY® store or a PC gaming platform, adding the necessary metadata before publishing.

[0130] 5. Collection of gameplay data:

[0131] Each time a published game is played, the server collects play data, including the player's play time, progress, and billing information.

[0132] 6. Revenue Sharing Module:

[0133] The server calculates revenue based on the play data collected and distributes it to users. Revenue is calculated for each user and automatically reflected in their account.

[0134] Terminal

[0135] Device:

[0136] 1. Gameplay:

[0137] A user downloads and installs the published game on their device, for example, by downloading the game from an app store, installing it, and playing the game.

[0138] 2. Send feedback:

[0139] Users can submit feedback to the server about bugs or improvements they notice while playing the game. Use the dedicated feedback form to write down any problems or suggestions you encounter while playing, and press the submit button to send the data to the server.

[0140] This system allows users to easily create and publish games, and even earn revenue based on gameplay data. The automated development process ensures efficiency and resource optimization. Real-time progress and revenue monitoring also increases user satisfaction.

[0141] The flow of the identification process in the first embodiment will be described with reference to FIG.

[0142] Step 1:

[0143] User enters game requirements

[0144] The user opens a web browser or a dedicated app and inputs the basic requirements of the game (genre, story, character design, etc.). For example, if the user is creating a "Fantasy RPG," they would enter the genre as "Fantasy RPG," the main character as "Ariel," the enemy character as "Dragon," and the story as "The story of the main character defeating monsters and saving the kingdom."

[0145] Input: Basic requirements such as genre, protagonist name, antagonist, and story.

[0146] Output: Basic game requirements data is sent to the server.

[0147] Step 2:

[0148] The server runs the requirements analysis module.

[0149] The server analyzes the game requirements data it receives and creates a specific game design proposal based on the genre and story outline. For example, based on the requirements for a "fantasy RPG," it selects an appropriate template and automatically generates character settings and level designs.

[0150] Input: Game requirements data submitted by the user.

[0151] Output: A concrete game design proposal is generated and handed over to a generative AI model.

[0152] Step 3:

[0153] The server uses generative AI models to generate game code and digital assets

[0154] Based on the output of the requirements analysis module, the generative AI model automatically generates specific game code and digital assets (3D character models, 2D graphics, music, effects, etc.) For example, it generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[0155] Input: A concrete game design proposal.

[0156] Output: Generated game code and various digital assets.

[0157] Step 4:

[0158] The server uses the build module to build the executable game files.

[0159] The server builds the executable game files (.exe, .apk, etc.) from the generated game code and digital assets. The build module does this and saves them in a downloadable format.

[0160] Input: Game code and digital assets.

[0161] Output: The built executable game file.

[0162] Step 5:

[0163] The server publishes the game files using the publishing module

[0164] It takes your built game files and automatically publishes them to your preferred distribution platform (e.g., Google Play Store, PC gaming platforms, etc.), adding the necessary metadata and making them accessible and downloadable for users.

[0165] Input: The built game files.

[0166] Output: The game published to a distribution platform.

[0167] Step 6:

[0168] The server collects play data

[0169] Each time a published game is played, the server collects play data, including the player's play time, game progress, and billing information.

[0170] Input: Play data from the distribution platform.

[0171] Output: Collected gameplay data.

[0172] Step 7:

[0173] The server calculates and distributes revenue using the revenue sharing module

[0174] Revenue is calculated based on the collected play data and distributed to users. This process calculates revenue for each user and automatically reflects it in their account.

[0175] Input: Collected gameplay data.

[0176] Output: The calculated revenue is credited to the user's account.

[0177] Step 8:

[0178] The device downloads and plays the game

[0179] Users download the game from an app store or other source, install it on their device, and then launch the game to play.

[0180] Input: The published game files.

[0181] Output: The game running on the device.

[0182] Step 9:

[0183] Users submit feedback

[0184] Users can send feedback to the server about bugs or improvements they notice while playing the game. They use a dedicated feedback form to write down any problems or suggestions they encounter, and then press the submit button to send the data to the server.

[0185] Input: Bug reports and improvement suggestions filled out in the feedback form.

[0186] Output: Feedback data sent to the server.

[0187] (Application example 1)

[0188] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."

[0189] In conventional game creation systems, the process from users creating their own content to publishing it and earning revenue was complicated and required extensive specialized knowledge. Furthermore, the system lacked functionality for checking content progress and revenue data in real time. This made it difficult for ordinary users to easily create, publish, and monetize games and interactive content.

[0190] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.

[0191] In this invention, the server includes means for receiving game requirements from a user, means for analyzing the requirements and generating a basic game design, means for generating game code and assets based on the basic design, means for combining the generated game code and assets to build an executable game file, means for automatically publishing the built game file to a distribution platform, means for collecting play data of the published game, means for calculating revenue based on the collected play data and distributing it to users, and means for providing a dashboard for users to play the games and interactive content they have created and check their revenue status. This enables users to easily create games and interactive content without specialized knowledge, and efficiently earn revenue while checking their progress and revenue in real time.

[0192] "User" means any individual or organization that uses the system to create, publish, and monetize games and interactive content.

[0193] "Game requirements" refers to the basic specifications of the game created by the user, such as genre, story, character design, etc.

[0194] A "basic game design" is a blueprint that embodies the structure and system of a game based on the game requirements received from users.

[0195] "Game code" refers to the source code for executing a game program.

[0196] "Assets" refers to materials such as 3D models, 2D graphics, music, and effects used in the game.

[0197] "Executable Game File" means the actual playable game file created by combining built game code and assets.

[0198] A "distribution platform" is an online service that publishes generated game files and allows users to download and play them.

[0199] "Play data" refers to data such as play time, progress, and billing information that is recorded when a published game is actually played.

[0200] "Revenue" refers to the profits generated by playing a published game.

[0201] A "dashboard" is an interface that allows users to check the progress and revenue status of games and interactive content in real time.

[0202] The present invention relates to an integrated system that allows users to efficiently create, publish, and monetize games and other interactive content. The system is composed of user interface, server-side, and terminal modules.

[0203] User Interface

[0204] User:

[0205] 1. Enter your game requirements:

[0206] Users enter the basic requirements for their game using a web browser or a dedicated application. For example, if they want to create a "fantasy RPG," they would enter the genre as "fantasy RPG" and details such as the name of the main character, the enemy character, and the story.

[0207] 2. Check your progress:

[0208] Users can access a dashboard to see the progress of their game development in real time, with current statuses such as "Generating code" and "Build complete."

[0209] 3. Check your earnings:

[0210] You can check the revenue status based on the play data of published games. Detailed information such as cumulative revenue, monthly revenue, number of plays, etc. is displayed.

[0211] Server Side

[0212] Server:

[0213] 1. Requirements Analysis Module:

[0214] The server receives and analyzes the game requirements submitted by the user. This module automatically generates a detailed game design based on the genre and story outline. For example, if the requirement is "Fantasy RPG," the module selects an appropriate template and generates character settings and level designs.

[0215] 2. Generative AI module:

[0216] Based on the output from the requirements analysis module, AI generates specific game code and assets. This module uses Tensorflow (registered trademark) and PyTorch to automatically generate 3D character models, 2D graphics, music, effects, etc. For example, it generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[0217] 3. Build Module:

[0218] Builds an executable game file based on the generated game code and assets. This module uses Django and Celery to generate an .exe or .apk file and saves it as a downloadable file.

[0219] 4. Public Module:

[0220] Automatically publish built game files to your preferred distribution platform. Upload to smartphone app stores and PC gaming platforms, add required metadata, and publish.

[0221] 5. Collection of gameplay data:

[0222] This module collects play data every time a published game is played. This module uses a database such as PostgreSQL to handle play time, progress, billing information, etc.

[0223] 6. Revenue Sharing Module:

[0224] Calculate revenue based on play data and distribute it to users. This module calculates revenue for each user and automatically reflects the revenue in the user's account.

[0225] Terminal

[0226] Client:

[0227] 1. Gameplay:

[0228] Users download and install the published game onto their devices, for example, by downloading the game from an app store, installing it, and then playing the game.

[0229] 2. Send feedback:

[0230] It provides an interface for users to send feedback to the server, including the ability to report bugs in the game and send feedback on improvements.

[0231] Specific examples

[0232] If a user wants to create a "Fantasy RPG," they would enter the following on the screen:

[0233] Genre: Fantasy RPG

[0234] Main character name: Ariel

[0235] Enemy: Dragon

[0236] Story: A journey to defeat evil dragons in a magical kingdom

[0237] Based on this prompt, the generative AI module automatically generates specific game code and assets.

[0238] Example prompt:

[0239] Genre: Fantasy RPG

[0240] Main character name: Ariel

[0241] Enemy: Dragon

[0242] Story: A journey to defeat evil dragons in a magical kingdom

[0243] The above is a detailed embodiment of the system according to the present invention, which allows users to easily create, publish, and monetize games and interactive content without requiring specialized knowledge.

[0244] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[0245] Step 1:

[0246] Users input the basic requirements of the game (genre, story, character design, etc.) using a web browser or a dedicated app. The input information is sent to the server as JSON format data. The input data may include, for example, "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: A journey to defeat an evil dragon in a magical kingdom."

[0247] Step 2:

[0248] The server then uses a requirements analysis module to analyze the received JSON-formatted game requirements data. This analysis module selects an appropriate template based on the genre and story outline, and automatically generates detailed game design details such as character settings and level design. For example, based on the genre "Fantasy RPG," the module selects a template that sets fantasy-style backgrounds and characters.

[0249] Step 3:

[0250] The generative AI module generates specific game code and assets (3D models, 2D graphics, music, effects, etc.) based on the game design output from the analysis module. Here, the AI ​​model runs using TensorFlow and PyTorch. For example, it generates a 3D model of the main character, Ariel, and animations for the dragon.

[0251] Step 4:

[0252] The build module combines the generated game code and assets to build an executable game file (e.g., an .exe or .apk file). This process runs asynchronously using Django and Celery. The build results are stored on the server in a downloadable format.

[0253] Step 5:

[0254] The publishing module automatically uploads the built game files to the distribution platform of your choice (e.g., smartphone app stores or PC gaming platforms), adding the necessary metadata (title, description, screenshots, etc.) in the process.

[0255] Step 6:

[0256] A user of a device downloads and installs a game published from a distribution platform, for example, downloads and installs the game from an app store, and plays the game.

[0257] Step 7:

[0258] When a user plays a game, play data (play time, progress, billing information, etc.) is collected. This data is sent from the device to a server and stored in a database (e.g., PostgreSQL).

[0259] Step 8:

[0260] The revenue distribution module calculates revenue based on the collected play data and distributes it to users. The calculation results are automatically reflected in the user's account. For example, revenue can be distributed based on the number of times played each month or the amount of charges.

[0261] Step 9:

[0262] Users can check the progress and revenue of their game in real time on the dashboard, which can be accessed at any time and displays the current revenue and monthly revenue.

[0263] Through these steps, the system of the present invention allows users to easily create, publish, and monetize games and interactive content.

[0264] Furthermore, an emotion engine that estimates the user's emotion may be combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59 and perform identification processing using the user's emotion.

[0265] This invention combines an integrated system that enables users to efficiently create, publish, and monetize games with an emotion engine that recognizes user emotions and optimizes and adjusts game requirements based on those emotions. The following describes the implementation of each module and the specific processing flow.

[0266] User Interface

[0267] User:

[0268] 1. Enter your game requirements:

[0269] Using a web browser or a dedicated app, a user accesses a form to input the basic requirements of the game (genre, story, character design, etc.) For example, to create a "Fantasy RPG," a user enters "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon."

[0270] 2. Emotion Recognition:

[0271] The emotion engine recognizes emotions as users type and analyzes their feelings and intentions, such as whether they are happy, tired, excited, or other emotional states.

[0272] 3. Check your progress:

[0273] Users can access a dashboard to see the progress of their game development in real time, with current statuses such as "Generating code" and "Build complete."

[0274] 4. Check your earnings:

[0275] You can check the revenue status based on the play data of published games. For example, detailed information such as cumulative revenue, monthly revenue, number of plays, etc. is displayed.

[0276] Server Side

[0277] Server:

[0278] 1. Requirements Analysis Module:

[0279] This module receives and analyzes game requirements submitted by the user. It optimizes the game requirements based on data from the emotion engine. For example, if the requirement is "Fantasy RPG" and the user is recognized as excited, the action elements will be strengthened.

[0280] 2. Generative AI module:

[0281] Based on the output of the requirements analysis module, AI generates specific game code and assets. This module automatically generates 3D character models, 2D graphics, music, effects, etc. For example, it generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[0282] 3. Build Module:

[0283] Build an executable game file from the generated game code and assets, for example an .exe or .apk file, and save it as a downloadable file.

[0284] 4. Public Module:

[0285] Automatically publish the built game files to a distribution platform, such as a smartphone app store or PC gaming platform, along with metadata such as the game title, description, and screenshots.

[0286] 5. Collection of gameplay data:

[0287] This module collects play data every time a published game is played. It handles play time, progress, payment information, and other data, as well as player emotion data from an emotion engine.

[0288] 6. Revenue Sharing Module:

[0289] Calculates revenue based on play data and emotional data and distributes it to users. This module also takes emotional data into account to calculate additional rewards and reflect them in users' accounts.

[0290] Terminal

[0291] Client:

[0292] 1. Gameplay:

[0293] A user downloads and installs the published game on their device, for example, by downloading the game from an app store, installing it, and playing the game.

[0294] 2. Emotional Data Collection:

[0295] As players play the game, their devices use cameras and sensors to collect emotional data, such as facial recognition and biometric data, to analyze their emotions.

[0296] 3. Send feedback:

[0297] Sending gameplay data, including player emotional data, to the server, for example, sending the player's emotional state along with feedback on bug reports and improvements to the game.

[0298] This system allows users to easily create, publish, and monetize games. The introduction of an emotion engine also enables greater personalization, improving game quality and user experience. Furthermore, revenue sharing based on emotion data allows developers to receive more appropriate rewards.

[0299] The processing flow will be explained below.

[0300] Step 1:

[0301] The user enters the basic requirements of the game (genre, story, character design, etc.) into a dedicated form. Specifically, to create a "Fantasy RPG," the user enters details such as "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon."

[0302] Step 2:

[0303] The client converts the user's input into JSON format and sends it to the server. For example, it sends data in the form { "genre": "Fantasy RPG", "main_character": "Ariel", "enemy": "Dragon", "story": "Ariel's adventure to save the kingdom from the dragon"}.

[0304] Step 3:

[0305] The server's requirements analysis module analyzes the received JSON data and generates a basic design plan for the game. For example, it selects an appropriate template based on the genre "Fantasy RPG" and prepares character settings and level designs.

[0306] Step 4:

[0307] The Server's emotion engine recognizes emotions as users type and analyzes the data. For example, if the user is recognized as excited while typing, it adds parameters to emphasize action elements.

[0308] Step 5:

[0309] The server's generation AI module generates specific game code and assets based on the basic design and data from the emotion engine, such as the 3D model of the main character "Ariel," the animation of the enemy character "Dragon," and background music.

[0310] Step 6:

[0311] The Server's build module combines the generated game code and assets to build an executable game file, such as an .exe or .apk file, which is then saved for users to download.

[0312] Step 7:

[0313] The Server's publishing module automatically publishes the built game files to the specified distribution platform, such as a smartphone app store or PC gaming platform, and publishes them with the necessary metadata (game title, description, screenshots, etc.).

[0314] Step 8:

[0315] The client downloads and installs the published game on the user's device, for example, downloading the game from the store, installing it, and playing it.

[0316] Step 9:

[0317] The client collects the user's emotional state during gameplay, for example, by using cameras and sensors to monitor the user's facial expressions and biometric information to obtain real-time emotional data.

[0318] Step 10:

[0319] The client sends emotion data along with gameplay data to the server. For example, the client sends the emotion engine analysis data in addition to gameplay progress and billing information to the server.

[0320] Step 11:

[0321] The server's data collection module stores the received play data and emotional data in a database, for example, to centrally manage data including each player's play history and emotional state.

[0322] Step 12:

[0323] The server's revenue distribution module calculates revenue based on the aggregated play data and emotion data, and distributes it to users, for example, calculating additional reward points obtained from emotion data, and reflecting the revenue in users' accounts.

[0324] Step 13:

[0325] Users can check their earnings status on the dashboard, including detailed information such as total earnings, monthly earnings, number of plays, and user ratings, and can request a withdrawal of earnings if necessary.

[0326] Example 2

[0327] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."

[0328] Traditional game development systems required developers to manually set game requirements and generate code and assets, which was extremely time-consuming and labor-intensive. It was also difficult to set optimal game requirements that took user emotions and intent into account, leading to insufficient game personalization and low player satisfaction. Furthermore, it was difficult to properly distribute revenue using calculation methods based solely on gameplay data.

[0329] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means.

[0330] In this invention, the server includes a means for receiving game requirements from a user, a means for analyzing the game requirements and optimizing the game requirements based on the user's emotion data, and a means for generating prompt sentences suitable for a generative AI model based on the optimized game requirements, and generating specific game code and assets, thereby enabling efficient game generation that takes user emotions into consideration and a personalized game experience.

[0331] "User" means an end user who uses the system to create and publish games.

[0332] "Means for receiving game requirements" refers to the interface through which users input the basic requirements of the game (genre, story, character design, etc.) and the process of sending them to the server.

[0333] "Means for analyzing game requirements and optimizing the game requirements based on user emotional data" refers to an algorithm or module that analyzes received game requirements and adjusts the game requirements based on user emotional data recognized by the emotional engine.

[0334] "Means for generating prompts suitable for a generative AI model and generating specific game code and assets" refers to a module that creates prompts to be input into a generative AI model based on optimized game requirements, and uses those prompts to automatically generate game code, 3D models, 2D graphics, music, effects, etc.

[0335] "Means for combining game code and assets to build executable game files" refers to the process of creating game files in an executable format (e.g., an .exe file or an .apk file) based on the generated game code and assets.

[0336] "Means of publishing" refers to the process of uploading the built game files to a distribution platform (e.g., a smartphone app store, a PC game platform) and making them available to users along with metadata such as the title and screenshots.

[0337] "Means for collecting gameplay data and emotional data" refers to the process of collecting gameplay data such as game play time, progress, and billing information sent from the terminal, as well as player emotional data (such as facial recognition and biometric information).

[0338] "Means for calculating revenue and distributing it to users" refers to the process by which the system calculates revenue based on the collected play data and sentiment data and distributes it appropriately to users' accounts.

[0339] This invention relates to an integrated system that allows users to efficiently create, publish, and monetize games, particularly a system that combines an emotion engine that recognizes user emotions and optimizes and adjusts game requirements based on those emotions.

[0340] Hardware and Software Configuration

[0341] The system consists of a user device (PC, smartphone, tablet, etc.) and a server. The device provides a user interface using a web browser or a dedicated app. The server runs multiple software modules, including a requirements analysis module, a generative AI module, a build module, a publishing module, a play data collection module, and a revenue distribution module.

[0342] Program processing

[0343] The user inputs and submits game requirements using a terminal. The input data is sent to the server and analyzed by the requirements analysis module. At this time, the emotion engine recognizes the user's emotions and adjusts the requirements, for example, by increasing action elements if the user is excited.

[0344] Based on the optimized game requirements obtained from the requirements analysis module, a prompt suitable for the generative AI model is generated, which then generates specific game code and assets (e.g., 3D character models, 2D graphics, music, effects, etc.).

[0345] For example, the following prompt sentence is input to the generative AI model:

[0346] Genre: Fantasy RPG, Main character's name: Ariel, Enemy character: Dragon, Story: Ariel's adventure to save the kingdom from the dragon

[0347] The generated game code and assets are built into executable game files (e.g., .exe files, .apk files) by the build module. The built game files are then automatically published to distribution platforms by the publish module. Users can then download and play the game from smartphone app stores, PC game platforms, etc.

[0348] The device uses cameras and sensors to collect player emotion data during gameplay and sends it back to the server, which then calculates revenue based on the collected play data and emotion data and distributes the revenue appropriately to the user's account in the revenue distribution module.

[0349] Specific examples

[0350] As a specific example of operation, a user opens a web browser, enters "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon" into the game creation form, and clicks the submit button. In response to this input, the emotion engine detects the user's excitement and suggests an input method that enhances the action elements.

[0351] Based on these optimized requirements, prompts are generated, and the generative AI model generates specific game code and assets. The build module converts this into an executable file, which is then published to the distribution platform by the publish module. Users can then download the game and play it on their devices.

[0352] The device collects player emotional data during gameplay and sends it to the server, which can then be reflected in revenue distribution. This allows users to efficiently create games and earn revenue while providing a personalized, high-quality gaming experience.

[0353] The flow of the identification process in the second embodiment will be described with reference to FIG.

[0354] Step 1:

[0355] User enters game requirements and submits

[0356] Users access a form provided via a web browser or a dedicated app and enter the basic requirements for the game (genre, story, character design, etc.). Specifically, they enter "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon." This input data is sent to the server.

[0357] input:

[0358] Game requirements data entered by the user (genre, story, character design, etc.)

[0359] output:

[0360] Game requirements data sent to the server

[0361] Step 2:

[0362] The server analyzes the game requirements using the requirements analysis module.

