SYSTEM AND METHOD FOR CORRELATING USER BEHAVIOR PATTERNS WITH PSYCHOLOGICAL USER ATTRIBUTES IN ONLINE GAMES - Patent application
By correlating user behavior patterns with psychological attributes in online games, users are grouped into cohorts for personalized experiences, addressing the challenge of inconsistent user classification and enhancing engagement through tailored adaptations.
Patent Information
- Application Number
- JP2023111106
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2020-06-05
- Filing Date
- 2023-07-06
- Publication Date
- 2024-12-16
- Estimated Expiration
- 2041-06-01
AI Technical Summary
Existing systems struggle to accurately classify and predict user behavior in digital environments, particularly in online games, leading to difficulties in understanding user psychology and tailoring experiences uniquely to individual users, which results in inconsistent and inaccurate behavioral classifications over time.
A system and method that correlates user behavior patterns within online games with psychological user attributes by grouping users into cohorts based on psychological profiles, using machine-readable instructions to determine correlations between user behavior patterns and psychological parameters, allowing for personalized user experience adaptations.
Enables accurate and consistent classification of users into cohorts based on psychological profiles, facilitating tailored online game experiences that enhance user engagement and satisfaction by adapting game elements such as difficulty, content, and communication methods based on individual user characteristics.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates to a user behavior pattern in an online game, and The present invention relates to a system and method for correlating physical user attributes. [Background technology]
[0002] Typically, a user of a digital environment initiates an interaction with the digital environment, Classification and / or predictions about future activity are made based on behavior in the environment. It is only after we have a large enough sample of usage to be able to "classify" Users are more likely to be long-term, highly engaged users of the digital environment. Users may have difficulty "finding" activities and / or features on the Such behavior-based classifications tend to remain accurate over time, even when classified slowly. Moreover, existing technologies result in an experience that is uniquely tailored to a particular user. A digital environment or experience that allows users to interact with each other Sometimes it is impossible to understand the user psychologically. Summary of the Invention [Problem to be solved by the invention]
[0003] One aspect of the present disclosure is to analyze user behavior patterns in an online game. The study also correlates online game users with psychological user attributes that are indicative of their gameplay. Individual users are organized into different cohorts based on their psychological profiles. Such an organization can allow users with similar psychological profiles to be grouped together in the same cohort. In some cases, this can result in the assignment of psychological profiles of individual users. The determination may be based on psychological attributes, user behavior patterns, and / or other users in the online game. The provided information may be based on user-provided answers to questions posed to the user. Use user-provided answers, user behavior patterns, and / or other user-provided information to The psychological parameter values of an individual user for a given user may be determined. The meter values may be included in a psychological profile of a given user. A pattern of user behavior performed within a game over a period of time may be obtained. User behavior patterns are assigned to cohorts in which users strongly express a given psychological parameter. Execution of a given user behavior pattern by a given user (e.g., frequency, total executions, Based on the above, a given psychological parameter can be correlated with the on It can be used for a variety of purposes within the line game.
[0004] One aspect of the present disclosure is to analyze user behavior patterns in an online game. The present invention relates to a system configured to correlate a user's behavior with a psychological user attribute indicative of a user's behavior. The software includes one or more hardware processors and electronic storage devices configured with machine-readable instructions. The machine-readable instructions may include one or more instruction components. A component may consist of information components, correlation components, and / or other command components. The device may include one or more of the following:
[0005] The electronic storage device may be configured to store information associated with individual users and / or other information. The information associated with an individual user may include user information. The user information includes the assignment of individual users to individual ones of the different user cohorts. Different cohorts may be associated with different psychological profiles. A profile may be defined by a number of psychological parameter values. Based on the psychological parameter values of each individual user determined based on the written information provided by Based on the user's age, the user may be assigned to a different cohort. A first user's first address determined based on description information previously provided by the first user A first method for generating a first set of user profiles, the first set of user profiles including assigning the first user to a first cohort based on the psychographic profile. The user information may include the user's psychological profile of the user assigned to the first cohort. The file may show a strong expression of the first psychological parameter.
[0006] The information component is the user behavior patterns of individual users in an online game. As a non-limiting example, the user may be configured to obtain execution information that characterizes the execution of the The individual execution of the behavioral pattern is performed by the first user assigned to the first cohort and other This may include a first performance of a first pattern by a user.