[0363] The server analyzes the received game requirement data using the requirement analysis module. At this time, the emotion engine recognizes the user's emotional state (enjoyed, excited, etc.) and optimizes the game requirements based on that data. For example, if the user is recognized as being excited, the game will be optimized to strengthen action elements.

[0364] input:

[0365] Game requirements data, user sentiment data

[0366] output:

[0367] Optimized Game Requirements Data

[0368] Step 3:

[0369] The server uses the generation AI module to generate prompts and generate game code and assets.

[0370] The server generates a prompt suitable for the generative AI model based on the optimized game requirements data. For example, the server generates a prompt such as "Genre: Fantasy RPG, Main character's name: Ariel, Enemy character: Dragon, Story: Ariel's adventure to save the kingdom from the dragon." The generative AI model uses this prompt to generate specific game code and assets (3D character models, 2D graphics, music, effects, etc.).

[0371] input:

[0372] Optimized Game Requirements Data

[0373] output:

[0374] Generated prompts, game code, and assets

[0375] Step 4:

[0376] The server builds the game files using the build module

[0377] The server inputs the generated game code and assets into the build module, which then generates executable game files (e.g., .exe files, .apk files) and saves them in a specified directory on the server.

[0378] input:

[0379] Game code, assets

[0380] output:

[0381] Executable game files

[0382] Step 5:

[0383] The server uses the publishing module to publish the game to the distribution platform.

[0384] The server prepares the built game files along with metadata such as the game title, description, screenshots, etc. Using the prepared data, the publishing module uploads the game to a distribution platform (e.g., smartphone app store, PC game platform) and makes it available for users to download.

[0385] input:

[0386] Executable game files, metadata (title, description, screenshots, etc.)

[0387] output:

[0388] Games published on distribution platforms

[0389] Step 6:

[0390] The user downloads and plays the game on their device

[0391] Users download the game from a distribution platform, install it on their device, and once the installation is complete, launch the game and begin playing.

[0392] input:

[0393] Games published on distribution platforms

[0394] output:

[0395] Games installed on the device

[0396] Step 7:

[0397] The device collects the player's emotional data.

[0398] The device uses cameras and sensors to collect emotional data from players as they play games, including facial recognition and biometric analysis, and the collected emotional data is analyzed in real time.

[0399] input:

[0400] Player's facial expressions and biometric information

[0401] output:

[0402] Analyzed player emotional data

[0403] Step 8:

[0404] The device sends emotion data to the server.

[0405] The device sends the collected emotional data and play data, including play time, progress, and billing information, to the server.

[0406] input:

[0407] Player emotional data, play data

[0408] output:

[0409] Emotion data and play data sent to the server

[0410] Step 9:

[0411] The server calculates and distributes revenue using a revenue sharing module.

[0412] The server calculates the revenue based on the play data and emotion data. If the emotion data has special value, it calculates an additional bonus. Finally, it reflects the revenue in the user's account based on the calculation result.

[0413] input:

[0414] Play data, emotional data

[0415] output:

[0416] Earnings reflected in user's account

[0417] (Application example 2)

[0418] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart device 14 will be referred to as a "terminal."

[0419] Conventional game creation systems and content distribution services have difficulty in generating high-quality content and personalizing content based on user emotions. Furthermore, they are unable to optimize game content and stories based on user emotions, making it difficult to maximize the user experience. Furthermore, revenue distribution does not take into account emotional data, making it difficult to achieve appropriate reward distribution.

[0420] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for receiving game requirements from a user, means for analyzing the game requirements to generate a basic game design, means for generating game code and assets based on the basic design, means for combining the generated game code and assets to build an executable game file, means for automatically publishing the built game file to a distribution platform, means for collecting play data of the published game, means for calculating revenue based on the collected play data and emotion data and distributing it to users, and means for analyzing user emotions in real time and recommending and generating content based on the analysis. This makes it possible to generate high-quality games and content in accordance with user emotions and distribute rewards appropriately.

[0421] "User" means an individual or organization that uses the system to create, publish, and monetize games.

[0422] "Game requirements" refers to basic information and specifications of the game the user wants to create, such as genre, story, character design, etc.

[0423] "Basic design" refers to the basic structure or blueprint of a game that is generated based on the game requirements.

[0424] "Game code" refers to the program code that realizes the basic design.

[0425] "Assets" refers to the digital materials such as images, music, and videos required to build a game.

[0426] "Distribution Platform" means an online service or website that provides built game files to users.

[0427] "Play data" refers to data such as game progress, play time, and billing information that is collected when a published game is played by a user.

[0428] "Emotional data" is data that indicates the user's emotional state, collected through a camera or microphone, and analyzed in real time.

[0429] "Revenue" refers to profits calculated based on game play data and emotion data.

[0430] "Distribution" refers to the process of appropriately allocating the calculated revenue to users.

[0431] An "emotion engine" is a technology that analyzes a user's emotional state in real time and reflects that data in the system.

[0432] "Content" means digitized information, including games and stories, that is provided to users.

[0433] This invention is a system for automatically generating and distributing games and digital content based on user emotions. This system consists of a server, a user terminal, and an emotion engine.

[0434] server

[0435] How to receive game requirements from users:

[0436] The server receives the basic game requirements (genre, story, character design, etc.) sent by the user via a web browser or dedicated app. For example, to create a "Fantasy RPG," a user inputs "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon."

[0437] A means for analyzing said game requirements to generate a game basic design:

[0438] The requirements analysis module on the server analyzes the received game requirements and generates a basic design for the game, including the game's story flow, character design, script, etc.

[0439] A means for generating game code and assets based on said basic design:

[0440] The server uses a generative AI module to automatically generate game code based on the basic design, as well as digital materials (assets) such as graphics, music, and effects.

[0441] means for combining said generated game code and assets to build an executable game file;

[0442] The server's build module combines the generated game code and assets to build an executable game file (e.g., an .exe file or an .apk file).

[0443] means for automatically publishing said built game files to a distribution platform;

[0444] The server's publishing module automatically uploads the built game files to smartphone app stores and PC gaming platforms, and publishes them with metadata such as the game title, description, and screenshots.

[0445] Means for collecting play data and sentiment data of said published games:

[0446] The server collects play data each time a published game is played, including play time, progress, billing information, and user emotion data generated by an emotion engine.

[0447] A means for calculating and distributing revenue to users based on the collected play data and sentiment data:

[0448] The server's revenue distribution module calculates revenue based on the collected play data and emotion data and automatically reflects it in the user's account.

[0449] A means of analyzing user sentiment in real time and recommending and generating content based on it:

[0450] The server's emotion engine analyzes the user's emotions in real time and recommends and generates appropriate content based on those emotions. For example, if the user is tired, it will generate a relaxing story. If the user is looking for a moving experience, it will generate a tear-jerking story.

[0451] User Device

[0452] Game and Content Play and Sentiment Data Collection:

[0453] The user's device is equipped with sensors such as a camera and microphone, and emotional data is collected through these sensors as the user plays the game. The user's emotions are analyzed based on facial expression recognition and biometric information.

[0454] Sending emotional data and feedback:

[0455] The collected emotional and gameplay data is sent from the user's device to the server, allowing the server to analyze and optimize the game based on more accurate data. Users can also report bugs and provide feedback on improvements to the game.

[0456] Specific examples

[0457] For example, when a user requests a story generation, they can input a prompt such as, "Generate a relaxing fantasy story. The protagonist is tired and ends up in a peaceful and beautiful elven forest." The generation AI module generates a suitable story based on this prompt and provides it to the user.

[0458] This system makes it possible to generate high-quality games and content based on user emotions and distribute rewards appropriately.

[0459] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[0460] Step 1:

[0461] The user uses a web browser or a dedicated app to input the basic requirements of the game (genre, story, character design, etc.). For example, they input "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon." This input data is then sent to the server.

[0462] Step 2:

[0463] The server's requirements analysis module analyzes the submitted game requirements. It analyzes the input data and generates a basic design for the game. This design includes the game's story flow, character design, script, etc. The analysis results are sent to the generation AI module.

[0464] Step 3:

[0465] The server's generation AI module generates game code and assets (graphics, music, effects, etc.) based on the design received from the requirements analysis module. These products are temporarily stored in the server's storage.

[0466] Step 4:

[0467] The server's build module combines the generated game code and assets to build executable game files (e.g., .exe or .apk files), which are then automatically published to the distribution platform.

[0468] Step 5:

[0469] The server's publishing module automatically uploads the built game files to smartphone app stores and PC gaming platforms, and publishes them with metadata such as the game title, description, and screenshots, making the published information accessible to users.

[0470] Step 6:

[0471] The user's device downloads and installs the published game. As the user plays the game, sensors such as the camera and microphone on the device collect emotional data, including facial recognition and biometric analysis.

[0472] Step 7:

[0473] The user terminal transmits the collected emotional data and play data to the server. This data includes play time, progress, billing information, as well as the user's emotional state as determined by the emotion engine.

[0474] Step 8:

[0475] The server's revenue distribution module calculates revenue based on the transmitted play data and emotion data, and the calculated revenue is automatically reflected in the user's account.

[0476] Step 9:

[0477] The server's emotion engine analyzes the emotional data sent by the user in real time and recommends and generates optimal content based on the user's emotions. For example, if the user is tired, it will generate a relaxing story, and if they are looking for a moving experience, it will generate a tear-jerking story.

[0478] Step 10:

[0479] The emotion engine sends the generated content to the user's device for reading. For example, it provides a story generated based on a prompt such as, "Generate a relaxing fantasy story. The main character is tired and arrives in a peaceful and beautiful elven forest."

[0480] These steps will enable the generation of high-quality games and content that respond to user emotions and the distribution of appropriate rewards.

[0481] The specific processing unit 290 transmits the result of the specific processing to the smart device 14. In the smart device 14, the control unit 46A causes the output device 40 to output the result of the specific processing. The microphone 38B acquires audio indicating a user input regarding the result of the specific processing. The control unit 46A transmits audio data indicating the user input acquired by the microphone 38B to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the audio data.

[0482] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (registered trademark) (Internet search engine).<URL: https: / / openai.com / blog / chatgpt> ), Gemini (registered trademark) (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.

[0483] In the above embodiment, an example in which the specific process is performed by the data processing device 12 has been given, but the technology of the present disclosure is not limited to this, and the specific process may be performed by the smart device 14.

[0484] [Second embodiment]

[0485] FIG. 3 shows an example of the configuration of a data processing system 210 according to the second embodiment.

[0486] 3, the data processing system 210 includes the data processing device 12 and smart glasses 214. An example of the data processing device 12 is a server.

[0487] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).

[0488] The smart glasses 214 include a computer 36, a microphone 238, a speaker 240, a camera 42, and a communication I / F 44. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The microphone 238, the speaker 240, and the camera 42 are also connected to the bus 52.

[0489] The microphone 238 receives instructions and the like from the user 20 by receiving voice uttered by the user 20. The microphone 238 captures the voice uttered by the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio in accordance with instructions from the processor 46.

[0490] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the surroundings of user 20 (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).

[0491] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.

[0492] Fig. 4 shows an example of the main functions of the data processing device 12 and the smart glasses 214. As shown in Fig. 4, in the data processing device 12, a specific process is performed by the processor 28. A specific process program 56 is stored in the storage 32.

[0493] The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.

[0494] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.

[0495] In the smart glasses 214, the reception output process is performed by the processor 46. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.

[0496] Next, a description will be given of the identification process performed by the identification processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as the "server" and the smart glasses 214 will be referred to as the "terminal."

[0497] This invention relates to an integrated system that allows users to efficiently create, publish, and monetize games. This system is composed of multiple modules that receive game requirements from users, automatically generate games based on those requirements, publish the games, and distribute the monetization revenue. The following describes in detail the implementation of each module and the processing flow.

[0498] User Interface

[0499] User:

[0500] 1. Enter your game requirements:

[0501] Using a web browser or a dedicated app, users access a form to input the basic requirements of the game (genre, story, character design, etc.) For example, if you want to create a "Fantasy RPG," you would enter the genre as "Fantasy RPG" and enter details such as the name of the main character, enemy characters, and story.

[0502] 2. Check your progress:

[0503] Users can access a dashboard to see the progress of their game development in real time, with current statuses such as "Generating code" and "Build complete."

[0504] 3. Check your earnings:

[0505] You can check the revenue status based on the play data of published games. For example, detailed information such as cumulative revenue, monthly revenue, number of plays, etc. is displayed.

[0506] Server Side

[0507] Server:

[0508] 1. Requirements Analysis Module:

[0509] This module receives and analyzes game requirements submitted by users. It automatically generates detailed game designs based on genre and story outlines. For example, if the requirement is "Fantasy RPG," it selects an appropriate template and generates character settings and level designs.

[0510] 2. Generative AI module:

[0511] Based on the output of the requirements analysis module, AI generates specific game code and assets. This module automatically generates 3D character models, 2D graphics, music, effects, etc. For example, it generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[0512] 3. Build Module:

[0513] Builds executable game files based on the generated game code and assets. This module generates, for example, an .exe or .apk file and saves it in a downloadable format.

[0514] 4. Public Module:

[0515] Automatically publish the built game files to your preferred distribution platform, such as a smartphone app store or PC gaming platform, adding the required metadata and publishing.

[0516] 5. Collection of gameplay data:

[0517] This module collects gameplay data every time a published game is played. This module handles play time, progress, billing information, etc.

[0518] 6. Revenue Sharing Module:

[0519] Calculate revenue based on play data and distribute it to users. This module calculates revenue for each user and automatically reflects the revenue in the user's account.

[0520] Terminal

[0521] Client:

[0522] 1. Gameplay:

[0523] A user downloads and installs the published game on their device, for example, by downloading the game from an app store, installing it, and playing the game.

[0524] 2. Send feedback:

[0525] Sending user feedback to the server, for example by providing an interface for reporting bugs in the game or providing feedback on improvements.

[0526] This system allows users to easily create, publish, and monetize games, and since the entire development process is automated, it improves development efficiency and optimizes resource utilization.

[0527] The processing flow will be explained below.

[0528] Step 1:

[0529] The user enters the basic requirements of the game (genre, story, character design, etc.) into a dedicated form. For example, to create a "Fantasy RPG," the user enters "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon."

[0530] Step 2:

[0531] The client converts the user's input into JSON format and sends it to the server. For example, it is sent in the format { "genre": "Fantasy RPG", "main_character": "Ariel", "enemy": "Dragon", "story": "Ariel's adventure to save the kingdom from the dragon"}.

[0532] Step 3:

[0533] The server's requirements analysis module analyzes the received JSON data and generates a basic game design. For example, based on the genre "Fantasy RPG," it selects an appropriate game template and generates designs for the protagonist and enemy characters and a scenario script.

[0534] Step 4:

[0535] The server's generation AI module generates specific game code and assets based on the basic design, such as the 3D model of the main character "Ariel," the animation of the enemy character "Dragon," and background music.

[0536] Step 5:

[0537] The Server's build module builds executable game files (e.g., .exe or .apk files) from the generated game code and assets, and saves them for download.

[0538] Step 6:

[0539] The Server's publishing module automatically publishes the built game files to distribution platforms, such as smartphone app stores or PC gaming platforms, and publishes them along with metadata such as the game title, description, and screenshots.

[0540] Step 7:

[0541] The client downloads and installs the published game on the user's device. For example, the client downloads the game from the app store, installs it, and plays the game.

[0542] Step 8:

[0543] The Client sends game play data (play time, progress, billing information, etc.) to the Server. For example, every time a user plays a game, the progress and play time are periodically sent to the server.

[0544] Step 9:

[0545] The server's data collection module stores the received play data in a database, such as each user's play history and billing information.

[0546] Step 10:

[0547] The server's revenue distribution module calculates revenue based on the collected play data and distributes it to users. For example, revenue is calculated based on the number of plays, user ratings, and amount of charges, and reflected in the user's account.

[0548] Step 11:

[0549] Users can check their earnings status on the dashboard, including details such as total earnings, monthly earnings, and number of plays. They can also request a withdrawal of earnings if necessary.

[0550] Example 1

[0551] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."

[0552] In game development, users with unique ideas often lack the technical knowledge to efficiently develop, publish, and monetize their games. Another issue is that existing game development tools and platforms fragment the work process, making it difficult to manage the entire process in an integrated manner.

[0553] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.

[0554] In this invention, the server includes means for receiving game requirements from users, means for analyzing the game requirements to generate a basic design for the game, a generation AI model means for generating game code and digital assets based on the basic design, means for combining the generated game code and digital assets to build an executable game file, means for automatically publishing the built game file to a distribution platform, means for collecting play data of the published game, and means for calculating revenue based on the collected play data and distributing it to users. This enables users without technical knowledge to efficiently develop and publish games based on their own ideas and earn revenue.

[0555] "User" means a user who uses the game development system to create a game based on their own idea.

[0556] "Game requirements" are data entered by the user that includes basic elements such as the game genre, story, and character design.

[0557] "Means" are elements such as devices, modules, and software components for performing specific technical functions or operations.

[0558] "Requirements analysis" is the process of analyzing game requirements received from users and generating detailed design documents.

[0559] "Basic design" refers to the design information and structure of the game created based on the analyzed game requirements.

[0560] A "generative AI model" is an algorithm or system that uses artificial intelligence to automatically generate game code and digital assets.

[0561] "Digital Assets" refers to digital media such as character models, images, music, and effects used in the game.

[0562] "Building" is the process of converting generated game code and digital assets into a runnable game file.

[0563] A "distribution platform" is an online service or store that publishes completed game files and distributes them to users.

[0564] "Play data" refers to data such as play time, progress, and billing information that is collected when a published game is played.

[0565] "Revenue" refers to the economic benefits derived from playing a user-created game.

[0566] "Distribution" is the process of calculating revenue and allocating profits to users based on that revenue.

[0567] This invention relates to an integrated system that allows users to efficiently create, publish, and monetize games. This system is composed of multiple modules that receive game requirements from users, automatically generate games based on those requirements, publish the games, and distribute the revenue. The following describes in detail the embodiments of this invention.

[0568] User Interface

[0569] user:

[0570] 1. Enter your game requirements:

[0571] Using a web browser or a dedicated app, a user accesses a form to input the basic requirements of the game (genre, story, character design, etc.) For example, if a user is creating a "Fantasy RPG," they would enter the genre as "Fantasy RPG" and details such as the name of the main character, enemy characters, and story.

[0572] Example prompt sentence:

[0573] Genre: Fantasy RPG

[0574] Main character's name: Ariel

[0575] Enemy character: Dragon

[0576] Story: The story of the protagonist defeating monsters and saving the kingdom

[0577] 2. Check your progress:

[0578] When users access the dashboard, the progress of each development step is displayed in real time. For example, the status column shows progress such as "Generating code" or "Build completed."

[0579] 3. Check your earnings:

[0580] To check the revenue information of a published game, users can click on the revenue tab to view details such as cumulative revenue, monthly revenue, and total number of plays.

[0581] Server Side

[0582] server:

[0583] 1. Requirements Analysis Module:

[0584] It receives game requirements data sent by users, analyzes the genre and story outline, and creates specific game design proposals. For example, based on the requirement of a "fantasy RPG," it selects an appropriate template and generates character settings and level designs.

[0585] 2. Generative AI module:

[0586] The generative AI model receives the output of the requirements analysis module and generates specific game code and digital assets. During this process, 3D character models, 2D graphics, music, effects, etc. are automatically created. For example, the AI ​​generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[0587] 3. Build Module:

[0588] Based on the generated game code and digital assets, the server builds the executable game file, for example, an .exe file for Windows or an .apk file for Android, and saves it in a downloadable format.

[0589] 4. Public Module:

[0590] It takes the game files generated by the build module and automatically publishes them to the distribution platform of your choice, such as uploading them to the Google Play Store or a PC gaming platform, adding the necessary metadata, and publishing them.

[0591] 5. Collection of gameplay data:

[0592] Each time a published game is played, the server collects play data, including the player's play time, progress, and billing information.

[0593] 6. Revenue Sharing Module:

[0594] The server calculates revenue based on the play data collected and distributes it to users. Revenue is calculated for each user and automatically reflected in their account.

[0595] Terminal

[0596] Device:

[0597] 1. Gameplay:

[0598] A user downloads and installs the published game on their device, for example, by downloading the game from an app store, installing it, and playing the game.

[0599] 2. Send feedback:

[0600] Users can submit feedback to the server about bugs or improvements they notice while playing the game. Use the dedicated feedback form to write down any problems or suggestions you encounter while playing, and press the submit button to send the data to the server.

[0601] This system allows users to easily create and publish games, and even earn revenue based on gameplay data. The automated development process ensures efficiency and resource optimization. Real-time progress and revenue monitoring also increases user satisfaction.

[0602] The flow of the identification process in the first embodiment will be described with reference to FIG.

[0603] Step 1:

[0604] User enters game requirements

[0605] The user opens a web browser or a dedicated app and inputs the basic requirements of the game (genre, story, character design, etc.). For example, if the user is creating a "Fantasy RPG," they would enter the genre as "Fantasy RPG," the main character as "Ariel," the enemy character as "Dragon," and the story as "The story of the main character defeating monsters and saving the kingdom."

[0606] Input: Basic requirements such as genre, protagonist name, antagonist, and story.

[0607] Output: Basic game requirements data is sent to the server.

[0608] Step 2:

[0609] The server runs the requirements analysis module.

[0610] The server analyzes the game requirements data it receives and creates a specific game design proposal based on the genre and story outline. For example, based on the requirements for a "fantasy RPG," it selects an appropriate template and automatically generates character settings and level designs.

[0611] Input: Game requirements data submitted by the user.

[0612] Output: A concrete game design proposal is generated and handed over to a generative AI model.

[0613] Step 3:

[0614] The server uses generative AI models to generate game code and digital assets

[0615] Based on the output of the requirements analysis module, the generative AI model automatically generates specific game code and digital assets (3D character models, 2D graphics, music, effects, etc.) For example, it generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[0616] Input: A concrete game design proposal.

[0617] Output: Generated game code and various digital assets.

[0618] Step 4:

[0619] The server uses the build module to build the executable game files.

[0620] The server builds the executable game files (.exe, .apk, etc.) from the generated game code and digital assets. The build module does this and saves them in a downloadable format.

[0621] Input: Game code and digital assets.

[0622] Output: The built executable game file.

[0623] Step 5:

[0624] The server publishes the game files using the publishing module

[0625] It takes the built game files and automatically publishes them to your preferred distribution platform (e.g., Google Play Store, PC gaming platforms), adding the necessary metadata and making them accessible and downloadable by users.

[0626] Input: The built game files.

[0627] Output: The game published to a distribution platform.

[0628] Step 6:

[0629] The server collects play data

[0630] Each time a published game is played, the server collects play data, including the player's play time, game progress, and billing information.

[0631] Input: Play data from the distribution platform.

[0632] Output: Collected gameplay data.

[0633] Step 7:

[0634] The server calculates and distributes revenue using the revenue sharing module

[0635] Revenue is calculated based on the collected play data and distributed to users. This process calculates revenue for each user and automatically reflects it in their account.

[0636] Input: Collected gameplay data.

[0637] Output: The calculated revenue is credited to the user's account.

[0638] Step 8:

[0639] The device downloads and plays the game

[0640] Users download the game from an app store or other source, install it on their device, and then launch the game to play.

[0641] Input: The published game files.

[0642] Output: The game running on the device.

[0643] Step 9:

[0644] Users submit feedback

[0645] Users can send feedback to the server about bugs or improvements they notice while playing the game. They use a dedicated feedback form to write down any problems or suggestions they encounter, and then press the submit button to send the data to the server.

[0646] Input: Bug reports and improvement suggestions filled out in the feedback form.

[0647] Output: Feedback data sent to the server.

[0648] (Application example 1)

[0649] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."

[0650] In conventional game creation systems, the process from users creating their own content to publishing it and earning revenue was complicated and required extensive specialized knowledge. Furthermore, the system lacked functionality for checking content progress and revenue data in real time. This made it difficult for ordinary users to easily create, publish, and monetize games and interactive content.

[0651] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.

[0652] In this invention, the server includes means for receiving game requirements from a user, means for analyzing the requirements and generating a basic game design, means for generating game code and assets based on the basic design, means for combining the generated game code and assets to build an executable game file, means for automatically publishing the built game file to a distribution platform, means for collecting play data of the published game, means for calculating revenue based on the collected play data and distributing it to users, and means for providing a dashboard for users to play the games and interactive content they have created and check their revenue status. This enables users to easily create games and interactive content without specialized knowledge, and efficiently earn revenue while checking their progress and revenue in real time.

[0653] "User" means any individual or organization that uses the system to create, publish, and monetize games and interactive content.

[0654] "Game requirements" refers to the basic specifications of the game created by the user, such as genre, story, character design, etc.

[0655] A "basic game design" is a blueprint that embodies the structure and system of a game based on the game requirements received from users.

[0656] "Game code" refers to the source code for executing a game program.

[0657] "Assets" refers to materials such as 3D models, 2D graphics, music, and effects used in the game.

[0658] "Executable Game File" means the actual playable game file created by combining built game code and assets.

[0659] A "distribution platform" is an online service that publishes generated game files and allows users to download and play them.

[0660] "Play data" refers to data such as play time, progress, and billing information that is recorded when a published game is actually played.

[0661] "Revenue" refers to the profits generated by playing a published game.

[0662] A "dashboard" is an interface that allows users to check the progress and revenue status of games and interactive content in real time.

[0663] The present invention relates to an integrated system that allows users to efficiently create, publish, and monetize games and other interactive content. The system is composed of user interface, server-side, and terminal modules.

[0664] User Interface

[0665] User:

[0666] 1. Enter your game requirements:

[0667] Users enter the basic requirements for their game using a web browser or a dedicated application. For example, if they want to create a "fantasy RPG," they would enter the genre as "fantasy RPG" and details such as the name of the main character, the enemy character, and the story.

[0668] 2. Check your progress:

[0669] Users can access a dashboard to see the progress of their game development in real time, with current statuses such as "Generating code" and "Build complete."

[0670] 3. Check your earnings:

[0671] You can check the revenue status based on the play data of published games. Detailed information such as cumulative revenue, monthly revenue, number of plays, etc. is displayed.

[0672] Server Side

[0673] Server:

[0674] 1. Requirements Analysis Module:

[0675] The server receives and analyzes the game requirements submitted by the user. This module automatically generates a detailed game design based on the genre and story outline. For example, if the requirement is "Fantasy RPG," the module selects an appropriate template and generates character settings and level designs.

[0676] 2. Generative AI module:

[0677] Based on the output of the requirements analysis module, AI generates specific game code and assets. This module uses TensorFlow and PyTorch to automatically generate 3D character models, 2D graphics, music, effects, etc. For example, it generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[0678] 3. Build Module:

[0679] Builds an executable game file based on the generated game code and assets. This module uses Django and Celery to generate an .exe or .apk file and saves it as a downloadable file.

[0680] 4. Public Module:

[0681] Automatically publish built game files to your preferred distribution platform. Upload to smartphone app stores and PC gaming platforms, add required metadata, and publish.

[0682] 5. Collection of gameplay data:

[0683] This module collects play data every time a published game is played. This module uses a database such as PostgreSQL to handle play time, progress, billing information, etc.

[0684] 6. Revenue Sharing Module:

[0685] Calculate revenue based on play data and distribute it to users. This module calculates revenue for each user and automatically reflects the revenue in the user's account.

[0686] Terminal

[0687] Client:

[0688] 1. Gameplay:

[0689] Users download and install the published game onto their devices, for example, by downloading the game from an app store, installing it, and then playing the game.

[0690] 2. Send feedback:

[0691] It provides an interface for users to send feedback to the server, including the ability to report bugs in the game and send feedback on improvements.

[0692] Specific examples

[0693] If a user wants to create a "Fantasy RPG," they would enter the following on the screen:

[0694] Genre: Fantasy RPG

[0695] Main character name: Ariel

[0696] Enemy: Dragon

[0697] Story: A journey to defeat evil dragons in a magical kingdom

[0698] Based on this prompt, the generative AI module automatically generates specific game code and assets.

[0699] Example prompt:

[0700] Genre: Fantasy RPG

[0701] Main character name: Ariel

[0702] Enemy: Dragon

[0703] Story: A journey to defeat evil dragons in a magical kingdom

[0704] The above is a detailed embodiment of the system according to the present invention, which allows users to easily create, publish, and monetize games and interactive content without requiring specialized knowledge.

[0705] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[0706] Step 1:

[0707] Users input the basic requirements of the game (genre, story, character design, etc.) using a web browser or a dedicated app. The input information is sent to the server as JSON format data. The input data may include, for example, "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: A journey to defeat an evil dragon in a magical kingdom."

[0708] Step 2:

[0709] The server then uses a requirements analysis module to analyze the received JSON-formatted game requirements data. This analysis module selects an appropriate template based on the genre and story outline, and automatically generates detailed game design details such as character settings and level design. For example, based on the genre "Fantasy RPG," the module selects a template that sets fantasy-style backgrounds and characters.

[0710] Step 3:

[0711] The generative AI module generates specific game code and assets (3D models, 2D graphics, music, effects, etc.) based on the game design output from the analysis module. Here, the AI ​​model runs using TensorFlow and PyTorch. For example, it generates a 3D model of the main character, Ariel, and animations for the dragon.

[0712] Step 4:

[0713] The build module combines the generated game code and assets to build an executable game file (e.g., an .exe or .apk file). This process runs asynchronously using Django and Celery. The build results are stored on the server in a downloadable format.

[0714] Step 5:

[0715] The publishing module automatically uploads the built game files to the distribution platform of your choice (e.g., smartphone app stores or PC gaming platforms), adding the necessary metadata (title, description, screenshots, etc.) in the process.

[0716] Step 6:

[0717] A user of a device downloads and installs a game published from a distribution platform, for example, downloads and installs the game from an app store, and plays the game.

[0718] Step 7:

[0719] When a user plays a game, play data (play time, progress, billing information, etc.) is collected. This data is sent from the device to a server and stored in a database (e.g., PostgreSQL).

[0720] Step 8:

[0721] The revenue distribution module calculates revenue based on the collected play data and distributes it to users. The calculation results are automatically reflected in the user's account. For example, revenue can be distributed based on the number of times played each month or the amount of charges.

[0722] Step 9:

[0723] Users can check the progress and revenue of their game in real time on the dashboard, which can be accessed at any time and displays the current revenue and monthly revenue.

[0724] Through these steps, the system of the present invention allows users to easily create, publish, and monetize games and interactive content.

[0725] Furthermore, an emotion engine that estimates the user's emotion may be further combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59, and perform identification processing using the user's emotion.

[0726] This invention combines an integrated system that enables users to efficiently create, publish, and monetize games with an emotion engine that recognizes user emotions and optimizes and adjusts game requirements based on those emotions. The following describes the implementation of each module and the specific processing flow.

[0727] User Interface

[0728] User:

[0729] 1. Enter your game requirements:

[0730] Using a web browser or a dedicated app, a user accesses a form to input the basic requirements of the game (genre, story, character design, etc.) For example, to create a "Fantasy RPG," a user enters "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon."

[0731] 2. Emotion Recognition:

[0732] The emotion engine recognizes emotions as users type and analyzes their feelings and intentions, such as whether they are happy, tired, excited, or other emotional states.

[0733] 3. Check your progress:

[0734] Users can access a dashboard to see the progress of their game development in real time, with current statuses such as "Generating code" and "Build complete."

[0735] 4. Check your earnings:

[0736] You can check the revenue status based on the play data of published games. For example, detailed information such as cumulative revenue, monthly revenue, number of plays, etc. is displayed.

[0737] Server Side

[0738] Server:

[0739] 1. Requirements Analysis Module:

[0740] This module receives and analyzes game requirements submitted by the user. It optimizes the game requirements based on data from the emotion engine. For example, if the requirement is "Fantasy RPG" and the user is recognized as excited, the action elements will be strengthened.

[0741] 2. Generative AI module:

[0742] Based on the output of the requirements analysis module, AI generates specific game code and assets. This module automatically generates 3D character models, 2D graphics, music, effects, etc. For example, it generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[0743] 3. Build Module:

[0744] Build an executable game file from the generated game code and assets, for example an .exe or .apk file, and save it as a downloadable file.

[0745] 4. Public Module:

[0746] Automatically publish the built game files to a distribution platform, such as a smartphone app store or PC gaming platform, along with metadata such as the game title, description, and screenshots.

[0747] 5. Collection of gameplay data:

[0748] This module collects play data every time a published game is played. It handles play time, progress, payment information, and other data, as well as player emotion data from an emotion engine.

[0749] 6. Revenue Sharing Module:

[0750] Calculates revenue based on play data and emotional data and distributes it to users. This module also takes emotional data into account to calculate additional rewards and reflect them in users' accounts.

[0751] Terminal

[0752] Client:

[0753] 1. Gameplay:

[0754] A user downloads and installs the published game on their device, for example, by downloading the game from an app store, installing it, and playing the game.

[0755] 2. Emotional Data Collection:

[0756] As players play the game, their devices use cameras and sensors to collect emotional data, such as facial recognition and biometric data, to analyze their emotions.

[0757] 3. Send feedback:

[0758] Sending gameplay data, including player emotional data, to the server, for example, sending the player's emotional state along with feedback on bug reports and improvements to the game.

[0759] This system allows users to easily create, publish, and monetize games. The introduction of an emotion engine also enables greater personalization, improving game quality and user experience. Furthermore, revenue sharing based on emotion data allows developers to receive more appropriate rewards.

[0760] The processing flow will be explained below.

[0761] Step 1:

[0762] The user enters the basic requirements of the game (genre, story, character design, etc.) into a dedicated form. Specifically, to create a "Fantasy RPG," the user enters details such as "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon."

[0763] Step 2:

[0764] The client converts the user's input into JSON format and sends it to the server. For example, it sends data in the form { "genre": "Fantasy RPG", "main_character": "Ariel", "enemy": "Dragon", "story": "Ariel's adventure to save the kingdom from the dragon"}.

[0765] Step 3:

[0766] The server's requirements analysis module analyzes the received JSON data and generates a basic design plan for the game. For example, it selects an appropriate template based on the genre "Fantasy RPG" and prepares character settings and level designs.

[0767] Step 4:

[0768] The Server's emotion engine recognizes emotions as users type and analyzes the data. For example, if the user is recognized as excited while typing, it adds parameters to emphasize action elements.

[0769] Step 5:

[0770] The server's generation AI module generates specific game code and assets based on the basic design and data from the emotion engine, such as the 3D model of the main character "Ariel," the animation of the enemy character "Dragon," and background music.

[0771] Step 6:

[0772] The Server's build module combines the generated game code and assets to build an executable game file, such as an .exe or .apk file, which is then saved for users to download.

[0773] Step 7:

[0774] The Server's publishing module automatically publishes the built game files to the specified distribution platform, such as a smartphone app store or PC gaming platform, and publishes them with the necessary metadata (game title, description, screenshots, etc.).

[0775] Step 8:

[0776] The client downloads and installs the published game on the user's device, for example, downloading the game from the store, installing it, and playing it.

[0777] Step 9:

[0778] The client collects the user's emotional state during gameplay, for example, by using cameras and sensors to monitor the user's facial expressions and biometric information to obtain real-time emotional data.

[0779] Step 10:

[0780] The client sends emotion data along with gameplay data to the server. For example, the client sends the emotion engine analysis data in addition to gameplay progress and billing information to the server.

[0781] Step 11:

[0782] The server's data collection module stores the received play data and emotional data in a database, for example, to centrally manage data including each player's play history and emotional state.

[0783] Step 12:

[0784] The server's revenue distribution module calculates revenue based on the aggregated play data and emotion data, and distributes it to users, for example, calculating additional reward points obtained from emotion data, and reflecting the revenue in users' accounts.

[0785] Step 13:

[0786] Users can check their earnings status on the dashboard, including detailed information such as total earnings, monthly earnings, number of plays, and user ratings, and can request a withdrawal of earnings if necessary.

[0787] Example 2

[0788] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."

[0789] Traditional game development systems required developers to manually set game requirements and generate code and assets, which was extremely time-consuming and labor-intensive. It was also difficult to set optimal game requirements that took user emotions and intent into account, leading to insufficient game personalization and low player satisfaction. Furthermore, it was difficult to properly distribute revenue using calculation methods based solely on gameplay data.

[0790] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means.

[0791] In this invention, the server includes a means for receiving game requirements from a user, a means for analyzing the game requirements and optimizing the game requirements based on the user's emotion data, and a means for generating prompt sentences suitable for a generative AI model based on the optimized game requirements, and generating specific game code and assets, thereby enabling efficient game generation that takes user emotions into consideration and a personalized game experience.

[0792] "User" means an end user who uses the system to create and publish games.

[0793] "Means for receiving game requirements" refers to the interface through which users input the basic requirements of the game (genre, story, character design, etc.) and the process of sending them to the server.

[0794] "Means for analyzing game requirements and optimizing the game requirements based on user emotional data" refers to an algorithm or module that analyzes received game requirements and adjusts the game requirements based on user emotional data recognized by the emotional engine.

[0795] "Means for generating prompts suitable for a generative AI model and generating specific game code and assets" refers to a module that creates prompts to be input into a generative AI model based on optimized game requirements, and uses those prompts to automatically generate game code, 3D models, 2D graphics, music, effects, etc.

[0796] "Means for combining game code and assets to build executable game files" refers to the process of creating game files in an executable format (e.g., an .exe file or an .apk file) based on the generated game code and assets.

[0797] "Means of publishing" refers to the process of uploading the built game files to a distribution platform (e.g., a smartphone app store, a PC game platform) and making them available to users along with metadata such as the title and screenshots.

[0798] "Means for collecting gameplay data and emotional data" refers to the process of collecting gameplay data such as game play time, progress, and billing information sent from the terminal, as well as player emotional data (such as facial recognition and biometric information).

[0799] "Means for calculating revenue and distributing it to users" refers to the process by which the system calculates revenue based on the collected play data and sentiment data and distributes it appropriately to users' accounts.

[0800] This invention relates to an integrated system that allows users to efficiently create, publish, and monetize games, particularly a system that combines an emotion engine that recognizes user emotions and optimizes and adjusts game requirements based on those emotions.

[0801] Hardware and Software Configuration

[0802] The system consists of a user device (PC, smartphone, tablet, etc.) and a server. The device provides a user interface using a web browser or a dedicated app. The server runs multiple software modules, including a requirements analysis module, a generative AI module, a build module, a publishing module, a play data collection module, and a revenue distribution module.

[0803] Program processing

[0804] The user inputs and submits game requirements using a terminal. The input data is sent to the server and analyzed by the requirements analysis module. At this time, the emotion engine recognizes the user's emotions and adjusts the requirements, for example, by increasing action elements if the user is excited.

[0805] Based on the optimized game requirements obtained from the requirements analysis module, a prompt suitable for the generative AI model is generated, which then generates specific game code and assets (e.g., 3D character models, 2D graphics, music, effects, etc.).

[0806] For example, the following prompt sentence is input to the generative AI model:

[0807] Genre: Fantasy RPG, Main character's name: Ariel, Enemy character: Dragon, Story: Ariel's adventure to save the kingdom from the dragon

[0808] The generated game code and assets are built into executable game files (e.g., .exe files, .apk files) by the build module. The built game files are then automatically published to distribution platforms by the publish module. Users can then download and play the game from smartphone app stores, PC game platforms, etc.

[0809] The device uses cameras and sensors to collect player emotion data during gameplay and sends it back to the server, which then calculates revenue based on the collected play data and emotion data and distributes the revenue appropriately to the user's account in the revenue distribution module.

[0810] Specific examples

[0811] As a specific example of operation, a user opens a web browser, enters "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon" into the game creation form, and clicks the submit button. In response to this input, the emotion engine detects the user's excitement and suggests an input method that enhances the action elements.

[0812] Based on these optimized requirements, prompts are generated, and the generative AI model generates specific game code and assets. The build module converts this into an executable file, which is then published to the distribution platform by the publish module. Users can then download the game and play it on their devices.

[0813] The device collects player emotional data during gameplay and sends it to the server, which can then be reflected in revenue distribution. This allows users to efficiently create games and earn revenue while providing a personalized, high-quality gaming experience.

[0814] The flow of the identification process in the second embodiment will be described with reference to FIG.

[0815] Step 1:

[0816] User enters game requirements and submits

[0817] Users access a form provided via a web browser or a dedicated app and enter the basic requirements for the game (genre, story, character design, etc.). Specifically, they enter "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon." This input data is sent to the server.

[0818] input:

[0819] Game requirements data entered by the user (genre, story, character design, etc.)

[0820] output:

[0821] Game requirements data sent to the server

[0822] Step 2:

[0823] The server analyzes the game requirements using the requirements analysis module.

[0824] The server analyzes the received game requirement data using the requirement analysis module. At this time, the emotion engine recognizes the user's emotional state (enjoyed, excited, etc.) and optimizes the game requirements based on that data. For example, if the user is recognized as being excited, the game will be optimized to strengthen action elements.

[0825] input:

[0826] Game requirements data, user sentiment data

[0827] output:

[0828] Optimized Game Requirements Data

[0829] Step 3:

[0830] The server uses the generation AI module to generate prompts and generate game code and assets.

[0831] The server generates a prompt suitable for the generative AI model based on the optimized game requirements data. For example, the server generates a prompt such as "Genre: Fantasy RPG, Main character's name: Ariel, Enemy character: Dragon, Story: Ariel's adventure to save the kingdom from the dragon." The generative AI model uses this prompt to generate specific game code and assets (3D character models, 2D graphics, music, effects, etc.).

[0832] input:

[0833] Optimized Game Requirements Data

[0834] output:

[0835] Generated prompts, game code, and assets

[0836] Step 4:

[0837] The server builds the game files using the build module

[0838] The server inputs the generated game code and assets into the build module, which then generates executable game files (e.g., .exe files, .apk files) and saves them in a specified directory on the server.

[0839] input:

[0840] Game code, assets

[0841] output:

[0842] Executable game files

[0843] Step 5:

[0844] The server uses the publishing module to publish the game to the distribution platform.

[0845] The server prepares the built game files along with metadata such as the game title, description, screenshots, etc. Using the prepared data, the publishing module uploads the game to a distribution platform (e.g., smartphone app store, PC game platform) and makes it available for users to download.

[0846] input:

[0847] Executable game files, metadata (title, description, screenshots, etc.)