[0007] The correlation component is the individual execution of the user behavior pattern and the psychological parameters. The method may be configured to determine a correlation between individual ones of the pieces of data. The term refers to the captured user behavior patterns, the allocation of users to cohorts, and the individual cohorts. The results may be based on commonalities in the psychological profiles of users within a group. As an illustrative example, a first correlation may be between a first execution of a first pattern and a first psychological parameter. The first correlation may be determined between the first correlation by the users assigned to the first cohort. The first cohort showed relatively frequent execution of the exercise and a strong expression of the first psychological parameter. and a psychological profile of the user assigned to the user.
[0008] As used herein, the term "obtain" (and its derivatives) refers to an active and and / or passively searching, determining, navigating, transmitting, uploading, downloading, submitting, and / or permutations, and / or any combination thereof. When used, the term "effect" (and its derivatives) refers to both local and remote effects. As used herein, the term "causation" may include active and / or passive causation of any effect of When used in this context, the term "determine" (and its derivatives) includes any measure, calculation, estimate, approximation, or other action. , generating, and / or otherwise deriving, and / or any combination thereof. .
[0009] These and other characteristics and features of the present technology, as well as the method of operation and function of the associated elements of structure; The combination of parts and the economy of manufacture are described in the following description and accompanying drawings, with reference to the accompanying drawings. This will become more apparent in light of the appended claims, all of which are incorporated herein by reference in their entirety. In the various views, like reference numerals refer to corresponding parts. It is expressly understood that the present invention is for purposes of illustration and description only and is not intended as a definition of the limits of the invention. As used in this specification and claims, "a," "an," and "t The singular form "he" includes plural references unless the context clearly dictates otherwise. [Brief description of the drawings]
[0010] [Figure 1] 1 illustrates a system configured to correlate user behavior patterns in an online game with psychological user attributes indicative of the user behavior patterns, according to one or more implementations. [Diagram 2] 1 illustrates a method for correlating user behavior patterns in an online game with psychological user attributes indicative of the user behavior patterns, according to one or more implementations. [Diagram 3] 1 illustrates an example implementation for correlating user behavior patterns in an online game with psychological user attributes indicative of the user behavior patterns, according to one or more implementations. [Figure 4] 1 illustrates an example implementation for correlating user behavior patterns in an online game with psychological user attributes indicative of the user behavior patterns, according to one or more implementations. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] FIG. 1 illustrates a method for tracking user behavior patterns in an online game, according to one or more implementations. SYSTEM 100 CONFIGURED TO CORRELATE PSYCHOLOGICAL USER ATTRIBUTES INDICATING USER BEHAVIOR PATTERNS WITH PSYCHOLOGICAL USER ATTRIBUTES INDICATING USER BEHAVIOR PATTERNS In some implementations, the system 100 includes one or more servers 102, storage devices, The server 102 may include a client / server 128, and / or other components. According to a server architecture and / or other architecture, one or more clients to communicate with the computing platform 104 and / or the game server 132. The client computing platform 104 may be configured to via server 132 and / or peer-to-peer architecture and / or other applications. It communicates with other client computing platforms according to the The user may be configured to access the client computing platform 1 04. As used herein, game server 132 may be accessed via The server 132 may include individual (video) game providers, game consoles, game companies, Website developers, user experience companies, and / or combinations thereof. In some implementations, the game server 132 may host one or more (online) games. As used herein, "online" refers to a service that may be configured to provide and / or host a An "online game" or a variation thereof may include a digital experience. Spérience is a service that allows users to play games (e.g., through a web browser, desktop application, etc.) through mobile applications, through game consoles, etc. online via websites (e.g., retail stores), mobile applications , desktop applications, social network platforms, services Providers (e.g. email providers) and / or other digital experience providers. Such digital experiences may include one or more of the following: We collect similar information about the relationships between individual users and between individual users and virtual content. Some of the same or similar interactions and / or other The virtual content (or parts of it) may be player-controlled. Characters, non-player controlled characters, tasks, quests, assignments, missions, Levels, chapters, mini-games, virtual items, virtual resources (e.g. weapons, tools), In-game power, in-game skills, in-game technology, user interface components, This may include one or more of the following: images, videos, and / or other portions of virtual content. As a typical example, virtual items may include clothing, pets, and transportation units (e.g., aircraft, motor vehicles, etc.). one or more of the following: vehicles, seaplanes, etc.), units, buildings, and / or other virtual items may include.