[0848] output:

[0849] Games published on distribution platforms

[0850] Step 6:

[0851] The user downloads and plays the game on their device

[0852] Users download the game from a distribution platform, install it on their device, and once the installation is complete, launch the game and begin playing.

[0853] input:

[0854] Games published on distribution platforms

[0855] output:

[0856] Games installed on the device

[0857] Step 7:

[0858] The device collects the player's emotional data.

[0859] The device uses cameras and sensors to collect emotional data from players as they play games, including facial recognition and biometric analysis, and the collected emotional data is analyzed in real time.

[0860] input:

[0861] Player's facial expressions and biometric information

[0862] output:

[0863] Analyzed player emotional data

[0864] Step 8:

[0865] The device sends emotion data to the server.

[0866] The device sends the collected emotional data and play data, including play time, progress, and billing information, to the server.

[0867] input:

[0868] Player emotional data, play data

[0869] output:

[0870] Emotion data and play data sent to the server

[0871] Step 9:

[0872] The server calculates and distributes revenue using a revenue sharing module.

[0873] The server calculates the revenue based on the play data and emotion data. If the emotion data has special value, it calculates an additional bonus. Finally, it reflects the revenue in the user's account based on the calculation result.

[0874] input:

[0875] Play data, emotional data

[0876] output:

[0877] Earnings reflected in user's account

[0878] (Application example 2)

[0879] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the smart glasses 214 will be referred to as a "terminal."

[0880] Conventional game creation systems and content distribution services have difficulty in generating high-quality content and personalizing content based on user emotions. Furthermore, they are unable to optimize game content and stories based on user emotions, making it difficult to maximize the user experience. Furthermore, revenue distribution does not take into account emotional data, making it difficult to achieve appropriate reward distribution.

[0881] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for receiving game requirements from a user, means for analyzing the game requirements to generate a basic game design, means for generating game code and assets based on the basic design, means for combining the generated game code and assets to build an executable game file, means for automatically publishing the built game file to a distribution platform, means for collecting play data of the published game, means for calculating revenue based on the collected play data and emotion data and distributing it to users, and means for analyzing user emotions in real time and recommending and generating content based on the analysis. This makes it possible to generate high-quality games and content in accordance with user emotions and distribute rewards appropriately.

[0882] "User" means an individual or organization that uses the system to create, publish, and monetize games.

[0883] "Game requirements" refers to basic information and specifications of the game the user wants to create, such as genre, story, character design, etc.

[0884] "Basic design" refers to the basic structure or blueprint of a game that is generated based on the game requirements.

[0885] "Game code" refers to the program code that realizes the basic design.

[0886] "Assets" refers to the digital materials such as images, music, and videos required to build a game.

[0887] "Distribution Platform" means an online service or website that provides built game files to users.

[0888] "Play data" refers to data such as game progress, play time, and billing information that is collected when a published game is played by a user.

[0889] "Emotional data" is data that indicates the user's emotional state, collected through a camera or microphone, and analyzed in real time.

[0890] "Revenue" refers to profits calculated based on game play data and emotion data.

[0891] "Distribution" refers to the process of appropriately allocating the calculated revenue to users.

[0892] An "emotion engine" is a technology that analyzes a user's emotional state in real time and reflects that data in the system.

[0893] "Content" means digitized information, including games and stories, that is provided to users.

[0894] This invention is a system for automatically generating and distributing games and digital content based on user emotions. This system consists of a server, a user terminal, and an emotion engine.

[0895] server

[0896] How to receive game requirements from users:

[0897] The server receives the basic game requirements (genre, story, character design, etc.) sent by the user via a web browser or dedicated app. For example, to create a "Fantasy RPG," a user inputs "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon."

[0898] A means for analyzing said game requirements to generate a game basic design:

[0899] The requirements analysis module on the server analyzes the received game requirements and generates a basic design for the game, including the game's story flow, character design, script, etc.

[0900] A means for generating game code and assets based on said basic design:

[0901] The server uses a generative AI module to automatically generate game code based on the basic design, as well as digital materials (assets) such as graphics, music, and effects.

[0902] means for combining said generated game code and assets to build an executable game file;

[0903] The server's build module combines the generated game code and assets to build an executable game file (e.g., an .exe file or an .apk file).

[0904] means for automatically publishing said built game files to a distribution platform;

[0905] The server's publishing module automatically uploads the built game files to smartphone app stores and PC gaming platforms, and publishes them with metadata such as the game title, description, and screenshots.

[0906] Means for collecting play data and sentiment data of said published games:

[0907] The server collects play data each time a published game is played, including play time, progress, billing information, and user emotion data generated by an emotion engine.

[0908] A means for calculating and distributing revenue to users based on the collected play data and sentiment data:

[0909] The server's revenue distribution module calculates revenue based on the collected play data and emotion data and automatically reflects it in the user's account.

[0910] A means of analyzing user sentiment in real time and recommending and generating content based on it:

[0911] The server's emotion engine analyzes the user's emotions in real time and recommends and generates appropriate content based on those emotions. For example, if the user is tired, it will generate a relaxing story. If the user is looking for a moving experience, it will generate a tear-jerking story.

[0912] User Device

[0913] Game and Content Play and Sentiment Data Collection:

[0914] The user's device is equipped with sensors such as a camera and microphone, and emotional data is collected through these sensors as the user plays the game. The user's emotions are analyzed based on facial expression recognition and biometric information.

[0915] Sending emotional data and feedback:

[0916] The collected emotional and gameplay data is sent from the user's device to the server, allowing the server to analyze and optimize the game based on more accurate data. Users can also report bugs and provide feedback on improvements to the game.

[0917] Specific examples

[0918] For example, when a user requests a story generation, they can input a prompt such as, "Generate a relaxing fantasy story. The protagonist is tired and ends up in a peaceful and beautiful elven forest." The generation AI module generates a suitable story based on this prompt and provides it to the user.

[0919] This system makes it possible to generate high-quality games and content based on user emotions and distribute rewards appropriately.

[0920] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[0921] Step 1:

[0922] The user uses a web browser or a dedicated app to input the basic requirements of the game (genre, story, character design, etc.). For example, they input "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon." This input data is then sent to the server.

[0923] Step 2:

[0924] The server's requirements analysis module analyzes the submitted game requirements. It analyzes the input data and generates a basic design for the game. This design includes the game's story flow, character design, script, etc. The analysis results are sent to the generation AI module.

[0925] Step 3:

[0926] The server's generation AI module generates game code and assets (graphics, music, effects, etc.) based on the design received from the requirements analysis module. These products are temporarily stored in the server's storage.

[0927] Step 4:

[0928] The server's build module combines the generated game code and assets to build executable game files (e.g., .exe or .apk files), which are then automatically published to the distribution platform.

[0929] Step 5:

[0930] The server's publishing module automatically uploads the built game files to smartphone app stores and PC gaming platforms, and publishes them with metadata such as the game title, description, and screenshots, making the published information accessible to users.

[0931] Step 6:

[0932] The user's device downloads and installs the published game. As the user plays the game, sensors such as the camera and microphone on the device collect emotional data, including facial recognition and biometric analysis.

[0933] Step 7:

[0934] The user terminal transmits the collected emotional data and play data to the server. This data includes play time, progress, billing information, as well as the user's emotional state as determined by the emotion engine.

[0935] Step 8:

[0936] The server's revenue distribution module calculates revenue based on the transmitted play data and emotion data, and the calculated revenue is automatically reflected in the user's account.

[0937] Step 9:

[0938] The server's emotion engine analyzes the emotional data sent by the user in real time and recommends and generates optimal content based on the user's emotions. For example, if the user is tired, it will generate a relaxing story, and if they are looking for a moving experience, it will generate a tear-jerking story.

[0939] Step 10:

[0940] The emotion engine sends the generated content to the user's device for reading. For example, it provides a story generated based on a prompt such as, "Generate a relaxing fantasy story. The main character is tired and arrives in a peaceful and beautiful elven forest."

[0941] These steps will enable the generation of high-quality games and content that respond to user emotions and the distribution of appropriate rewards.

[0942] The specific processing unit 290 transmits the result of the specific processing to the smart glasses 214. In the smart glasses 214, the control unit 46A causes the speaker 240 to output the result of the specific processing. The microphone 238 acquires audio indicating a user input regarding the result of the specific processing. The control unit 46A transmits audio data indicating the user input acquired by the microphone 238 to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the audio data.

[0943] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.

[0944] In the above embodiment, an example in which the specific processing is performed by the data processing device 12 has been given, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the smart glasses 214.

[0945] [Third embodiment]

[0946] FIG. 5 shows an example of the configuration of a data processing system 310 according to the third embodiment.

[0947] 5, the data processing system 310 includes the data processing device 12 and a headset type terminal 314. An example of the data processing device 12 is a server.

[0948] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).

[0949] The headset type terminal 314 includes a computer 36, a microphone 238, a speaker 240, a camera 42, a communication I / F 44, and a display 343. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The microphone 238, the speaker 240, the camera 42, and the display 343 are also connected to the bus 52.

[0950] The microphone 238 receives instructions and the like from the user 20 by receiving voice uttered by the user 20. The microphone 238 captures the voice uttered by the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio in accordance with instructions from the processor 46.

[0951] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the surroundings of user 20 (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).

[0952] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.

[0953] Fig. 6 shows an example of the main functions of the data processing device 12 and the headset type terminal 314. As shown in Fig. 6, in the data processing device 12, a specific process is performed by the processor 28. A specific process program 56 is stored in the storage 32.

[0954] The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.

[0955] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.

[0956] In the headset type terminal 314, a reception output process is performed by the processor 46. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.

[0957] Next, a description will be given of the identification process performed by the identification processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as the "server" and the headset type terminal 314 will be referred to as the "terminal."

[0958] This invention relates to an integrated system that allows users to efficiently create, publish, and monetize games. This system is composed of multiple modules that receive game requirements from users, automatically generate games based on those requirements, publish the games, and distribute the monetization revenue. The following describes in detail the implementation of each module and the processing flow.

[0959] User Interface

[0960] User:

[0961] 1. Enter your game requirements:

[0962] Using a web browser or a dedicated app, users access a form to input the basic requirements of the game (genre, story, character design, etc.) For example, if you want to create a "Fantasy RPG," you would enter the genre as "Fantasy RPG" and enter details such as the name of the main character, enemy characters, and story.

[0963] 2. Check your progress:

[0964] Users can access a dashboard to see the progress of their game development in real time, with current statuses such as "Generating code" and "Build complete."

[0965] 3. Check your earnings:

[0966] You can check the revenue status based on the play data of published games. For example, detailed information such as cumulative revenue, monthly revenue, number of plays, etc. is displayed.

[0967] Server Side

[0968] Server:

[0969] 1. Requirements Analysis Module:

[0970] This module receives and analyzes game requirements submitted by users. It automatically generates detailed game designs based on genre and story outlines. For example, if the requirement is "Fantasy RPG," it selects an appropriate template and generates character settings and level designs.

[0971] 2. Generative AI module:

[0972] Based on the output of the requirements analysis module, AI generates specific game code and assets. This module automatically generates 3D character models, 2D graphics, music, effects, etc. For example, it generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[0973] 3. Build Module:

[0974] Builds executable game files based on the generated game code and assets. This module generates, for example, an .exe or .apk file and saves it in a downloadable format.

[0975] 4. Public Module:

[0976] Automatically publish the built game files to your preferred distribution platform, such as a smartphone app store or PC gaming platform, adding the required metadata and publishing.

[0977] 5. Collection of gameplay data:

[0978] This module collects gameplay data every time a published game is played. This module handles play time, progress, billing information, etc.

[0979] 6. Revenue Sharing Module:

[0980] Calculate revenue based on play data and distribute it to users. This module calculates revenue for each user and automatically reflects the revenue in the user's account.

[0981] Terminal

[0982] Client:

[0983] 1. Gameplay:

[0984] A user downloads and installs the published game on their device, for example, by downloading the game from an app store, installing it, and playing the game.

[0985] 2. Send feedback:

[0986] Sending user feedback to the server, for example by providing an interface for reporting bugs in the game or providing feedback on improvements.

[0987] This system allows users to easily create, publish, and monetize games, and since the entire development process is automated, it improves development efficiency and optimizes resource utilization.

[0988] The processing flow will be explained below.

[0989] Step 1:

[0990] The user enters the basic requirements of the game (genre, story, character design, etc.) into a dedicated form. For example, to create a "Fantasy RPG," the user enters "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon."

[0991] Step 2:

[0992] The client converts the user's input into JSON format and sends it to the server. For example, it is sent in the format { "genre": "Fantasy RPG", "main_character": "Ariel", "enemy": "Dragon", "story": "Ariel's adventure to save the kingdom from the dragon"}.

[0993] Step 3:

[0994] The server's requirements analysis module analyzes the received JSON data and generates a basic game design. For example, based on the genre "Fantasy RPG," it selects an appropriate game template and generates designs for the protagonist and enemy characters and a scenario script.

[0995] Step 4:

[0996] The server's generation AI module generates specific game code and assets based on the basic design, such as the 3D model of the main character "Ariel," the animation of the enemy character "Dragon," and background music.

[0997] Step 5:

[0998] The Server's build module builds executable game files (e.g., .exe or .apk files) from the generated game code and assets, and saves them for download.

[0999] Step 6:

[1000] The Server's publishing module automatically publishes the built game files to distribution platforms, such as smartphone app stores or PC gaming platforms, and publishes them along with metadata such as the game title, description, and screenshots.

[1001] Step 7:

[1002] The client downloads and installs the published game on the user's device. For example, the client downloads the game from the app store, installs it, and plays the game.

[1003] Step 8:

[1004] The Client sends game play data (play time, progress, billing information, etc.) to the Server. For example, every time a user plays a game, the progress and play time are periodically sent to the server.

[1005] Step 9:

[1006] The server's data collection module stores the received play data in a database, such as each user's play history and billing information.

[1007] Step 10:

[1008] The server's revenue distribution module calculates revenue based on the collected play data and distributes it to users. For example, revenue is calculated based on the number of plays, user ratings, and amount of charges, and reflected in the user's account.

[1009] Step 11:

[1010] Users can check their earnings status on the dashboard, including details such as total earnings, monthly earnings, and number of plays. They can also request a withdrawal of earnings if necessary.

[1011] Example 1

[1012] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."

[1013] In game development, users with unique ideas often lack the technical knowledge to efficiently develop, publish, and monetize their games. Another issue is that existing game development tools and platforms fragment the work process, making it difficult to manage the entire process in an integrated manner.

[1014] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.

[1015] In this invention, the server includes means for receiving game requirements from users, means for analyzing the game requirements to generate a basic design for the game, a generation AI model means for generating game code and digital assets based on the basic design, means for combining the generated game code and digital assets to build an executable game file, means for automatically publishing the built game file to a distribution platform, means for collecting play data of the published game, and means for calculating revenue based on the collected play data and distributing it to users. This enables users without technical knowledge to efficiently develop and publish games based on their own ideas and earn revenue.

[1016] "User" means a user who uses the game development system to create a game based on their own idea.

[1017] "Game requirements" are data entered by the user that includes basic elements such as the game genre, story, and character design.

[1018] "Means" are elements such as devices, modules, and software components for performing specific technical functions or operations.

[1019] "Requirements analysis" is the process of analyzing game requirements received from users and generating detailed design documents.

[1020] "Basic design" refers to the design information and structure of the game created based on the analyzed game requirements.

[1021] A "generative AI model" is an algorithm or system that uses artificial intelligence to automatically generate game code and digital assets.

[1022] "Digital Assets" refers to digital media such as character models, images, music, and effects used in the game.

[1023] "Building" is the process of converting generated game code and digital assets into a runnable game file.

[1024] A "distribution platform" is an online service or store that publishes completed game files and distributes them to users.

[1025] "Play data" refers to data such as play time, progress, and billing information that is collected when a published game is played.

[1026] "Revenue" refers to the economic benefits derived from playing a user-created game.

[1027] "Distribution" is the process of calculating revenue and allocating profits to users based on that revenue.

[1028] This invention relates to an integrated system that allows users to efficiently create, publish, and monetize games. This system is composed of multiple modules that receive game requirements from users, automatically generate games based on those requirements, publish the games, and distribute the revenue. The following describes in detail the embodiments of this invention.

[1029] User Interface

[1030] user:

[1031] 1. Enter your game requirements:

[1032] Using a web browser or a dedicated app, a user accesses a form to input the basic requirements of the game (genre, story, character design, etc.) For example, if a user is creating a "Fantasy RPG," they would enter the genre as "Fantasy RPG" and details such as the name of the main character, enemy characters, and story.

[1033] Example prompt sentence:

[1034] Genre: Fantasy RPG

[1035] Main character's name: Ariel

[1036] Enemy character: Dragon

[1037] Story: The story of the protagonist defeating monsters and saving the kingdom

[1038] 2. Check your progress:

[1039] When users access the dashboard, the progress of each development step is displayed in real time. For example, the status column shows progress such as "Generating code" or "Build completed."

[1040] 3. Check your earnings:

[1041] To check the revenue information of a published game, users can click on the revenue tab to view details such as cumulative revenue, monthly revenue, and total number of plays.

[1042] Server Side

[1043] server:

[1044] 1. Requirements Analysis Module:

[1045] It receives game requirements data sent by users, analyzes the genre and story outline, and creates specific game design proposals. For example, based on the requirement of a "fantasy RPG," it selects an appropriate template and generates character settings and level designs.

[1046] 2. Generative AI module:

[1047] The generative AI model receives the output of the requirements analysis module and generates specific game code and digital assets. During this process, 3D character models, 2D graphics, music, effects, etc. are automatically created. For example, the AI ​​generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[1048] 3. Build Module:

[1049] Based on the generated game code and digital assets, the server builds the executable game file, for example, an .exe file for Windows or an .apk file for Android, and saves it in a downloadable format.

[1050] 4. Public Module:

[1051] It takes the game files generated by the build module and automatically publishes them to the distribution platform of your choice, such as uploading them to the Google Play Store or a PC gaming platform, adding the necessary metadata, and publishing them.

[1052] 5. Collection of gameplay data:

[1053] Each time a published game is played, the server collects play data, including the player's play time, progress, and billing information.

[1054] 6. Revenue Sharing Module:

[1055] The server calculates revenue based on the play data collected and distributes it to users. Revenue is calculated for each user and automatically reflected in their account.

[1056] Terminal

[1057] Device:

[1058] 1. Gameplay:

[1059] A user downloads and installs the published game on their device, for example, by downloading the game from an app store, installing it, and playing the game.

[1060] 2. Send feedback:

[1061] Users can submit feedback to the server about bugs or improvements they notice while playing the game. Use the dedicated feedback form to write down any problems or suggestions you encounter while playing, and press the submit button to send the data to the server.

[1062] This system allows users to easily create and publish games, and even earn revenue based on gameplay data. The automated development process ensures efficiency and resource optimization. Real-time progress and revenue monitoring also increases user satisfaction.

[1063] The flow of the identification process in the first embodiment will be described with reference to FIG.

[1064] Step 1:

[1065] User enters game requirements

[1066] The user opens a web browser or a dedicated app and inputs the basic requirements of the game (genre, story, character design, etc.). For example, if the user is creating a "Fantasy RPG," they would enter the genre as "Fantasy RPG," the main character as "Ariel," the enemy character as "Dragon," and the story as "The story of the main character defeating monsters and saving the kingdom."

[1067] Input: Basic requirements such as genre, protagonist name, antagonist, and story.

[1068] Output: Basic game requirements data is sent to the server.

[1069] Step 2:

[1070] The server runs the requirements analysis module.

[1071] The server analyzes the game requirements data it receives and creates a specific game design proposal based on the genre and story outline. For example, based on the requirements for a "fantasy RPG," it selects an appropriate template and automatically generates character settings and level designs.

[1072] Input: Game requirements data submitted by the user.

[1073] Output: A concrete game design proposal is generated and handed over to a generative AI model.

[1074] Step 3:

[1075] The server uses generative AI models to generate game code and digital assets

[1076] Based on the output of the requirements analysis module, the generative AI model automatically generates specific game code and digital assets (3D character models, 2D graphics, music, effects, etc.) For example, it generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[1077] Input: A concrete game design proposal.

[1078] Output: Generated game code and various digital assets.

[1079] Step 4:

[1080] The server uses the build module to build the executable game files.

[1081] The server builds the executable game files (.exe, .apk, etc.) from the generated game code and digital assets. The build module does this and saves them in a downloadable format.

[1082] Input: Game code and digital assets.

[1083] Output: The built executable game file.

[1084] Step 5:

[1085] The server publishes the game files using the publishing module

[1086] It takes the built game files and automatically publishes them to your preferred distribution platform (e.g., Google Play Store, PC gaming platforms), adding the necessary metadata and making them accessible and downloadable by users.

[1087] Input: The built game files.

[1088] Output: The game published to a distribution platform.

[1089] Step 6:

[1090] The server collects play data

[1091] Each time a published game is played, the server collects play data, including the player's play time, game progress, and billing information.

[1092] Input: Play data from the distribution platform.

[1093] Output: Collected gameplay data.

[1094] Step 7:

[1095] The server calculates and distributes revenue using the revenue sharing module

[1096] Revenue is calculated based on the collected play data and distributed to users. This process calculates revenue for each user and automatically reflects it in their account.