[0012] The game server 132 may be configured with machine-readable instructions 116. 6 may include one or more instruction components. The instruction components may be The instruction component may include a game component 1 08 and / or other instruction components.
[0013] The game component 108 runs an instance of an online game and executes commands. and implementing an instance of an online game by receiving and executing the The command may be executed by a client computing platform associated with the user. The user may receive the notification from the user through the form 104. The user may be a first user, a second user, The execution of the command may include the user and one or more other users within the online game. It may facilitate interaction between users and / or content. Implementing an instance on a client computing platform Determining individual view information for presenting the online game to the user. The game component 108 presents individual view information of an online game to a user. The device may be configured to:
[0014] The online game may be provided through a virtual space and may involve multiple resource types and / or The instance of the virtual space may include a map. The view may then be processed by a computer component for presentation to a user. To do this, the server 102, the game server 132, and / or the source may The broadcasting platform 104 may then communicate the broadcasting information to the broadcasting platform 104 (e.g., via streaming, via object / location data and / or other information). The view transmitted to the client computing platform 104 represents the position in the virtual space. Position (e.g., the position from which the view is captured, the position that the view depicts, and / or other positions) position), zoom ratio, object dimensions, viewpoint, and / or view parameters. One or more of the view parameters may be selectable by a user.
[0015] An instance of a virtual space is managed by a client (e.g. For example, by a user via a client computing platform 104 The simulation space may include a terrain that is accessible to the user. may represent ongoing real-time interactions by one or more users; or and / or one or more objects located within the terrain that can be moved within the terrain. In some instances, the terrain may be a two-dimensional terrain. In a space, the terrain may be a three-dimensional terrain. The terrain may be determined by the dimensions of the space and / or the "natural" In some instances, the surface features of a surface or object that exists on the ground may be included. A shape may describe a surface (e.g., ground) that spans at least a substantial portion of a space. In some instances, a terrain is a volume with one or more objects placed within it (e.g. (e.g., a simulation of a gravity-deprived space with one or more celestial bodies placed within it) The instances executed by the computer components may be synchronous or asynchronous. It can be synchronous and / or semi-synchronous.
[0016] The above description of the manner in which a view of a virtual space is provided is not intended to be limiting. The virtual space can be represented in a more limited or richer way. For example, The view determined for the virtual world is a bounded representation of events at a given location in the virtual world. A view can be selected from a set of relatively general graphics. Beyond that, additional content (e.g., text, audio, pre-stored video content, and / or other content). For example, a view may contain a general combat graphic with a text description of the opponent being faced. Other representations of individual locations within the virtual space are contemplated.
[0017] The user behavior patterns may include actions performed by a user in a virtual space. Actions can be buying, selling, trading, selecting a user interface element, or a specific user action. Time spent in the interface, time in online gaming sessions, virtual content immersion in content, communication with a particular user, completion of a task by a user, incomplete tasks, users failing to complete tasks, and users interacting too frequently with content actions, formation of alliances by users, and / or other actions taken by users A user behavior pattern may include one or more of the actions. , a set of actions, an ordered set of actions, and / or individual actions. The method includes a method for determining whether or not a set of actions is performed. The execution information includes the count of user behavior patterns, time information of user behavior patterns, Occurrence of user behavior patterns, duration of user behavior patterns, time when user behavior patterns occur, the period of time (e.g., over a week, over a month, over 100 hours, etc.) ), and / or other execution information. Pattern time, user behavior pattern day of the week, user behavior pattern date, user behavior The continuity of the pattern, whether the user behavior pattern is a reaction, and / or other time information may include.
[0018] Within a virtual space instance, for example, a user can control characters, objects, etc. project, simulated physical phenomena (e.g., wind, rain, earthquakes, and / or other phenomena) and / or other elements to interact with the virtual space and / or with each other. A user character may include an avatar. The term "user character" refers to an object that exists in the virtual space and corresponds to an individual user. A user character can refer to an object (or a group of objects) that it is associated with. The device may be controlled by a user.
[0019] User-controlled elements can move through and interact with the virtual space ( For example, non-user characters in the virtual space, other objects in the virtual space). User control elements controlled by a user and / or user control elements associated with a given user The control elements may be created and / or customized by a given user. A user (e.g., a user character) is a person who wants to perform an action (in-game) in a virtual space. through the operation of objects, objects, or other user control elements, and / or other items. An "inventory" of virtual goods and / or currency (e.g., resources of multiple resource types) that can be ".
[0020] The user can control one or more of the available user-controlled elements in the virtual space. Thus, they can participate in instances of the virtual world. Control inputs and / or commands entered by a user through the operating platform 104 Users can interact with each other through communications exchanged in a virtual space. Such communications may be via text chat, instant messaging, privacy The communication may include one or more of a bait message, a voice communication, and / or other communication. , via each client computing platform 104, the user Communications may be received and entered by the server 102, the game server 132, and / or can be routed to and from the appropriate users through other sources.
[0021] The server 102 may be configured with machine-readable instructions 106. The machine-readable instructions 106 may include: The instruction component may include one or more instruction components. The instruction components may include a game component 108, Information component 110, correlation component 112, utilization component 114, and and / or other instruction components.
[0022] In some implementations, the server 102 may run instances of an online game. and / or otherwise modify some or all of the functionality of the game component 108. One or more components the same as or similar to the game component 108 that may be configured to execute It may include components.
[0023] The electronic storage device 128 stores information associated with individual users and / or other information. The information associated with an individual user may include user information. User information may include written information previously provided by individual users, the psychology of individual users, profiling, the allocation of individual users to distinct cohorts of users; and / or other information regarding individual users.
[0024] The written information previously provided by the user may be the same or similar to the information component 110. The description information can be obtained by a similar component. Each answer set may include an answer set provided by an individual one of the users. In some implementations, the game component 108 may be a client computer. via a graphical user interface of the computing platform 104; In some implementations, the description information may be configured to provide a question to the user. The execution of a user behavior pattern may include one or more of a variety of online The game may be executed by individual users of the game. In this case, the information provided may be that of an individual user of one or more various online games. The communication information may include communication information provided by the individual users. and / or spoken text and / or verbal utterances. Answer Sets, User Actions The execution of the patterns, communication information, and / or other written information may be used to measure the psychological parameters of individual users. To determine a set of data values, one or more processors (e.g., information component 110) to perform answer sets, user behavior patterns, The communication information and / or other written information may include one or more psychological parameter values of the individual user. The present invention may be useful in providing a method for treating a variety of conditions, including, but not limited to, a method for treating a variety of conditions, such as autism, encephalopathy, and osteoporosis.
[0025] Different cohorts may be associated with different psychological profiles (of individual users) A given psychological profile may be defined by multiple psychological parameter values. The psychological parameter values of the user are determined based on the written information provided by the user. In some implementations, an individual user may be able to play multiple hearts in other online games. Multiple psychological profiles can be associated with an aggregate psychological profile. The files may be aggregated to generate and / or each of the plurality of psychological profiles may include , updated to include psychological parameter values from other ones of the plurality of psychological profiles. Thus, the psychological profile of an individual user can be updated across a variety of different online From online games (e.g., in the first online game, in retail applications, The execution of user behavior patterns by individual users (within a website) The method may be based on correlating the psychological parameter values of the
[0026] The user is a party to the "SYSTEMS AND ME" THODS FOR ADAPTING USER EXPERIENCE IN A DIGITAL EXPERIENCE BASED ON PSYCHOLOGICA At the same time, a joint exhibition entitled "L ATTRIBUTES OF INDIVIDUAL USERS" was held. As described in pending U.S. application Ser. No. 16 / 854,660, the psychological Based on parameter values, the subjects can be assigned to different cohorts, the disclosure of which is incorporated herein by reference. The entirety of which is incorporated herein.
[0027] Psychological parameter values include, but are not limited to, achievement motivation, motivation, personality traits, cultural Values, competitiveness, positive and negative attitudes before, during and / or after online gaming involvement qualitative affect (i.e., emotions), communication style, personal values, daily routines / activities, and life / Game pain points, Life / Game hopes and aspirations, Well-being, User experience experience, game / experience usage time, subscription behavior, affinity information, personality, emotional style , goal orientation, goal focus, ego and task orientation, relatedness, sense of community, social influence, Social identity, group belonging, our identity, life quality of life, life satisfaction, work-related quality of life, mindfulness, happiness, emotional intelligence, self Self-awareness / inner awareness, outer awareness, connection to nature, social connection, social bonding, perception stress, depression, anxiety, decision-making styles, thinking styles, critical thinking, learning cognitive approaches, learning styles, attributional styles, intrinsic-extrinsic, stability-instability , global uniqueness, creativity, curiosity, playfulness, exploration, mental toughness, perseverance, sustained happiness Sensation, gratitude, inspiration, spirituality, hedonism, materialism / material values, perception, sentimentality, and and / or other psychological parameters may be characterized.