[1097] Input: Collected gameplay data.

[1098] Output: The calculated revenue is credited to the user's account.

[1099] Step 8:

[1100] The device downloads and plays the game

[1101] Users download the game from an app store or other source, install it on their device, and then launch the game to play.

[1102] Input: The published game files.

[1103] Output: The game running on the device.

[1104] Step 9:

[1105] Users submit feedback

[1106] Users can send feedback to the server about bugs or improvements they notice while playing the game. They use a dedicated feedback form to write down any problems or suggestions they encounter, and then press the submit button to send the data to the server.

[1107] Input: Bug reports and improvement suggestions filled out in the feedback form.

[1108] Output: Feedback data sent to the server.

[1109] (Application example 1)

[1110] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."

[1111] In conventional game creation systems, the process from users creating their own content to publishing it and earning revenue was complicated and required extensive specialized knowledge. Furthermore, the system lacked functionality for checking content progress and revenue data in real time. This made it difficult for ordinary users to easily create, publish, and monetize games and interactive content.

[1112] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.

[1113] In this invention, the server includes means for receiving game requirements from a user, means for analyzing the requirements and generating a basic game design, means for generating game code and assets based on the basic design, means for combining the generated game code and assets to build an executable game file, means for automatically publishing the built game file to a distribution platform, means for collecting play data of the published game, means for calculating revenue based on the collected play data and distributing it to users, and means for providing a dashboard for users to play the games and interactive content they have created and check their revenue status. This enables users to easily create games and interactive content without specialized knowledge, and efficiently earn revenue while checking their progress and revenue in real time.

[1114] "User" means any individual or organization that uses the system to create, publish, and monetize games and interactive content.

[1115] "Game requirements" refers to the basic specifications of the game created by the user, such as genre, story, character design, etc.

[1116] A "basic game design" is a blueprint that embodies the structure and system of a game based on the game requirements received from users.

[1117] "Game code" refers to the source code for executing a game program.

[1118] "Assets" refers to materials such as 3D models, 2D graphics, music, and effects used in the game.

[1119] "Executable Game File" means the actual playable game file created by combining built game code and assets.

[1120] A "distribution platform" is an online service that publishes generated game files and allows users to download and play them.

[1121] "Play data" refers to data such as play time, progress, and billing information that is recorded when a published game is actually played.

[1122] "Revenue" refers to the profits generated by playing a published game.

[1123] A "dashboard" is an interface that allows users to check the progress and revenue status of games and interactive content in real time.

[1124] The present invention relates to an integrated system that allows users to efficiently create, publish, and monetize games and other interactive content. The system is composed of user interface, server-side, and terminal modules.

[1125] User Interface

[1126] User:

[1127] 1. Enter your game requirements:

[1128] Users enter the basic requirements for their game using a web browser or a dedicated application. For example, if they want to create a "fantasy RPG," they would enter the genre as "fantasy RPG" and details such as the name of the main character, the enemy character, and the story.

[1129] 2. Check your progress:

[1130] Users can access a dashboard to see the progress of their game development in real time, with current statuses such as "Generating code" and "Build complete."

[1131] 3. Check your earnings:

[1132] You can check the revenue status based on the play data of published games. Detailed information such as cumulative revenue, monthly revenue, number of plays, etc. is displayed.

[1133] Server Side

[1134] Server:

[1135] 1. Requirements Analysis Module:

[1136] The server receives and analyzes the game requirements submitted by the user. This module automatically generates a detailed game design based on the genre and story outline. For example, if the requirement is "Fantasy RPG," the module selects an appropriate template and generates character settings and level designs.

[1137] 2. Generative AI module:

[1138] Based on the output of the requirements analysis module, AI generates specific game code and assets. This module uses TensorFlow and PyTorch to automatically generate 3D character models, 2D graphics, music, effects, etc. For example, it generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[1139] 3. Build Module:

[1140] Builds an executable game file based on the generated game code and assets. This module uses Django and Celery to generate an .exe or .apk file and saves it as a downloadable file.

[1141] 4. Public Module:

[1142] Automatically publish built game files to your preferred distribution platform. Upload to smartphone app stores and PC gaming platforms, add required metadata, and publish.

[1143] 5. Collection of gameplay data:

[1144] This module collects play data every time a published game is played. This module uses a database such as PostgreSQL to handle play time, progress, billing information, etc.

[1145] 6. Revenue Sharing Module:

[1146] Calculate revenue based on play data and distribute it to users. This module calculates revenue for each user and automatically reflects the revenue in the user's account.

[1147] Terminal

[1148] Client:

[1149] 1. Gameplay:

[1150] Users download and install the published game onto their devices, for example, by downloading the game from an app store, installing it, and then playing the game.

[1151] 2. Send feedback:

[1152] It provides an interface for users to send feedback to the server, including the ability to report bugs in the game and send feedback on improvements.

[1153] Specific examples

[1154] If a user wants to create a "Fantasy RPG," they would enter the following on the screen:

[1155] Genre: Fantasy RPG

[1156] Main character name: Ariel

[1157] Enemy: Dragon

[1158] Story: A journey to defeat evil dragons in a magical kingdom

[1159] Based on this prompt, the generative AI module automatically generates specific game code and assets.

[1160] Example prompt:

[1161] Genre: Fantasy RPG

[1162] Main character name: Ariel

[1163] Enemy: Dragon

[1164] Story: A journey to defeat evil dragons in a magical kingdom

[1165] The above is a detailed embodiment of the system according to the present invention, which allows users to easily create, publish, and monetize games and interactive content without requiring specialized knowledge.

[1166] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[1167] Step 1:

[1168] Users input the basic requirements of the game (genre, story, character design, etc.) using a web browser or a dedicated app. The input information is sent to the server as JSON format data. The input data may include, for example, "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: A journey to defeat an evil dragon in a magical kingdom."

[1169] Step 2:

[1170] The server then uses a requirements analysis module to analyze the received JSON-formatted game requirements data. This analysis module selects an appropriate template based on the genre and story outline, and automatically generates detailed game design details such as character settings and level design. For example, based on the genre "Fantasy RPG," the module selects a template that sets fantasy-style backgrounds and characters.

[1171] Step 3:

[1172] The generative AI module generates specific game code and assets (3D models, 2D graphics, music, effects, etc.) based on the game design output from the analysis module. Here, the AI ​​model runs using TensorFlow and PyTorch. For example, it generates a 3D model of the main character, Ariel, and animations for the dragon.

[1173] Step 4:

[1174] The build module combines the generated game code and assets to build an executable game file (e.g., an .exe or .apk file). This process runs asynchronously using Django and Celery. The build results are stored on the server in a downloadable format.

[1175] Step 5:

[1176] The publishing module automatically uploads the built game files to the distribution platform of your choice (e.g., smartphone app stores or PC gaming platforms), adding the necessary metadata (title, description, screenshots, etc.) in the process.

[1177] Step 6:

[1178] A user of a device downloads and installs a game published from a distribution platform, for example, downloads and installs the game from an app store, and plays the game.

[1179] Step 7:

[1180] When a user plays a game, play data (play time, progress, billing information, etc.) is collected. This data is sent from the device to a server and stored in a database (e.g., PostgreSQL).

[1181] Step 8:

[1182] The revenue distribution module calculates revenue based on the collected play data and distributes it to users. The calculation results are automatically reflected in the user's account. For example, revenue can be distributed based on the number of times played each month or the amount of charges.

[1183] Step 9:

[1184] Users can check the progress and revenue of their game in real time on the dashboard, which can be accessed at any time and displays the current revenue and monthly revenue.

[1185] Through these steps, the system of the present invention allows users to easily create, publish, and monetize games and interactive content.

[1186] Furthermore, an emotion engine that estimates the user's emotion may be further combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59, and perform identification processing using the user's emotion.

[1187] This invention combines an integrated system that enables users to efficiently create, publish, and monetize games with an emotion engine that recognizes user emotions and optimizes and adjusts game requirements based on those emotions. The following describes the implementation of each module and the specific processing flow.

[1188] User Interface

[1189] User:

[1190] 1. Enter your game requirements:

[1191] Using a web browser or a dedicated app, a user accesses a form to input the basic requirements of the game (genre, story, character design, etc.) For example, to create a "Fantasy RPG," a user enters "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon."

[1192] 2. Emotion Recognition:

[1193] The emotion engine recognizes emotions as users type and analyzes their feelings and intentions, such as whether they are happy, tired, excited, or other emotional states.

[1194] 3. Check your progress:

[1195] Users can access a dashboard to see the progress of their game development in real time, with current statuses such as "Generating code" and "Build complete."

[1196] 4. Check your earnings:

[1197] You can check the revenue status based on the play data of published games. For example, detailed information such as cumulative revenue, monthly revenue, number of plays, etc. is displayed.

[1198] Server Side

[1199] Server:

[1200] 1. Requirements Analysis Module:

[1201] This module receives and analyzes game requirements submitted by the user. It optimizes the game requirements based on data from the emotion engine. For example, if the requirement is "Fantasy RPG" and the user is recognized as excited, the action elements will be strengthened.

[1202] 2. Generative AI module:

[1203] Based on the output of the requirements analysis module, AI generates specific game code and assets. This module automatically generates 3D character models, 2D graphics, music, effects, etc. For example, it generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[1204] 3. Build Module:

[1205] Build an executable game file from the generated game code and assets, for example an .exe or .apk file, and save it as a downloadable file.

[1206] 4. Public Module:

[1207] Automatically publish the built game files to a distribution platform, such as a smartphone app store or PC gaming platform, along with metadata such as the game title, description, and screenshots.

[1208] 5. Collection of gameplay data:

[1209] This module collects play data every time a published game is played. It handles play time, progress, payment information, and other data, as well as player emotion data from an emotion engine.

[1210] 6. Revenue Sharing Module:

[1211] Calculates revenue based on play data and emotional data and distributes it to users. This module also takes emotional data into account to calculate additional rewards and reflect them in users' accounts.

[1212] Terminal

[1213] Client:

[1214] 1. Gameplay:

[1215] A user downloads and installs the published game on their device, for example, by downloading the game from an app store, installing it, and playing the game.

[1216] 2. Emotional Data Collection:

[1217] As players play the game, their devices use cameras and sensors to collect emotional data, such as facial recognition and biometric data, to analyze their emotions.

[1218] 3. Send feedback:

[1219] Sending gameplay data, including player emotional data, to the server, for example, sending the player's emotional state along with feedback on bug reports and improvements to the game.

[1220] This system allows users to easily create, publish, and monetize games. The introduction of an emotion engine also enables greater personalization, improving game quality and user experience. Furthermore, revenue sharing based on emotion data allows developers to receive more appropriate rewards.

[1221] The processing flow will be explained below.

[1222] Step 1:

[1223] The user enters the basic requirements of the game (genre, story, character design, etc.) into a dedicated form. Specifically, to create a "Fantasy RPG," the user enters details such as "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon."

[1224] Step 2:

[1225] The client converts the user's input into JSON format and sends it to the server. For example, it sends data in the form { "genre": "Fantasy RPG", "main_character": "Ariel", "enemy": "Dragon", "story": "Ariel's adventure to save the kingdom from the dragon"}.

[1226] Step 3:

[1227] The server's requirements analysis module analyzes the received JSON data and generates a basic design plan for the game. For example, it selects an appropriate template based on the genre "Fantasy RPG" and prepares character settings and level designs.

[1228] Step 4:

[1229] The Server's emotion engine recognizes emotions as users type and analyzes the data. For example, if the user is recognized as excited while typing, it adds parameters to emphasize action elements.

[1230] Step 5:

[1231] The server's generation AI module generates specific game code and assets based on the basic design and data from the emotion engine, such as the 3D model of the main character "Ariel," the animation of the enemy character "Dragon," and background music.

[1232] Step 6:

[1233] The Server's build module combines the generated game code and assets to build an executable game file, such as an .exe or .apk file, which is then saved for users to download.

[1234] Step 7:

[1235] The Server's publishing module automatically publishes the built game files to the specified distribution platform, such as a smartphone app store or PC gaming platform, and publishes them with the necessary metadata (game title, description, screenshots, etc.).

[1236] Step 8:

[1237] The client downloads and installs the published game on the user's device, for example, downloading the game from the store, installing it, and playing it.

[1238] Step 9:

[1239] The client collects the user's emotional state during gameplay, for example, by using cameras and sensors to monitor the user's facial expressions and biometric information to obtain real-time emotional data.

[1240] Step 10:

[1241] The client sends emotion data along with gameplay data to the server. For example, the client sends the emotion engine analysis data in addition to gameplay progress and billing information to the server.

[1242] Step 11:

[1243] The server's data collection module stores the received play data and emotional data in a database, for example, to centrally manage data including each player's play history and emotional state.

[1244] Step 12:

[1245] The server's revenue distribution module calculates revenue based on the aggregated play data and emotion data, and distributes it to users, for example, calculating additional reward points obtained from emotion data, and reflecting the revenue in users' accounts.

[1246] Step 13:

[1247] Users can check their earnings status on the dashboard, including detailed information such as total earnings, monthly earnings, number of plays, and user ratings, and can request a withdrawal of earnings if necessary.

[1248] Example 2

[1249] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."

[1250] Traditional game development systems required developers to manually set game requirements and generate code and assets, which was extremely time-consuming and labor-intensive. It was also difficult to set optimal game requirements that took user emotions and intent into account, leading to insufficient game personalization and low player satisfaction. Furthermore, it was difficult to properly distribute revenue using calculation methods based solely on gameplay data.

[1251] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means.

[1252] In this invention, the server includes a means for receiving game requirements from a user, a means for analyzing the game requirements and optimizing the game requirements based on the user's emotion data, and a means for generating prompt sentences suitable for a generative AI model based on the optimized game requirements, and generating specific game code and assets, thereby enabling efficient game generation that takes user emotions into consideration and a personalized game experience.

[1253] "User" means an end user who uses the system to create and publish games.

[1254] "Means for receiving game requirements" refers to the interface through which users input the basic requirements of the game (genre, story, character design, etc.) and the process of sending them to the server.

[1255] "Means for analyzing game requirements and optimizing the game requirements based on user emotional data" refers to an algorithm or module that analyzes received game requirements and adjusts the game requirements based on user emotional data recognized by the emotional engine.

[1256] "Means for generating prompts suitable for a generative AI model and generating specific game code and assets" refers to a module that creates prompts to be input into a generative AI model based on optimized game requirements, and uses those prompts to automatically generate game code, 3D models, 2D graphics, music, effects, etc.

[1257] "Means for combining game code and assets to build executable game files" refers to the process of creating game files in an executable format (e.g., an .exe file or an .apk file) based on the generated game code and assets.

[1258] "Means of publishing" refers to the process of uploading the built game files to a distribution platform (e.g., a smartphone app store, a PC game platform) and making them available to users along with metadata such as the title and screenshots.

[1259] "Means for collecting gameplay data and emotional data" refers to the process of collecting gameplay data such as game play time, progress, and billing information sent from the terminal, as well as player emotional data (such as facial recognition and biometric information).

[1260] "Means for calculating revenue and distributing it to users" refers to the process by which the system calculates revenue based on the collected play data and sentiment data and distributes it appropriately to users' accounts.

[1261] This invention relates to an integrated system that allows users to efficiently create, publish, and monetize games, particularly a system that combines an emotion engine that recognizes user emotions and optimizes and adjusts game requirements based on those emotions.

[1262] Hardware and Software Configuration

[1263] The system consists of a user device (PC, smartphone, tablet, etc.) and a server. The device provides a user interface using a web browser or a dedicated app. The server runs multiple software modules, including a requirements analysis module, a generative AI module, a build module, a publishing module, a play data collection module, and a revenue distribution module.

[1264] Program processing

[1265] The user inputs and submits game requirements using a terminal. The input data is sent to the server and analyzed by the requirements analysis module. At this time, the emotion engine recognizes the user's emotions and adjusts the requirements, for example, by increasing action elements if the user is excited.

[1266] Based on the optimized game requirements obtained from the requirements analysis module, a prompt suitable for the generative AI model is generated, which then generates specific game code and assets (e.g., 3D character models, 2D graphics, music, effects, etc.).

[1267] For example, the following prompt sentence is input to the generative AI model:

[1268] Genre: Fantasy RPG, Main character's name: Ariel, Enemy character: Dragon, Story: Ariel's adventure to save the kingdom from the dragon

[1269] The generated game code and assets are built into executable game files (e.g., .exe files, .apk files) by the build module. The built game files are then automatically published to distribution platforms by the publish module. Users can then download and play the game from smartphone app stores, PC game platforms, etc.

[1270] The device uses cameras and sensors to collect player emotion data during gameplay and sends it back to the server, which then calculates revenue based on the collected play data and emotion data and distributes the revenue appropriately to the user's account in the revenue distribution module.

[1271] Specific examples

[1272] As a specific example of operation, a user opens a web browser, enters "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon" into the game creation form, and clicks the submit button. In response to this input, the emotion engine detects the user's excitement and suggests an input method that enhances the action elements.

[1273] Based on these optimized requirements, prompts are generated, and the generative AI model generates specific game code and assets. The build module converts this into an executable file, which is then published to the distribution platform by the publish module. Users can then download the game and play it on their devices.

[1274] The device collects player emotional data during gameplay and sends it to the server, which can then be reflected in revenue distribution. This allows users to efficiently create games and earn revenue while providing a personalized, high-quality gaming experience.

[1275] The flow of the identification process in the second embodiment will be described with reference to FIG.

[1276] Step 1:

[1277] User enters game requirements and submits

[1278] Users access a form provided via a web browser or a dedicated app and enter the basic requirements for the game (genre, story, character design, etc.). Specifically, they enter "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon." This input data is sent to the server.

[1279] input:

[1280] Game requirements data entered by the user (genre, story, character design, etc.)

[1281] output:

[1282] Game requirements data sent to the server

[1283] Step 2:

[1284] The server analyzes the game requirements using the requirements analysis module.

[1285] The server analyzes the received game requirement data using the requirement analysis module. At this time, the emotion engine recognizes the user's emotional state (enjoyed, excited, etc.) and optimizes the game requirements based on that data. For example, if the user is recognized as being excited, the game will be optimized to strengthen action elements.

[1286] input:

[1287] Game requirements data, user sentiment data

[1288] output:

[1289] Optimized Game Requirements Data

[1290] Step 3:

[1291] The server uses the generation AI module to generate prompts and generate game code and assets.

[1292] The server generates a prompt suitable for the generative AI model based on the optimized game requirements data. For example, the server generates a prompt such as "Genre: Fantasy RPG, Main character's name: Ariel, Enemy character: Dragon, Story: Ariel's adventure to save the kingdom from the dragon." The generative AI model uses this prompt to generate specific game code and assets (3D character models, 2D graphics, music, effects, etc.).

[1293] input:

[1294] Optimized Game Requirements Data

[1295] output:

[1296] Generated prompts, game code, and assets

[1297] Step 4:

[1298] The server builds the game files using the build module

[1299] The server inputs the generated game code and assets into the build module, which then generates executable game files (e.g., .exe files, .apk files) and saves them in a specified directory on the server.

[1300] input:

[1301] Game code, assets

[1302] output:

[1303] Executable game files

[1304] Step 5:

[1305] The server uses the publishing module to publish the game to the distribution platform.

[1306] The server prepares the built game files along with metadata such as the game title, description, screenshots, etc. Using the prepared data, the publishing module uploads the game to a distribution platform (e.g., smartphone app store, PC game platform) and makes it available for users to download.

[1307] input:

[1308] Executable game files, metadata (title, description, screenshots, etc.)

[1309] output:

[1310] Games published on distribution platforms

[1311] Step 6:

[1312] The user downloads and plays the game on their device

[1313] Users download the game from a distribution platform, install it on their device, and once the installation is complete, launch the game and begin playing.

[1314] input:

[1315] Games published on distribution platforms

[1316] output:

[1317] Games installed on the device

[1318] Step 7:

[1319] The device collects the player's emotional data.

[1320] The device uses cameras and sensors to collect emotional data from players as they play games, including facial recognition and biometric analysis, and the collected emotional data is analyzed in real time.

[1321] input:

[1322] Player's facial expressions and biometric information

[1323] output:

[1324] Analyzed player emotional data

[1325] Step 8:

[1326] The device sends emotion data to the server.

[1327] The device sends the collected emotional data and play data, including play time, progress, and billing information, to the server.

[1328] input:

[1329] Player emotional data, play data

[1330] output:

[1331] Emotion data and play data sent to the server

[1332] Step 9:

[1333] The server calculates and distributes revenue using a revenue sharing module.

[1334] The server calculates the revenue based on the play data and emotion data. If the emotion data has special value, it calculates an additional bonus. Finally, it reflects the revenue in the user's account based on the calculation result.

[1335] input:

[1336] Play data, emotional data

[1337] output:

[1338] Earnings reflected in user's account

[1339] (Application example 2)

[1340] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the headset type terminal 314 will be referred to as a "terminal."

[1341] Conventional game creation systems and content distribution services have difficulty in generating high-quality content and personalizing content based on user emotions. Furthermore, they are unable to optimize game content and stories based on user emotions, making it difficult to maximize the user experience. Furthermore, revenue distribution does not take into account emotional data, making it difficult to achieve appropriate reward distribution.