[0028] Achievement motivation includes compensatory effort, competitiveness, confidence in success, control, enthusiasm for learning, preoccupation, and fearlessness. Flexibility, flow, goal setting, independence, introspection, persistence, preference for difficult tasks, productivity pride in sex, self-control, status orientation, ambition, self-assurance, and / or other psychological parameters. Motivations may include mastery, purpose, autonomy, and / or other psychological parameters.
[0029] The personality traits were neuroticism, openness, conscientiousness, extraversion, and agreeableness, and / or other Neuroticism may include psychological parameters such as anxiety, impulsivity, vulnerability, and / or other Openness may include the following psychological parameters: fantasy, emotion / empathy, action, and / or Conscientiousness may involve achievement striving, ability, self-discipline, and / or other psychological parameters. Extroversion may include positive traits such as kindness, liveliness, and / or other psychological parameters. Agreeableness may include trust, altruism, humility, and / or other psychological parameters. The device may include a meter.
[0030] Cultural values include individualism, self-indulgence, long-term orientation, masculinity, power distance, uncertainty avoidance, and Competitiveness may include avoidance, cooperation, competitive affectivity, and / or other psychological parameters. Dependence, dominance, general competitiveness, independence, personal enhancement, and / or other psychological parameters The data may include data.
[0031] Positive and negative affect before, during, and / or after online gaming involvement may include hostility, , joy, negative emotions, positive emotions, sadness, self-esteem, and / or other psychological parameters. Communication styles may include sensory, intuitive, perceptual, thinking, and / or other psychological. It may include parameters.
[0032] Well-being is made up of social well-being, psychological well-being, and physical well-being. Rubying, physical activity, sleep, bounded interactions, resilience, and / or other The psychological parameters may include:
[0033] Personality: anger, hostility, depression, self-consciousness, excitement-seeking, positive emotions, sociability, ideas , values, aesthetics, caring, straightforwardness, obedience, contemplation, order, obligation, and / or other psychological It may include parameters.
[0034] Feeling styles are a combination of resilience, perspective, social intuition, self-awareness, and context. These may include sensitivity, attention, and / or other psychological parameters.
[0035] Goal orientations are mastery approach / learning goal orientation, performance approach / performance goal orientation, and performance goal orientation. These may include avoidance / avoidance goal orientations, and / or other psychological parameters.
[0036] Quality of life at work is determined by structure, boundaries, focus, efficiency, information provision, communication, and psychological support. stress at work / stress from work, psychological safety, team connections, work Motivation to work, compatibility, job / career satisfaction, control at work, and balance between work and family may include boundaries, general well-being, working conditions, and / or other psychological parameters. do.
[0037] Mindfulness is observing, describing, acting with awareness, non-judgment, non-reacting, and / or Other psychological parameters may be included.
[0038] Emotional intelligence includes emotion perception, emotion expression, emotion management, emotion regulation, impulse control, relationships, and stress. The parameters may include, but are not limited to, physical, mental, and / or other psychological parameters.
[0039] Social connections are related to social connections, feelings of loneliness, membership self-esteem, and private self-esteem. , public self-esteem, identity self-esteem, interdependent self, independent self, social The parameters may include avoidance, social distress, and / or other psychological parameters.
[0040] Decision-making styles are respected, confident, proactive, dependent, cautious, and avoidant. may include emotional, brooding, intuitive, anxious, and / or other psychological parameters. .
[0041] Thinking styles can be intuitive, experiential, analytical, rational, and / or other psychological parameters. may include.
[0042] Cognitive approaches to learning are avoidant, participative, competitive, cooperative, dependent, and independent. , and / or other psychological parameters.
[0043] Learning styles are visual (spatial), auditory (auditory-musical), verbal (verbal), and physical (motor), logical (mathematical), social (interpersonal), solitary (intrapersonal), and / or other It may include psychological parameters.