[1342] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for receiving game requirements from a user, means for analyzing the game requirements to generate a basic game design, means for generating game code and assets based on the basic design, means for combining the generated game code and assets to build an executable game file, means for automatically publishing the built game file to a distribution platform, means for collecting play data of the published game, means for calculating revenue based on the collected play data and emotion data and distributing it to users, and means for analyzing user emotions in real time and recommending and generating content based on the analysis. This makes it possible to generate high-quality games and content in accordance with user emotions and distribute rewards appropriately.

[1343] "User" means an individual or organization that uses the system to create, publish, and monetize games.

[1344] "Game requirements" refers to basic information and specifications of the game the user wants to create, such as genre, story, character design, etc.

[1345] "Basic design" refers to the basic structure or blueprint of a game that is generated based on the game requirements.

[1346] "Game code" refers to the program code that realizes the basic design.

[1347] "Assets" refers to the digital materials such as images, music, and videos required to build a game.

[1348] "Distribution Platform" means an online service or website that provides built game files to users.

[1349] "Play data" refers to data such as game progress, play time, and billing information that is collected when a published game is played by a user.

[1350] "Emotional data" is data that indicates the user's emotional state, collected through a camera or microphone, and analyzed in real time.

[1351] "Revenue" refers to profits calculated based on game play data and emotion data.

[1352] "Distribution" refers to the process of appropriately allocating the calculated revenue to users.

[1353] An "emotion engine" is a technology that analyzes a user's emotional state in real time and reflects that data in the system.

[1354] "Content" means digitized information, including games and stories, that is provided to users.

[1355] This invention is a system for automatically generating and distributing games and digital content based on user emotions. This system consists of a server, a user terminal, and an emotion engine.

[1356] server

[1357] How to receive game requirements from users:

[1358] The server receives the basic game requirements (genre, story, character design, etc.) sent by the user via a web browser or dedicated app. For example, to create a "Fantasy RPG," a user inputs "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon."

[1359] A means for analyzing said game requirements to generate a game basic design:

[1360] The requirements analysis module on the server analyzes the received game requirements and generates a basic design for the game, including the game's story flow, character design, script, etc.

[1361] A means for generating game code and assets based on said basic design:

[1362] The server uses a generative AI module to automatically generate game code based on the basic design, as well as digital materials (assets) such as graphics, music, and effects.

[1363] means for combining said generated game code and assets to build an executable game file;

[1364] The server's build module combines the generated game code and assets to build an executable game file (e.g., an .exe file or an .apk file).

[1365] means for automatically publishing said built game files to a distribution platform;

[1366] The server's publishing module automatically uploads the built game files to smartphone app stores and PC gaming platforms, and publishes them with metadata such as the game title, description, and screenshots.

[1367] Means for collecting play data and sentiment data of said published games:

[1368] The server collects play data each time a published game is played, including play time, progress, billing information, and user emotion data generated by an emotion engine.

[1369] A means for calculating and distributing revenue to users based on the collected play data and sentiment data:

[1370] The server's revenue distribution module calculates revenue based on the collected play data and emotion data and automatically reflects it in the user's account.

[1371] A means of analyzing user sentiment in real time and recommending and generating content based on it:

[1372] The server's emotion engine analyzes the user's emotions in real time and recommends and generates appropriate content based on those emotions. For example, if the user is tired, it will generate a relaxing story. If the user is looking for a moving experience, it will generate a tear-jerking story.

[1373] User Device

[1374] Game and Content Play and Sentiment Data Collection:

[1375] The user's device is equipped with sensors such as a camera and microphone, and emotional data is collected through these sensors as the user plays the game. The user's emotions are analyzed based on facial expression recognition and biometric information.

[1376] Sending emotional data and feedback:

[1377] The collected emotional and gameplay data is sent from the user's device to the server, allowing the server to analyze and optimize the game based on more accurate data. Users can also report bugs and provide feedback on improvements to the game.

[1378] Specific examples

[1379] For example, when a user requests a story generation, they can input a prompt such as, "Generate a relaxing fantasy story. The protagonist is tired and ends up in a peaceful and beautiful elven forest." The generation AI module generates a suitable story based on this prompt and provides it to the user.

[1380] This system makes it possible to generate high-quality games and content based on user emotions and distribute rewards appropriately.

[1381] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[1382] Step 1:

[1383] The user uses a web browser or a dedicated app to input the basic requirements of the game (genre, story, character design, etc.). For example, they input "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon." This input data is then sent to the server.

[1384] Step 2:

[1385] The server's requirements analysis module analyzes the submitted game requirements. It analyzes the input data and generates a basic design for the game. This design includes the game's story flow, character design, script, etc. The analysis results are sent to the generation AI module.

[1386] Step 3:

[1387] The server's generation AI module generates game code and assets (graphics, music, effects, etc.) based on the design received from the requirements analysis module. These products are temporarily stored in the server's storage.

[1388] Step 4:

[1389] The server's build module combines the generated game code and assets to build executable game files (e.g., .exe or .apk files), which are then automatically published to the distribution platform.

[1390] Step 5:

[1391] The server's publishing module automatically uploads the built game files to smartphone app stores and PC gaming platforms, and publishes them with metadata such as the game title, description, and screenshots, making the published information accessible to users.

[1392] Step 6:

[1393] The user's device downloads and installs the published game. As the user plays the game, sensors such as the camera and microphone on the device collect emotional data, including facial recognition and biometric analysis.

[1394] Step 7:

[1395] The user terminal transmits the collected emotional data and play data to the server. This data includes play time, progress, billing information, as well as the user's emotional state as determined by the emotion engine.

[1396] Step 8:

[1397] The server's revenue distribution module calculates revenue based on the transmitted play data and emotion data, and the calculated revenue is automatically reflected in the user's account.

[1398] Step 9:

[1399] The server's emotion engine analyzes the emotional data sent by the user in real time and recommends and generates optimal content based on the user's emotions. For example, if the user is tired, it will generate a relaxing story, and if they are looking for a moving experience, it will generate a tear-jerking story.

[1400] Step 10:

[1401] The emotion engine sends the generated content to the user's device for reading. For example, it provides a story generated based on a prompt such as, "Generate a relaxing fantasy story. The main character is tired and arrives in a peaceful and beautiful elven forest."

[1402] These steps will enable the generation of high-quality games and content that respond to user emotions and the distribution of appropriate rewards.

[1403] The specific processing unit 290 transmits the result of the specific processing to the headset type terminal 314. In the headset type terminal 314, the control unit 46A causes the speaker 240 and the display 343 to output the result of the specific processing. The microphone 238 acquires audio indicating a user input regarding the result of the specific processing. The control unit 46A transmits audio data indicating the user input acquired by the microphone 238 to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the audio data.

[1404] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.

[1405] In the above embodiment, an example was given in which the specific processing is performed by the data processing device 12, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the headset type terminal 314.

[1406] [Fourth embodiment]

[1407] FIG. 7 shows an example of the configuration of a data processing system 410 according to the fourth embodiment.

[1408] 7, a data processing system 410 includes a data processing device 12 and a robot 414. An example of the data processing device 12 is a server.

[1409] The data processing device 12 includes a computer 22, a database 24, and a communication I / F 26. The computer 22 is an example of a "computer" according to the technology of the present disclosure. The computer 22 includes a processor 28, a RAM 30, and a storage 32. The processor 28, the RAM 30, and the storage 32 are connected to a bus 34. The database 24 and the communication I / F 26 are also connected to the bus 34. The communication I / F 26 is connected to a network 54. Examples of the network 54 include a WAN (Wide Area Network) and / or a LAN (Local Area Network).

[1410] The robot 414 includes a computer 36, a microphone 238, a speaker 240, a camera 42, a communication I / F 44, and a control target 443. The computer 36 includes a processor 46, a RAM 48, and a storage 50. The processor 46, the RAM 48, and the storage 50 are connected to a bus 52. The microphone 238, the speaker 240, the camera 42, and the control target 443 are also connected to the bus 52.

[1411] The microphone 238 receives instructions and the like from the user 20 by receiving voice uttered by the user 20. The microphone 238 captures the voice uttered by the user 20, converts the captured voice into audio data, and outputs it to the processor 46. The speaker 240 outputs audio in accordance with instructions from the processor 46.

[1412] Camera 42 is a small digital camera equipped with an optical system including a lens, aperture, and shutter, and an imaging element such as a CMOS (Complementary Metal-Oxide-Semiconductor) image sensor or a CCD (Charge Coupled Device) image sensor, and captures images of the surroundings of user 20 (for example, an imaging range defined by an angle of view equivalent to the field of vision of a typical healthy person).

[1413] The communication I / F 44 is connected to a network 54. The communication I / Fs 44 and 26 control the exchange of various information between the processor 46 and the processor 28 via the network 54. The exchange of various information between the processor 46 and the processor 28 using the communication I / Fs 44 and 26 is carried out in a secure state.

[1414] The control object 443 includes a display device, LEDs in the eyes, and motors for driving the arms, hands, and feet. The posture and gestures of the robot 414 are controlled by controlling the motors of the arms, hands, and feet. Some of the emotions of the robot 414 can be expressed by controlling these motors. In addition, the facial expressions of the robot 414 can also be expressed by controlling the light emission state of the LEDs in the eyes of the robot 414.

[1415] Fig. 8 shows an example of the main functions of the data processing device 12 and the robot 414. As shown in Fig. 8, in the data processing device 12, a specific process is performed by the processor 28. A specific process program 56 is stored in the storage 32.

[1416] The specific processing program 56 is an example of a "program" according to the technology of the present disclosure. The processor 28 reads the specific processing program 56 from the storage 32 and executes the read specific processing program 56 on the RAM 30. The specific processing is realized by the processor 28 operating as a specific processing unit 290 in accordance with the specific processing program 56 executed on the RAM 30.

[1417] The storage 32 stores a data generation model 58 and an emotion identification model 59. The data generation model 58 and the emotion identification model 59 are used by the identification processing unit 290.

[1418] In the robot 414, the processor 46 performs the reception output process. A reception output program 60 is stored in the storage 50. The processor 46 reads the reception output program 60 from the storage 50 and executes the read reception output program 60 on the RAM 48. The reception output process is realized by the processor 46 operating as the control unit 46A in accordance with the reception output program 60 executed on the RAM 48.

[1419] Next, a description will be given of the specific processing performed by the specific processing unit 290 of the data processing device 12. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."

[1420] This invention relates to an integrated system that allows users to efficiently create, publish, and monetize games. This system is composed of multiple modules that receive game requirements from users, automatically generate games based on those requirements, publish the games, and distribute the monetization revenue. The following describes in detail the implementation of each module and the processing flow.

[1421] User Interface

[1422] User:

[1423] 1. Enter your game requirements:

[1424] Using a web browser or a dedicated app, users access a form to input the basic requirements of the game (genre, story, character design, etc.) For example, if you want to create a "Fantasy RPG," you would enter the genre as "Fantasy RPG" and enter details such as the name of the main character, enemy characters, and story.

[1425] 2. Check your progress:

[1426] Users can access a dashboard to see the progress of their game development in real time, with current statuses such as "Generating code" and "Build complete."

[1427] 3. Check your earnings:

[1428] You can check the revenue status based on the play data of published games. For example, detailed information such as cumulative revenue, monthly revenue, number of plays, etc. is displayed.

[1429] Server Side

[1430] Server:

[1431] 1. Requirements Analysis Module:

[1432] This module receives and analyzes game requirements submitted by users. It automatically generates detailed game designs based on genre and story outlines. For example, if the requirement is "Fantasy RPG," it selects an appropriate template and generates character settings and level designs.

[1433] 2. Generative AI module:

[1434] Based on the output of the requirements analysis module, AI generates specific game code and assets. This module automatically generates 3D character models, 2D graphics, music, effects, etc. For example, it generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[1435] 3. Build Module:

[1436] Builds executable game files based on the generated game code and assets. This module generates, for example, an .exe or .apk file and saves it in a downloadable format.

[1437] 4. Public Module:

[1438] Automatically publish the built game files to your preferred distribution platform, such as a smartphone app store or PC gaming platform, adding the required metadata and publishing.

[1439] 5. Collection of gameplay data:

[1440] This module collects gameplay data every time a published game is played. This module handles play time, progress, billing information, etc.

[1441] 6. Revenue Sharing Module:

[1442] Calculate revenue based on play data and distribute it to users. This module calculates revenue for each user and automatically reflects the revenue in the user's account.

[1443] Terminal

[1444] Client:

[1445] 1. Gameplay:

[1446] A user downloads and installs the published game on their device, for example, by downloading the game from an app store, installing it, and playing the game.

[1447] 2. Send feedback:

[1448] Sending user feedback to the server, for example by providing an interface for reporting bugs in the game or providing feedback on improvements.

[1449] This system allows users to easily create, publish, and monetize games, and since the entire development process is automated, it improves development efficiency and optimizes resource utilization.

[1450] The processing flow will be explained below.

[1451] Step 1:

[1452] The user enters the basic requirements of the game (genre, story, character design, etc.) into a dedicated form. For example, to create a "Fantasy RPG," the user enters "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon."

[1453] Step 2:

[1454] The client converts the user's input into JSON format and sends it to the server. For example, it is sent in the format { "genre": "Fantasy RPG", "main_character": "Ariel", "enemy": "Dragon", "story": "Ariel's adventure to save the kingdom from the dragon"}.

[1455] Step 3:

[1456] The server's requirements analysis module analyzes the received JSON data and generates a basic game design. For example, based on the genre "Fantasy RPG," it selects an appropriate game template and generates designs for the protagonist and enemy characters and a scenario script.

[1457] Step 4:

[1458] The server's generation AI module generates specific game code and assets based on the basic design, such as the 3D model of the main character "Ariel," the animation of the enemy character "Dragon," and background music.

[1459] Step 5:

[1460] The Server's build module builds executable game files (e.g., .exe or .apk files) from the generated game code and assets, and saves them for download.

[1461] Step 6:

[1462] The Server's publishing module automatically publishes the built game files to distribution platforms, such as smartphone app stores or PC gaming platforms, and publishes them along with metadata such as the game title, description, and screenshots.

[1463] Step 7:

[1464] The client downloads and installs the published game on the user's device. For example, the client downloads the game from the app store, installs it, and plays the game.

[1465] Step 8:

[1466] The Client sends game play data (play time, progress, billing information, etc.) to the Server. For example, every time a user plays a game, the progress and play time are periodically sent to the server.

[1467] Step 9:

[1468] The server's data collection module stores the received play data in a database, such as each user's play history and billing information.

[1469] Step 10:

[1470] The server's revenue distribution module calculates revenue based on the collected play data and distributes it to users. For example, revenue is calculated based on the number of plays, user ratings, and amount of charges, and reflected in the user's account.

[1471] Step 11:

[1472] Users can check their earnings status on the dashboard, including details such as total earnings, monthly earnings, and number of plays. They can also request a withdrawal of earnings if necessary.

[1473] Example 1

[1474] Next, a description will be given of Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."

[1475] In game development, users with unique ideas often lack the technical knowledge to efficiently develop, publish, and monetize their games. Another issue is that existing game development tools and platforms fragment the work process, making it difficult to manage the entire process in an integrated manner.

[1476] The specific processing by the specific processing unit 290 of the data processing device 12 in the first embodiment is realized by the following means.

[1477] In this invention, the server includes means for receiving game requirements from users, means for analyzing the game requirements to generate a basic design for the game, a generation AI model means for generating game code and digital assets based on the basic design, means for combining the generated game code and digital assets to build an executable game file, means for automatically publishing the built game file to a distribution platform, means for collecting play data of the published game, and means for calculating revenue based on the collected play data and distributing it to users. This enables users without technical knowledge to efficiently develop and publish games based on their own ideas and earn revenue.

[1478] "User" means a user who uses the game development system to create a game based on their own idea.

[1479] "Game requirements" are data entered by the user that includes basic elements such as the game genre, story, and character design.

[1480] "Means" are elements such as devices, modules, and software components for performing specific technical functions or operations.

[1481] "Requirements analysis" is the process of analyzing game requirements received from users and generating detailed design documents.

[1482] "Basic design" refers to the design information and structure of the game created based on the analyzed game requirements.

[1483] A "generative AI model" is an algorithm or system that uses artificial intelligence to automatically generate game code and digital assets.

[1484] "Digital Assets" refers to digital media such as character models, images, music, and effects used in the game.

[1485] "Building" is the process of converting generated game code and digital assets into a runnable game file.

[1486] A "distribution platform" is an online service or store that publishes completed game files and distributes them to users.

[1487] "Play data" refers to data such as play time, progress, and billing information that is collected when a published game is played.

[1488] "Revenue" refers to the economic benefits derived from playing a user-created game.

[1489] "Distribution" is the process of calculating revenue and allocating profits to users based on that revenue.

[1490] This invention relates to an integrated system that allows users to efficiently create, publish, and monetize games. This system is composed of multiple modules that receive game requirements from users, automatically generate games based on those requirements, publish the games, and distribute the revenue. The following describes in detail the embodiments of this invention.

[1491] User Interface

[1492] user:

[1493] 1. Enter your game requirements:

[1494] Using a web browser or a dedicated app, a user accesses a form to input the basic requirements of the game (genre, story, character design, etc.) For example, if a user is creating a "Fantasy RPG," they would enter the genre as "Fantasy RPG" and details such as the name of the main character, enemy characters, and story.

[1495] Example prompt sentence:

[1496] Genre: Fantasy RPG

[1497] Main character's name: Ariel

[1498] Enemy character: Dragon

[1499] Story: The story of the protagonist defeating monsters and saving the kingdom

[1500] 2. Check your progress:

[1501] When users access the dashboard, the progress of each development step is displayed in real time. For example, the status column shows progress such as "Generating code" or "Build completed."

[1502] 3. Check your earnings:

[1503] To check the revenue information of a published game, users can click on the revenue tab to view details such as cumulative revenue, monthly revenue, and total number of plays.

[1504] Server Side

[1505] server:

[1506] 1. Requirements Analysis Module:

[1507] It receives game requirements data sent by users, analyzes the genre and story outline, and creates specific game design proposals. For example, based on the requirement of a "fantasy RPG," it selects an appropriate template and generates character settings and level designs.

[1508] 2. Generative AI module:

[1509] The generative AI model receives the output of the requirements analysis module and generates specific game code and digital assets. During this process, 3D character models, 2D graphics, music, effects, etc. are automatically created. For example, the AI ​​generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[1510] 3. Build Module:

[1511] Based on the generated game code and digital assets, the server builds the executable game file, for example, an .exe file for Windows or an .apk file for Android, and saves it in a downloadable format.

[1512] 4. Public Module:

[1513] It takes the game files generated by the build module and automatically publishes them to the distribution platform of your choice, such as uploading them to the Google Play Store or a PC gaming platform, adding the necessary metadata, and publishing them.

[1514] 5. Collection of gameplay data:

[1515] Each time a published game is played, the server collects play data, including the player's play time, progress, and billing information.

[1516] 6. Revenue Sharing Module:

[1517] The server calculates revenue based on the play data collected and distributes it to users. Revenue is calculated for each user and automatically reflected in their account.

[1518] Terminal

[1519] Device:

[1520] 1. Gameplay:

[1521] A user downloads and installs the published game on their device, for example, by downloading the game from an app store, installing it, and playing the game.

[1522] 2. Send feedback:

[1523] Users can submit feedback to the server about bugs or improvements they notice while playing the game. Use the dedicated feedback form to write down any problems or suggestions you encounter while playing, and press the submit button to send the data to the server.

[1524] This system allows users to easily create and publish games, and even earn revenue based on gameplay data. The automated development process ensures efficiency and resource optimization. Real-time progress and revenue monitoring also increases user satisfaction.

[1525] The flow of the identification process in the first embodiment will be described with reference to FIG.

[1526] Step 1:

[1527] User enters game requirements

[1528] The user opens a web browser or a dedicated app and inputs the basic requirements of the game (genre, story, character design, etc.). For example, if the user is creating a "Fantasy RPG," they would enter the genre as "Fantasy RPG," the main character as "Ariel," the enemy character as "Dragon," and the story as "The story of the main character defeating monsters and saving the kingdom."

[1529] Input: Basic requirements such as genre, protagonist name, antagonist, and story.

[1530] Output: Basic game requirements data is sent to the server.

[1531] Step 2:

[1532] The server runs the requirements analysis module.

[1533] The server analyzes the game requirements data it receives and creates a specific game design proposal based on the genre and story outline. For example, based on the requirements for a "fantasy RPG," it selects an appropriate template and automatically generates character settings and level designs.

[1534] Input: Game requirements data submitted by the user.

[1535] Output: A concrete game design proposal is generated and handed over to a generative AI model.

[1536] Step 3:

[1537] The server uses generative AI models to generate game code and digital assets

[1538] Based on the output of the requirements analysis module, the generative AI model automatically generates specific game code and digital assets (3D character models, 2D graphics, music, effects, etc.) For example, it generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[1539] Input: A concrete game design proposal.

[1540] Output: Generated game code and various digital assets.

[1541] Step 4:

[1542] The server uses the build module to build the executable game files.

[1543] The server builds the executable game files (.exe, .apk, etc.) from the generated game code and digital assets. The build module does this and saves them in a downloadable format.

[1544] Input: Game code and digital assets.

[1545] Output: The built executable game file.

[1546] Step 5:

[1547] The server publishes the game files using the publishing module

[1548] It takes the built game files and automatically publishes them to your preferred distribution platform (e.g., Google Play Store, PC gaming platforms), adding the necessary metadata and making them accessible and downloadable by users.

[1549] Input: The built game files.

[1550] Output: The game published to a distribution platform.

[1551] Step 6:

[1552] The server collects play data

[1553] Each time a published game is played, the server collects play data, including the player's play time, game progress, and billing information.

[1554] Input: Play data from the distribution platform.

[1555] Output: Collected gameplay data.

[1556] Step 7:

[1557] The server calculates and distributes revenue using the revenue sharing module

[1558] Revenue is calculated based on the collected play data and distributed to users. This process calculates revenue for each user and automatically reflects it in their account.

[1559] Input: Collected gameplay data.

[1560] Output: The calculated revenue is credited to the user's account.

[1561] Step 8:

[1562] The device downloads and plays the game

[1563] Users download the game from an app store or other source, install it on their device, and then launch the game to play.

[1564] Input: The published game files.

[1565] Output: The game running on the device.

[1566] Step 9:

[1567] Users submit feedback

[1568] Users can send feedback to the server about bugs or improvements they notice while playing the game. They use a dedicated feedback form to write down any problems or suggestions they encounter, and then press the submit button to send the data to the server.

[1569] Input: Bug reports and improvement suggestions filled out in the feedback form.

[1570] Output: Feedback data sent to the server.

[1571] (Application example 1)

[1572] Next, a description will be given of Application Example 1. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."

[1573] In conventional game creation systems, the process from users creating their own content to publishing it and earning revenue was complicated and required extensive specialized knowledge. Furthermore, the system lacked functionality for checking content progress and revenue data in real time. This made it difficult for ordinary users to easily create, publish, and monetize games and interactive content.

[1574] The specific processing by the specific processing unit 290 of the data processing device 12 in the application example 1 is realized by the following means.

[1575] In this invention, the server includes means for receiving game requirements from a user, means for analyzing the requirements and generating a basic game design, means for generating game code and assets based on the basic design, means for combining the generated game code and assets to build an executable game file, means for automatically publishing the built game file to a distribution platform, means for collecting play data of the published game, means for calculating revenue based on the collected play data and distributing it to users, and means for providing a dashboard for users to play the games and interactive content they have created and check their revenue status. This enables users to easily create games and interactive content without specialized knowledge, and efficiently earn revenue while checking their progress and revenue in real time.

[1576] "User" means any individual or organization that uses the system to create, publish, and monetize games and interactive content.

[1577] "Game requirements" refers to the basic specifications of the game created by the user, such as genre, story, character design, etc.

[1578] A "basic game design" is a blueprint that embodies the structure and system of a game based on the game requirements received from users.

[1579] "Game code" refers to the source code for executing a game program.

[1580] "Assets" refers to materials such as 3D models, 2D graphics, music, and effects used in the game.

[1581] "Executable Game File" means the actual playable game file created by combining built game code and assets.

[1582] A "distribution platform" is an online service that publishes generated game files and allows users to download and play them.

[1583] "Play data" refers to data such as play time, progress, and billing information that is recorded when a published game is actually played.

[1584] "Revenue" refers to the profits generated by playing a published game.

[1585] A "dashboard" is an interface that allows users to check the progress and revenue status of games and interactive content in real time.

[1586] The present invention relates to an integrated system that allows users to efficiently create, publish, and monetize games and other interactive content. The system is composed of user interface, server-side, and terminal modules.

[1587] User Interface

[1588] User:

[1589] 1. Enter your game requirements:

[1590] Users enter the basic requirements for their game using a web browser or a dedicated application. For example, if they want to create a "fantasy RPG," they would enter the genre as "fantasy RPG" and details such as the name of the main character, the enemy character, and the story.

[1591] 2. Check your progress:

[1592] Users can access a dashboard to see the progress of their game development in real time, with current statuses such as "Generating code" and "Build complete."

[1593] 3. Check your earnings:

[1594] You can check the revenue status based on the play data of published games. Detailed information such as cumulative revenue, monthly revenue, number of plays, etc. is displayed.

[1595] Server Side

[1596] Server:

[1597] 1. Requirements Analysis Module:

[1598] The server receives and analyzes the game requirements submitted by the user. This module automatically generates a detailed game design based on the genre and story outline. For example, if the requirement is "Fantasy RPG," the module selects an appropriate template and generates character settings and level designs.

[1599] 2. Generative AI module:

[1600] Based on the output of the requirements analysis module, AI generates specific game code and assets. This module uses TensorFlow and PyTorch to automatically generate 3D character models, 2D graphics, music, effects, etc. For example, it generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[1601] 3. Build Module:

[1602] Builds an executable game file based on the generated game code and assets. This module uses Django and Celery to generate an .exe or .apk file and saves it as a downloadable file.

[1603] 4. Public Module:

[1604] Automatically publish built game files to your preferred distribution platform. Upload to smartphone app stores and PC gaming platforms, add required metadata, and publish.

[1605] 5. Collection of gameplay data:

[1606] This module collects play data every time a published game is played. This module uses a database such as PostgreSQL to handle play time, progress, billing information, etc.

[1607] 6. Revenue Sharing Module:

[1608] Calculate revenue based on play data and distribute it to users. This module calculates revenue for each user and automatically reflects the revenue in the user's account.

[1609] Terminal

[1610] Client:

[1611] 1. Gameplay:

[1612] Users download and install the published game onto their devices, for example, by downloading the game from an app store, installing it, and then playing the game.

[1613] 2. Send feedback:

[1614] It provides an interface for users to send feedback to the server, including the ability to report bugs in the game and send feedback on improvements.

[1615] Specific examples

[1616] If a user wants to create a "Fantasy RPG," they would enter the following on the screen:

[1617] Genre: Fantasy RPG

[1618] Main character name: Ariel

[1619] Enemy: Dragon

[1620] Story: A journey to defeat evil dragons in a magical kingdom

[1621] Based on this prompt, the generative AI module automatically generates specific game code and assets.

[1622] Example prompt:

[1623] Genre: Fantasy RPG

[1624] Main character name: Ariel

[1625] Enemy: Dragon

[1626] Story: A journey to defeat evil dragons in a magical kingdom

[1627] The above is a detailed embodiment of the system according to the present invention, which allows users to easily create, publish, and monetize games and interactive content without requiring specialized knowledge.

[1628] The flow of the specific processing in the application example 1 will be described with reference to FIG.

[1629] Step 1:

[1630] Users input the basic requirements of the game (genre, story, character design, etc.) using a web browser or a dedicated app. The input information is sent to the server as JSON format data. The input data may include, for example, "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: A journey to defeat an evil dragon in a magical kingdom."

[1631] Step 2:

[1632] The server then uses a requirements analysis module to analyze the received JSON-formatted game requirements data. This analysis module selects an appropriate template based on the genre and story outline, and automatically generates detailed game design details such as character settings and level design. For example, based on the genre "Fantasy RPG," the module selects a template that sets fantasy-style backgrounds and characters.

[1633] Step 3:

[1634] The generative AI module generates specific game code and assets (3D models, 2D graphics, music, effects, etc.) based on the game design output from the analysis module. Here, the AI ​​model runs using TensorFlow and PyTorch. For example, it generates a 3D model of the main character, Ariel, and animations for the dragon.

[1635] Step 4:

[1636] The build module combines the generated game code and assets to build an executable game file (e.g., an .exe or .apk file). This process runs asynchronously using Django and Celery. The build results are stored on the server in a downloadable format.

[1637] Step 5:

[1638] The publishing module automatically uploads the built game files to the distribution platform of your choice (e.g., smartphone app stores or PC gaming platforms), adding the necessary metadata (title, description, screenshots, etc.) in the process.

[1639] Step 6:

[1640] A user of a device downloads and installs a game published from a distribution platform, for example, downloads and installs the game from an app store, and plays the game.

[1641] Step 7:

[1642] When a user plays a game, play data (play time, progress, billing information, etc.) is collected. This data is sent from the device to a server and stored in a database (e.g., PostgreSQL).

[1643] Step 8:

[1644] The revenue distribution module calculates revenue based on the collected play data and distributes it to users. The calculation results are automatically reflected in the user's account. For example, revenue can be distributed based on the number of times played each month or the amount of charges.

[1645] Step 9:

[1646] Users can check the progress and revenue of their game in real time on the dashboard, which can be accessed at any time and displays the current revenue and monthly revenue.

[1647] Through these steps, the system of the present invention allows users to easily create, publish, and monetize games and interactive content.

[1648] Furthermore, an emotion engine that estimates the user's emotion may be further combined. That is, the identification processing unit 290 may estimate the user's emotion using the emotion identification model 59, and perform identification processing using the user's emotion.

[1649] This invention combines an integrated system that enables users to efficiently create, publish, and monetize games with an emotion engine that recognizes user emotions and optimizes and adjusts game requirements based on those emotions. The following describes the implementation of each module and the specific processing flow.

[1650] User Interface

[1651] User:

[1652] 1. Enter your game requirements:

[1653] Using a web browser or a dedicated app, a user accesses a form to input the basic requirements of the game (genre, story, character design, etc.) For example, to create a "Fantasy RPG," a user enters "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon."

[1654] 2. Emotion Recognition:

[1655] The emotion engine recognizes emotions as users type and analyzes their feelings and intentions, such as whether they are happy, tired, excited, or other emotional states.

[1656] 3. Check your progress:

[1657] Users can access a dashboard to see the progress of their game development in real time, with current statuses such as "Generating code" and "Build complete."

[1658] 4. Check your earnings:

[1659] You can check the revenue status based on the play data of published games. For example, detailed information such as cumulative revenue, monthly revenue, number of plays, etc. is displayed.

[1660] Server Side

[1661] Server:

[1662] 1. Requirements Analysis Module:

[1663] This module receives and analyzes game requirements submitted by the user. It optimizes the game requirements based on data from the emotion engine. For example, if the requirement is "Fantasy RPG" and the user is recognized as excited, the action elements will be strengthened.

[1664] 2. Generative AI module:

[1665] Based on the output of the requirements analysis module, AI generates specific game code and assets. This module automatically generates 3D character models, 2D graphics, music, effects, etc. For example, it generates a 3D model for the main character, Ariel, and animations for the enemy character, the dragon.

[1666] 3. Build Module:

[1667] Build an executable game file from the generated game code and assets, for example an .exe or .apk file, and save it as a downloadable file.

[1668] 4. Public Module:

[1669] Automatically publish the built game files to a distribution platform, such as a smartphone app store or PC gaming platform, along with metadata such as the game title, description, and screenshots.

[1670] 5. Collection of gameplay data:

[1671] This module collects play data every time a published game is played. It handles play time, progress, payment information, and other data, as well as player emotion data from an emotion engine.

[1672] 6. Revenue Sharing Module:

[1673] Calculates revenue based on play data and emotional data and distributes it to users. This module also takes emotional data into account to calculate additional rewards and reflect them in users' accounts.

[1674] Terminal

[1675] Client:

[1676] 1. Gameplay:

[1677] A user downloads and installs the published game on their device, for example, by downloading the game from an app store, installing it, and playing the game.

[1678] 2. Emotional Data Collection:

[1679] As players play the game, their devices use cameras and sensors to collect emotional data, such as facial recognition and biometric data, to analyze their emotions.

[1680] 3. Send feedback:

[1681] Sending gameplay data, including player emotional data, to the server, for example, sending the player's emotional state along with feedback on bug reports and improvements to the game.

[1682] This system allows users to easily create, publish, and monetize games. The introduction of an emotion engine also enables greater personalization, improving game quality and user experience. Furthermore, revenue sharing based on emotion data allows developers to receive more appropriate rewards.

[1683] The processing flow will be explained below.

[1684] Step 1:

[1685] The user enters the basic requirements of the game (genre, story, character design, etc.) into a dedicated form. Specifically, to create a "Fantasy RPG," the user enters details such as "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon."

[1686] Step 2:

[1687] The client converts the user's input into JSON format and sends it to the server. For example, it sends data in the form { "genre": "Fantasy RPG", "main_character": "Ariel", "enemy": "Dragon", "story": "Ariel's adventure to save the kingdom from the dragon"}.

[1688] Step 3:

[1689] The server's requirements analysis module analyzes the received JSON data and generates a basic design plan for the game. For example, it selects an appropriate template based on the genre "Fantasy RPG" and prepares character settings and level designs.

[1690] Step 4:

[1691] The Server's emotion engine recognizes emotions as users type and analyzes the data. For example, if the user is recognized as excited while typing, it adds parameters to emphasize action elements.

[1692] Step 5:

[1693] The server's generation AI module generates specific game code and assets based on the basic design and data from the emotion engine, such as the 3D model of the main character "Ariel," the animation of the enemy character "Dragon," and background music.

[1694] Step 6:

[1695] The Server's build module combines the generated game code and assets to build an executable game file, such as an .exe or .apk file, which is then saved for users to download.

[1696] Step 7:

[1697] The Server's publishing module automatically publishes the built game files to the specified distribution platform, such as a smartphone app store or PC gaming platform, and publishes them with the necessary metadata (game title, description, screenshots, etc.).

[1698] Step 8:

[1699] The client downloads and installs the published game on the user's device, for example, downloading the game from the store, installing it, and playing it.

[1700] Step 9:

[1701] The client collects the user's emotional state during gameplay, for example, by using cameras and sensors to monitor the user's facial expressions and biometric information to obtain real-time emotional data.

[1702] Step 10:

[1703] The client sends emotion data along with gameplay data to the server. For example, the client sends the emotion engine analysis data in addition to gameplay progress and billing information to the server.

[1704] Step 11:

[1705] The server's data collection module stores the received play data and emotional data in a database, for example, to centrally manage data including each player's play history and emotional state.

[1706] Step 12:

[1707] The server's revenue distribution module calculates revenue based on the aggregated play data and emotion data, and distributes it to users, for example, calculating additional reward points obtained from emotion data, and reflecting the revenue in users' accounts.

[1708] Step 13:

[1709] Users can check their earnings status on the dashboard, including detailed information such as total earnings, monthly earnings, number of plays, and user ratings, and can request a withdrawal of earnings if necessary.

[1710] Example 2

[1711] Next, a description will be given of Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."

[1712] Traditional game development systems required developers to manually set game requirements and generate code and assets, which was extremely time-consuming and labor-intensive. It was also difficult to set optimal game requirements that took user emotions and intent into account, leading to insufficient game personalization and low player satisfaction. Furthermore, it was difficult to properly distribute revenue using calculation methods based solely on gameplay data.

[1713] The specific processing by the specific processing unit 290 of the data processing device 12 in the second embodiment is realized by the following means.

[1714] In this invention, the server includes a means for receiving game requirements from a user, a means for analyzing the game requirements and optimizing the game requirements based on the user's emotion data, and a means for generating prompt sentences suitable for a generative AI model based on the optimized game requirements, and generating specific game code and assets, thereby enabling efficient game generation that takes user emotions into consideration and a personalized game experience.

[1715] "User" means an end user who uses the system to create and publish games.

[1716] "Means for receiving game requirements" refers to the interface through which users input the basic requirements of the game (genre, story, character design, etc.) and the process of sending them to the server.

[1717] "Means for analyzing game requirements and optimizing the game requirements based on user emotional data" refers to an algorithm or module that analyzes received game requirements and adjusts the game requirements based on user emotional data recognized by the emotional engine.

[1718] "Means for generating prompts suitable for a generative AI model and generating specific game code and assets" refers to a module that creates prompts to be input into a generative AI model based on optimized game requirements, and uses those prompts to automatically generate game code, 3D models, 2D graphics, music, effects, etc.

[1719] "Means for combining game code and assets to build executable game files" refers to the process of creating game files in an executable format (e.g., an .exe file or an .apk file) based on the generated game code and assets.

[1720] "Means of publishing" refers to the process of uploading the built game files to a distribution platform (e.g., a smartphone app store, a PC game platform) and making them available to users along with metadata such as the title and screenshots.

[1721] "Means for collecting gameplay data and emotional data" refers to the process of collecting gameplay data such as game play time, progress, and billing information sent from the terminal, as well as player emotional data (such as facial recognition and biometric information).

[1722] "Means for calculating revenue and distributing it to users" refers to the process by which the system calculates revenue based on the collected play data and sentiment data and distributes it appropriately to users' accounts.

[1723] This invention relates to an integrated system that allows users to efficiently create, publish, and monetize games, particularly a system that combines an emotion engine that recognizes user emotions and optimizes and adjusts game requirements based on those emotions.

[1724] Hardware and Software Configuration

[1725] The system consists of a user device (PC, smartphone, tablet, etc.) and a server. The device provides a user interface using a web browser or a dedicated app. The server runs multiple software modules, including a requirements analysis module, a generative AI module, a build module, a publishing module, a play data collection module, and a revenue distribution module.

[1726] Program processing

[1727] The user inputs and submits game requirements using a terminal. The input data is sent to the server and analyzed by the requirements analysis module. At this time, the emotion engine recognizes the user's emotions and adjusts the requirements, for example, by increasing action elements if the user is excited.

[1728] Based on the optimized game requirements obtained from the requirements analysis module, a prompt suitable for the generative AI model is generated, which then generates specific game code and assets (e.g., 3D character models, 2D graphics, music, effects, etc.).

[1729] For example, the following prompt sentence is input to the generative AI model:

[1730] Genre: Fantasy RPG, Main character's name: Ariel, Enemy character: Dragon, Story: Ariel's adventure to save the kingdom from the dragon

[1731] The generated game code and assets are built into executable game files (e.g., .exe files, .apk files) by the build module. The built game files are then automatically published to distribution platforms by the publish module. Users can then download and play the game from smartphone app stores, PC game platforms, etc.

[1732] The device uses cameras and sensors to collect player emotion data during gameplay and sends it back to the server, which then calculates revenue based on the collected play data and emotion data and distributes the revenue appropriately to the user's account in the revenue distribution module.

[1733] Specific examples

[1734] As a specific example of operation, a user opens a web browser, enters "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon" into the game creation form, and clicks the submit button. In response to this input, the emotion engine detects the user's excitement and suggests an input method that enhances the action elements.

[1735] Based on these optimized requirements, prompts are generated, and the generative AI model generates specific game code and assets. The build module converts this into an executable file, which is then published to the distribution platform by the publish module. Users can then download the game and play it on their devices.

[1736] The device collects player emotional data during gameplay and sends it to the server, which can then be reflected in revenue distribution. This allows users to efficiently create games and earn revenue while providing a personalized, high-quality gaming experience.

[1737] The flow of the identification process in the second embodiment will be described with reference to FIG.

[1738] Step 1:

[1739] User enters game requirements and submits

[1740] Users access a form provided via a web browser or a dedicated app and enter the basic requirements for the game (genre, story, character design, etc.). Specifically, they enter "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon." This input data is sent to the server.

[1741] input:

[1742] Game requirements data entered by the user (genre, story, character design, etc.)

[1743] output:

[1744] Game requirements data sent to the server

[1745] Step 2:

[1746] The server analyzes the game requirements using the requirements analysis module.

[1747] The server analyzes the received game requirement data using the requirement analysis module. At this time, the emotion engine recognizes the user's emotional state (enjoyed, excited, etc.) and optimizes the game requirements based on that data. For example, if the user is recognized as being excited, the game will be optimized to strengthen action elements.

[1748] input:

[1749] Game requirements data, user sentiment data

[1750] output:

[1751] Optimized Game Requirements Data

[1752] Step 3:

[1753] The server uses the generation AI module to generate prompts and generate game code and assets.

[1754] The server generates a prompt suitable for the generative AI model based on the optimized game requirements data. For example, the server generates a prompt such as "Genre: Fantasy RPG, Main character's name: Ariel, Enemy character: Dragon, Story: Ariel's adventure to save the kingdom from the dragon." The generative AI model uses this prompt to generate specific game code and assets (3D character models, 2D graphics, music, effects, etc.).

[1755] input:

[1756] Optimized Game Requirements Data

[1757] output:

[1758] Generated prompts, game code, and assets

[1759] Step 4:

[1760] The server builds the game files using the build module

[1761] The server inputs the generated game code and assets into the build module, which then generates executable game files (e.g., .exe files, .apk files) and saves them in a specified directory on the server.

[1762] input:

[1763] Game code, assets

[1764] output:

[1765] Executable game files

[1766] Step 5:

[1767] The server uses the publishing module to publish the game to the distribution platform.

[1768] The server prepares the built game files along with metadata such as the game title, description, screenshots, etc. Using the prepared data, the publishing module uploads the game to a distribution platform (e.g., smartphone app store, PC game platform) and makes it available for users to download.

[1769] input:

[1770] Executable game files, metadata (title, description, screenshots, etc.)

[1771] output:

[1772] Games published on distribution platforms

[1773] Step 6:

[1774] The user downloads and plays the game on their device

[1775] Users download the game from a distribution platform, install it on their device, and once the installation is complete, launch the game and begin playing.

[1776] input:

[1777] Games published on distribution platforms

[1778] output:

[1779] Games installed on the device

[1780] Step 7:

[1781] The device collects the player's emotional data.

[1782] The device uses cameras and sensors to collect emotional data from players as they play games, including facial recognition and biometric analysis, and the collected emotional data is analyzed in real time.