[0044] Mental toughness is a combination of tenacity, self-confidence, optimism, adaptability, self-awareness, reliability, responsibility, and well-being. The parameters may include:
[0045] Sustained well-being may include positive emotions, engagement, relationships, meaning, accomplishment, health, loneliness, and / or other factors. The psychological parameters may include:
[0046] As a non-limiting example, the psychological parameter value of the psychological parameter may be A range of numeric scores, letter scores, and / or a set of scores that generally characterize a particular user It may be any other type of value that can be added.
[0047] As a non-limiting example, the user information may include user information of a first user. The user information of the user may be written information previously provided by the first user, a first psychological profile of the first user determined based on the first psychological profile; and / or The psychological profile of the users assigned to the first cohort may include other information. It may show a strong expression of the first psychological parameter.
[0048] The information component 110 may be configured to obtain execution information. The performance of user behavior patterns by individual users within an online game may be characterized.
[0049] As a non-limiting example, each execution of a user behavior pattern may be assigned to a first cohort. The first pattern may include a first execution of the first pattern by the first user and other users.
[0050] In some implementations, the information component 110 is associated with an individual user. The information (e.g., user information, performance information) is stored in the electronic storage device 128. It is possible.
[0051] The correlation component 112 correlates individual executions of user behavior patterns with psychological The method may be configured to determine a correlation between individual ones of the objective parameters. The determination is based on the acquired execution information (e.g., user behavior patterns, The relatively frequent execution of the cohorts, the assignment of users to cohorts, and the mentality of users within each cohort. The search may be based on commonalities in the user's physical profile, user information, and / or other information. Commonalities in the psychological profiles of users are similar and / or closely similar psychological profiles. In some implementations, the user may include a common psychological parameter having a parameter value. The commonalities in the psychological profiles of each user are the individual aggregate psychological profiles of each user. Commonalities between games and / or individual users’ individual psychological profiles with specific online games. In some implementations, the commonality between profiles may be included in a particular online game. The individual psychological profiles of The determined psychological parameter values may include the Pearson correlation coefficient formula, the linear correlation coefficient formula, sample correlation coefficient formula, population correlation coefficient formula, machine learning, and / or to determine correlation can be determined by other formulas.
[0052] The "correlation" between positively correlated psychological parameters and user behavior patterns is described herein. The descriptions in this section are not intended to be limiting and are based on psychological parameters and user behavior patterns. It will be understood that negative correlations between the lines are also contemplated and may be included in the general "correlation." The determination of a negative correlation indicates that one or more cohorts strongly express a certain psychological parameter. If users assigned to a port avoid certain user behavior patterns and / or Users assigned to one or more cohorts who do not express the psychological parameters of Users assigned to one or more cohorts that strongly express that psychological parameter Relatively more users (e.g., in frequency, total executions, etc.) This can be done when executing a dynamic pattern.
[0053] As a result, by way of non-limiting example, a first execution of a first pattern and a first psychological parameter A first correlation may be determined between the meter and the first cohort. The first correlation may be determined based on the first cohort assigned to the meter. Relatively frequent execution of the first execution by the selected user and a strong expression of the first psychological parameter and a psychological profile of the users assigned to the first cohort that exhibits The relatively frequent execution of the first run by users assigned to the first cohort may be a signal to other users that In some implementations, the user behavior pattern may be executed more frequently than other user behavior patterns. The pattern was assigned to the first cohort (i.e., the same cohort as the first run). The second pattern may include a second pattern executed by the user. In some implementations, the second The patterns are executed by users assigned to other cohorts. Thus, the first pattern (or its first execution) is more likely to occur than the second pattern. It is executed frequently.
[0054] In some implementations, information associated with individual users (i.e., user information ), correlation, and / or other information may be communicated to the game server 132. 32 may download information associated with individual users, correlations, and / or other information. The content may be downloaded, exported, purchased, subscribed to, retrieved in real time, and / or otherwise obtained.
[0055] In some implementations, the utilization component 114 may generate an individual The present invention may be configured to tailor online games for individual users. As such, the first adaptation of the online game is a first adaptation of a first user cohort that includes a first user. Thus, the presented (e.g., by the game component 108) The displayed view information may include online games tailored for the individual user. Adaptation of online games is the modification of the user experience for individual cohorts of users. Modification of the user experience can result in multiple variations in online gaming. For example, a user’s experience in an online game can be calculated based on the cohort that the first user is in. Perience is a storytelling experience versus a competitive experience. For example, the user may be directed to a specific user based on the determined psychological parameter values. The experience (e.g., story paths, opponents encountered, virtual content, etc.) (as well as other features) can be modified to be specific to a particular user. This may be a modification of the appearance and / or aesthetics of the online game. For example, Based on the cohorts participating, the online game theme (e.g. brightness, color, size, The adaptation can be done by the user, depending on the settings (e.g. background lighting) and / or the time of day. It may be designed to enhance future uses of online gaming.