[1783] input:

[1784] Player's facial expressions and biometric information

[1785] output:

[1786] Analyzed player emotional data

[1787] Step 8:

[1788] The device sends emotion data to the server.

[1789] The device sends the collected emotional data and play data, including play time, progress, and billing information, to the server.

[1790] input:

[1791] Player emotional data, play data

[1792] output:

[1793] Emotion data and play data sent to the server

[1794] Step 9:

[1795] The server calculates and distributes revenue using a revenue sharing module.

[1796] The server calculates the revenue based on the play data and emotion data. If the emotion data has special value, it calculates an additional bonus. Finally, it reflects the revenue in the user's account based on the calculation result.

[1797] input:

[1798] Play data, emotional data

[1799] output:

[1800] Earnings reflected in user's account

[1801] (Application example 2)

[1802] Next, a description will be given of Application Example 2. In the following description, the data processing device 12 will be referred to as a "server" and the robot 414 will be referred to as a "terminal."

[1803] Conventional game creation systems and content distribution services have difficulty in generating high-quality content and personalizing content based on user emotions. Furthermore, they are unable to optimize game content and stories based on user emotions, making it difficult to maximize the user experience. Furthermore, revenue distribution does not take into account emotional data, making it difficult to achieve appropriate reward distribution.

[1804] The specific processing by the specific processing unit 290 of the data processing device 12 in Application Example 2 is realized by the following means. In this invention, the server includes means for receiving game requirements from a user, means for analyzing the game requirements to generate a basic game design, means for generating game code and assets based on the basic design, means for combining the generated game code and assets to build an executable game file, means for automatically publishing the built game file to a distribution platform, means for collecting play data of the published game, means for calculating revenue based on the collected play data and emotion data and distributing it to users, and means for analyzing user emotions in real time and recommending and generating content based on the analysis. This makes it possible to generate high-quality games and content in accordance with user emotions and distribute rewards appropriately.

[1805] "User" means an individual or organization that uses the system to create, publish, and monetize games.

[1806] "Game requirements" refers to basic information and specifications of the game the user wants to create, such as genre, story, character design, etc.

[1807] "Basic design" refers to the basic structure or blueprint of a game that is generated based on the game requirements.

[1808] "Game code" refers to the program code that realizes the basic design.

[1809] "Assets" refers to the digital materials such as images, music, and videos required to build a game.

[1810] "Distribution Platform" means an online service or website that provides built game files to users.

[1811] "Play data" refers to data such as game progress, play time, and billing information that is collected when a published game is played by a user.

[1812] "Emotional data" is data that indicates the user's emotional state, collected through a camera or microphone, and analyzed in real time.

[1813] "Revenue" refers to profits calculated based on game play data and emotion data.

[1814] "Distribution" refers to the process of appropriately allocating the calculated revenue to users.

[1815] An "emotion engine" is a technology that analyzes a user's emotional state in real time and reflects that data in the system.

[1816] "Content" means digitized information, including games and stories, that is provided to users.

[1817] This invention is a system for automatically generating and distributing games and digital content based on user emotions. This system consists of a server, a user terminal, and an emotion engine.

[1818] server

[1819] How to receive game requirements from users:

[1820] The server receives the basic game requirements (genre, story, character design, etc.) sent by the user via a web browser or dedicated app. For example, to create a "Fantasy RPG," a user inputs "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon."

[1821] A means for analyzing said game requirements to generate a game basic design:

[1822] The requirements analysis module on the server analyzes the received game requirements and generates a basic design for the game, including the game's story flow, character design, script, etc.

[1823] A means for generating game code and assets based on said basic design:

[1824] The server uses a generative AI module to automatically generate game code based on the basic design, as well as digital materials (assets) such as graphics, music, and effects.

[1825] means for combining said generated game code and assets to build an executable game file;

[1826] The server's build module combines the generated game code and assets to build an executable game file (e.g., an .exe file or an .apk file).

[1827] means for automatically publishing said built game files to a distribution platform;

[1828] The server's publishing module automatically uploads the built game files to smartphone app stores and PC gaming platforms, and publishes them with metadata such as the game title, description, and screenshots.

[1829] Means for collecting play data and sentiment data of said published games:

[1830] The server collects play data each time a published game is played, including play time, progress, billing information, and user emotion data generated by an emotion engine.

[1831] A means for calculating and distributing revenue to users based on the collected play data and sentiment data:

[1832] The server's revenue distribution module calculates revenue based on the collected play data and emotion data and automatically reflects it in the user's account.

[1833] A means of analyzing user sentiment in real time and recommending and generating content based on it:

[1834] The server's emotion engine analyzes the user's emotions in real time and recommends and generates appropriate content based on those emotions. For example, if the user is tired, it will generate a relaxing story. If the user is looking for a moving experience, it will generate a tear-jerking story.

[1835] User Device

[1836] Game and Content Play and Sentiment Data Collection:

[1837] The user's device is equipped with sensors such as a camera and microphone, and emotional data is collected through these sensors as the user plays the game. The user's emotions are analyzed based on facial expression recognition and biometric information.

[1838] Sending emotional data and feedback:

[1839] The collected emotional and gameplay data is sent from the user's device to the server, allowing the server to analyze and optimize the game based on more accurate data. Users can also report bugs and provide feedback on improvements to the game.

[1840] Specific examples

[1841] For example, when a user requests a story generation, they can input a prompt such as, "Generate a relaxing fantasy story. The protagonist is tired and ends up in a peaceful and beautiful elven forest." The generation AI module generates a suitable story based on this prompt and provides it to the user.

[1842] This system makes it possible to generate high-quality games and content based on user emotions and distribute rewards appropriately.

[1843] The flow of the specific processing in the application example 2 will be described with reference to FIG.

[1844] Step 1:

[1845] The user uses a web browser or a dedicated app to input the basic requirements of the game (genre, story, character design, etc.). For example, they input "Genre: Fantasy RPG," "Main character's name: Ariel," "Enemy character: Dragon," and "Story: Ariel's adventure to save the kingdom from the dragon." This input data is then sent to the server.

[1846] Step 2:

[1847] The server's requirements analysis module analyzes the submitted game requirements. It analyzes the input data and generates a basic design for the game. This design includes the game's story flow, character design, script, etc. The analysis results are sent to the generation AI module.

[1848] Step 3:

[1849] The server's generation AI module generates game code and assets (graphics, music, effects, etc.) based on the design received from the requirements analysis module. These products are temporarily stored in the server's storage.

[1850] Step 4:

[1851] The server's build module combines the generated game code and assets to build executable game files (e.g., .exe or .apk files), which are then automatically published to the distribution platform.

[1852] Step 5:

[1853] The server's publishing module automatically uploads the built game files to smartphone app stores and PC gaming platforms, and publishes them with metadata such as the game title, description, and screenshots, making the published information accessible to users.

[1854] Step 6:

[1855] The user's device downloads and installs the published game. As the user plays the game, sensors such as the camera and microphone on the device collect emotional data, including facial recognition and biometric analysis.

[1856] Step 7:

[1857] The user terminal transmits the collected emotional data and play data to the server. This data includes play time, progress, billing information, as well as the user's emotional state as determined by the emotion engine.

[1858] Step 8:

[1859] The server's revenue distribution module calculates revenue based on the transmitted play data and emotion data, and the calculated revenue is automatically reflected in the user's account.

[1860] Step 9:

[1861] The server's emotion engine analyzes the emotional data sent by the user in real time and recommends and generates optimal content based on the user's emotions. For example, if the user is tired, it will generate a relaxing story, and if they are looking for a moving experience, it will generate a tear-jerking story.

[1862] Step 10:

[1863] The emotion engine sends the generated content to the user's device for reading. For example, it provides a story generated based on a prompt such as, "Generate a relaxing fantasy story. The main character is tired and arrives in a peaceful and beautiful elven forest."

[1864] These steps will enable the generation of high-quality games and content that respond to user emotions and the distribution of appropriate rewards.

[1865] The specific processing unit 290 transmits the result of the specific processing to the robot 414. In the robot 414, the control unit 46A causes the speaker 240 and the control target 443 to output the result of the specific processing. The microphone 238 acquires voice indicating a user input regarding the result of the specific processing. The control unit 46A transmits voice data indicating the user input acquired by the microphone 238 to the data processing device 12. In the data processing device 12, the specific processing unit 290 acquires the voice data.

[1866] The data generation model 58 is a so-called generative AI (Artificial Intelligence). An example of the data generation model 58 is ChatGPT (Internet Search<URL: https: / / openai.com / blog / chatgpt> ), Gemini (Internet search <url: https: gemini.google.com ?hl="ja">) and other generation AIs. The data generation model 58 is obtained by performing deep learning on a neural network. A prompt including an instruction is input to the data generation model 58, and inference data such as voice data indicating voice, text data indicating text, and image data indicating an image is also input. The data generation model 58 performs inference on the input inference data in accordance with the instruction indicated by the prompt, and outputs the inference result in a data format such as voice data and text data. Here, inference refers to, for example, analysis, classification, prediction, and / or summarization.

[1867] In the above embodiment, an example was given in which the specific processing is performed by the data processing device 12, but the technology of the present disclosure is not limited to this, and the specific processing may be performed by the robot 414.

[1868] The emotion identification model 59 as an emotion engine may determine the user's emotion according to a specific mapping. Specifically, the emotion identification model 59 may determine the user's emotion according to an emotion map (see FIG. 9), which is a specific mapping. Similarly, the emotion identification model 59 may determine the robot's emotion, and the identification processing unit 290 may perform identification processing using the robot's emotion.

[1869] FIG. 9 is a diagram illustrating an emotion map 400 on which multiple emotions are mapped. In the emotion map 400, emotions are arranged in concentric circles radiating from the center. Emotions closer to the center of the concentric circles are more primitive. Emotions representing states and actions arising from a state of mind are arranged on the outer edges of the concentric circles. The concept of emotion includes both affect and mental states. Emotions generally generated from reactions occurring in the brain are arranged on the left side of the concentric circles. Emotions generally induced by situational judgment are arranged on the right side of the concentric circles. Emotions generally generated from reactions occurring in the brain and induced by situational judgment are arranged on the upper and lower sides of the concentric circles. Furthermore, the emotion of "pleasure" is arranged on the upper side of the concentric circles, and the emotion of "discomfort" is arranged on the lower side. In this way, in the emotion map 400, multiple emotions are mapped based on the structure by which emotions are generated, and emotions that tend to occur simultaneously are mapped close to each other.

[1870] These emotions are distributed in the 3 o'clock direction on emotion map 400, and typically fluctuate between relief and anxiety. In the right half of emotion map 400, situational awareness dominates over internal sensations, resulting in a sense of calm.

[1871] The inside of emotion map 400 represents what is going on in the mind, and the outside of emotion map 400 represents behavior, so the further you go outside emotion map 400, the more visible the emotions become (the more they are expressed in behavior).

[1872] Human emotions are based on various balances, such as posture and blood sugar levels. When these balances deviate from the ideal, a state of discomfort is indicated, and when they approach the ideal, a state of pleasure is indicated. Emotions can also be created for robots, automobiles, and motorcycles, based on various balances, such as posture and remaining battery life. When these balances deviate from the ideal, a state of discomfort is indicated, and when they approach the ideal, a state of pleasure is indicated. An emotion map can be generated, for example, based on Dr. Mitsuyoshi's emotion map (Research on Voice Emotion Recognition and Emotional Brain Physiological Signal Analysis Systems, Tokushima University, Doctoral Dissertation: https: / / ci.nii.ac.jp / naid / 500000375379). The left half of the emotion map lists emotions belonging to the "reaction" domain, where sensation is dominant. The right half of the emotion map lists emotions belonging to the "situation" domain, where situational awareness is dominant.

[1873] The emotion map defines two emotions that promote learning. One is a negative emotion on the situation side, around the middle of "repentance" or "reflection." In other words, this occurs when the robot experiences negative emotions such as "I never want to feel this way again" or "I don't want to be scolded again." The other is a positive emotion on the response side, around "desire." In other words, this occurs when the robot experiences positive feelings such as "I want more" or "I want to know more."

[1874] The emotion identification model 59 inputs user input into a pre-trained neural network, obtains emotion values ​​indicating each emotion shown in the emotion map 400, and determines the user's emotion. This neural network is pre-trained based on multiple pieces of training data that are combinations of user input and emotion values ​​indicating each emotion shown in the emotion map 400. Furthermore, this neural network is trained so that emotions that are located close to each other have similar values, as in the emotion map 900 shown in FIG. 10. FIG. 10 shows an example in which multiple emotions, "relieved," "calm," and "reassuring," have similar emotion values.

[1875] The system according to the present disclosure has been described above mainly with respect to the functions of the data processing device 12, but the system according to the present disclosure is not necessarily implemented on a server. The system according to the present disclosure may be implemented as a general information processing system. The present disclosure may be implemented, for example, as a software program running on a personal computer or an application running on a smartphone, etc. The method according to the present disclosure may be provided to users in the form of SaaS (Software as a Service).

[1876] In the above embodiment, an example was given in which the specific processing is performed by one computer 22, but the technology of the present disclosure is not limited to this, and the specific processing may be distributed and performed by a plurality of computers including the computer 22. For example, the data generation model 58 may be provided in an external device of the data processing device 12, and data may be generated in the external device in accordance with input data.

[1877] In the above embodiment, an example in which the specific processing program 56 is stored in the storage 32 has been described, but the technology of the present disclosure is not limited to this. For example, the specific processing program 56 may be stored in a portable, computer-readable, non-transitory storage medium such as a USB (Universal Serial Bus) memory. The specific processing program 56 stored in the non-transitory storage medium is installed in the computer 22 of the data processing device 12. The processor 28 executes the specific processing in accordance with the specific processing program 56.

[1878] Alternatively, the specific processing program 56 may be stored in a storage device such as a server connected to the data processing device 12 via the network 54, and the specific processing program 56 may be downloaded and installed on the computer 22 in response to a request from the data processing device 12.

[1879] It is not necessary to store all of the specific processing program 56 in a storage device such as a server connected to the data processing device 12 via the network 54, or to store all of the specific processing program 56 in the storage 32; only a portion of the specific processing program 56 may be stored.

[1880] The hardware resource for executing a specific process can be any of the following processors: An example of a processor is a CPU, which is a general-purpose processor that functions as a hardware resource for executing a specific process by executing software, i.e., a program. Another example of a processor is a dedicated electrical circuit, such as an FPGA (Field-Programmable Gate Array), a PLD (Programmable Logic Device), or an ASIC (Application Specific Integrated Circuit), which is a processor with a circuit configuration designed specifically for executing a specific process. Each processor has built-in or connected memory, and each processor uses the memory to execute the specific process.

[1881] The hardware resource that executes the specific processing may be configured with one of these various processors, or may be configured with a combination of two or more processors of the same or different types (for example, a combination of multiple FPGAs, or a combination of a CPU and an FPGA). Also, the hardware resource that executes the specific processing may be a single processor.

[1882] As an example of a system configured with a single processor, first, one processor is configured by combining one or more CPUs and software, and this processor functions as a hardware resource that executes a specific process. Second, there is a system that uses a processor that realizes the functions of an entire system including multiple hardware resources that execute a specific process on a single IC chip, as typified by SoC (System-on-a-chip). In this way, a specific process is realized using one or more of the above-mentioned various processors as hardware resources.

[1883] Furthermore, the hardware structure of these various processors can be, more specifically, an electric circuit that combines circuit elements such as semiconductor devices. The specific processing described above is merely an example. Therefore, it goes without saying that unnecessary steps may be deleted, new steps may be added, or the processing order may be rearranged, without departing from the spirit of the invention.

[1884] The above-described description and illustrations are a detailed explanation of the parts related to the technology of the present disclosure and are merely an example of the technology of the present disclosure. For example, the above description of the configuration, functions, actions, and effects is an explanation of an example of the configuration, functions, actions, and effects of the parts related to the technology of the present disclosure. Therefore, it goes without saying that unnecessary parts may be deleted, new elements may be added, or replacements may be made to the above-described description and illustrations within the scope of the gist of the technology of the present disclosure. Furthermore, to avoid confusion and facilitate understanding of the parts related to the technology of the present disclosure, the above-described description and illustrations omit explanations of common technical knowledge that do not require particular explanation to enable the implementation of the technology of the present disclosure.

[1885] All publications, patent applications, and technical standards mentioned in this specification are herein incorporated by reference to the same extent as if each individual publication, patent application, or technical standard was specifically and individually indicated to be incorporated by reference.

[1886] The following is further disclosed regarding the above embodiment.

[1887] (Claim 1)

[1888] a means for receiving game requirements from users;

[1889] means for analyzing the game requirements to generate a game architecture;

[1890] means for generating game code and assets based on said basic design;

[1891] means for combining the generated game code and assets to build an executable game file;

[1892] means for automatically publishing the built game file to a distribution platform;

[1893] A means for collecting play data of the published game;

[1894] A means for calculating revenue based on the collected play data and distributing the revenue to users;

[1895] A system including:

[1896] (Claim 2)

[1897] 2. The system according to claim 1, wherein play data of the published game is transmitted from a user's terminal.

[1898] (Claim 3)

[1899] 10. The system of claim 1, wherein the revenue is automatically credited to the user's account.

[1900] "Example 1"

[1901] (Claim 1)

[1902] a means for receiving game requirements from users;

[1903] means for analyzing the game requirements to generate a game architecture;

[1904] a generative AI model means for generating game code and digital assets based on said basic design;

[1905] means for combining the generated game code and digital assets to build an executable game file;

[1906] means for automatically publishing the built game file to a distribution platform;

[1907] A means for collecting play data of the published game;

[1908] A means for calculating revenue based on the collected play data and distributing the revenue to users;

[1909] A system including:

[1910] (Claim 2)

[1911] 2. The system according to claim 1, wherein play data of the published game is transmitted from a user's terminal.

[1912] (Claim 3)

[1913] 10. The system of claim 1, wherein the revenue is automatically credited to the user's account.

[1914] "Application Example 1"

[1915] (Claim 1)

[1916] a means for receiving game requirements from users;

[1917] means for analyzing the game requirements to generate a game architecture;

[1918] means for generating game code and assets based on said basic design;

[1919] means for combining the generated game code and assets to build an executable game file;

[1920] means for automatically publishing the built game file to a distribution platform;

[1921] A means for collecting play data of the published game;

[1922] A means for calculating revenue based on the collected play data and distributing the revenue to users;

[1923] A means to provide a dashboard for users to play user-generated games and interactive content and track their earnings;

[1924] A system including:

[1925] (Claim 2)

[1926] 2. The system according to claim 1, wherein play data of the published game is transmitted from a user's terminal.

[1927] (Claim 3)

[1928] 10. The system of claim 1, wherein the revenue is automatically credited to the user's account.

[1929] "Example 2: Combining Emotion Engines"

[1930] (Claim 1)

[1931] a means for receiving game requirements from users;

[1932] means for analyzing the game requirements and optimizing the game requirements based on user emotion data;

[1933] A means for generating a prompt sentence suitable for a generative AI model based on the optimized game requirements, and generating specific game code and assets;

[1934] means for combining the generated game code and assets to build an executable game file;

[1935] means for automatically publishing the built game file to a distribution platform;

[1936] means for collecting play data and emotion data transmitted from a terminal each time the published game is played;

[1937] a means for calculating revenue based on the collected play data and emotion data and distributing the revenue to users;

[1938] A system including:

[1939] (Claim 2)

[1940] The system according to claim 1, wherein the play data and emotion data of the published game are transmitted from a user's terminal.

[1941] (Claim 3)

[1942] 10. The system of claim 1, wherein the revenue is automatically credited to the user's account.

[1943] "Application example 2 when combining emotion engines"

[1944] (Claim 1)

[1945] a means for receiving game requirements from users;

[1946] means for analyzing the game requirements to generate a game architecture;

[1947] means for generating game code and assets based on said basic design;

[1948] means for combining the generated game code and assets to build an executable game file;

[1949] means for automatically publishing the built game file to a distribution platform;

[1950] A means for collecting play data of the published game;

[1951] a means for calculating revenue based on the collected play data and emotion data and distributing the revenue to users;

[1952] A means of analyzing user sentiment in real time and recommending and generating content based on that sentiment;

[1953] A system including:

[1954] (Claim 2)

[1955] The system according to claim 1, wherein the play data and emotion data of the published game are transmitted from a user's terminal.

[1956] (Claim 3)

[1957] 10. The system of claim 1, wherein the revenue is automatically credited to the user's account. [Explanation of symbols]

[1958] 10, 210, 310, 410 Data Processing Systems 12 Data Processing Device 14 Smart Devices 214 Smart Glasses 314 Headset-type terminal 414 Robot< / url:> < / url:> < / url:> < / url:>

Claims

1. a means for receiving game requirements from users; means for analyzing the game requirements to generate a game architecture; means for generating game code and assets based on said basic design; means for combining the generated game code and assets to build an executable game file; means for automatically publishing the built game file to a distribution platform; A means for collecting play data of the published game; A means for calculating revenue based on the collected play data and distributing the revenue to users; A system including:

2. The system according to claim 1, wherein play data of the published game is transmitted from a user's terminal.

3. 10. The system of claim 1, wherein the revenue is automatically credited to the user's account.

Citation Information

Patent Citations

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