[0056] By way of non-limiting example, adaptations may include recommendations, suggestions, adjusted difficulty settings, and made available. Game content, omission of game content, means of communication, communication, one or more of which are made available Offer to sell one or more virtual items Adjusting offers, offerings to sell bundles or packages of virtual items , slower or faster skill / ability development, means of acquiring game content, users This may include one or more of matching, harmful user detection, and / or other adaptations.
[0057] Tailoring recommendations is based on the choices and / or actions taken by the user, determined based on the cohort. This may include adjusting certain choices and / or actions that you are encouraged to take. Adaptation is something that a user is willing to do, intend to follow, and / or enjoy. This may include adjusting certain ideas, plans, and / or strategies that have been implemented. Difficulty settings may adjust how challenging one or more aspects of an online game are. Suggestions and / or recommendations may be made by non-player characters to clusters and / or cohorts. The system may be adapted to provide different guidance based on the user's input and / or to control the user. Adapt pop-ups to content based on clusters and / or cohorts It is possible to do so.
[0058] As a non-limiting example, adjusting the difficulty settings can help improve how an online game plays overall. How challenging is it to play a particular task (e.g., building, combat, problem solving, etc.)? How challenging is it to complete one or more levels? Adjust how challenging it is to complete a level as you progress, and / or or other difficulty setting adjustments.
[0059] Virtual content may include game content. The omitted game content is exploring the map, researching techniques or skills, etc. purchasing items in online games; achieving achievements in online games to perform actions within an online game, such as completing a Such game content may include game content that is provided to a user when the user enters the game. (or any part thereof) may be a player-controlled character, a non-player-controlled character, a task , quests, assignments, missions, levels, chapters, mini-games, virtual items, virtual resources resources (e.g. weapons, tools), in-game powers, in-game skills, in-game techniques, and and / or other portions of the game content. Virtual items include clothing, pets, transportation units (e.g., aircraft, cars, seaplanes, etc.), In addition to the above, the virtual objects may include one or more of:
[0060] Adapting communication means adjusting communication means so that they are simultaneously available. , adjustments, omissions, and / or communication procedures available for use one by one Communication methods may include text chat, instant messaging, phone calls, and other adjustments. Private messages, voice communications, video communications, in-game communications, out-of-game communications, hybrid communication (i.e. in-game and out-of-game), and / or other means of communication Adapting a communication may include adapting when a communication (e.g., a message, a call) is sent. when communications are sent, when communications are received, to whom communications are sent, and from whom communications are received This may include adjusting whether or not to transmit, and / or other adjustments regarding communications.
[0061] Coordinating an offer to sell one or more virtual items that are made available , where a user must pay for one or more virtual items or other game content; The new price (e.g., money, coins, tokens, stars, etc.) may be adjusted. Regulating your offer to sell virtual items may include any virtual items or games. The content may be offered to users for purchase. Offers to sell bundles or packages are available for purchase through the game's online store. Adjusting the bundles that can be used to purchase online games and / or These adjustments may also include those provided to the user at the start of the The information may also include the product name, the price of the item, and other relevant characteristics.
[0062] The means of acquiring game content include discovery (e.g., exploring a map, searching for a specific user, in-game research and / or other discovery of technologies or skills available only to , purchase) unlock, achievement (e.g. quest reward, boss kill ll), item drops for other PvE activities), and / or other The acquiring means may include:
[0063] Adapting user matching may be based on social, competitive, and / or other circumstances. , which may include matching users more accurately. Adapting user matching to competitive environments The ability to do so can be further adapted to various competition styles. Includes team competitions, team races, friendly competition, highly competitive competition, and / or other competitive styles. It can be seen.
[0064] Adapting harmful user detection can be done based on their corresponding groups and / or cohorts. Based on which individual users or types of users are identified as specific users and / or online users Detected and displayed as harmful to the game as a whole (e.g. offensive, harmful, dangerous) This may include adapting the obtained value.
[0065] Adapting an online game means adapting the look, aesthetics, and / or This may include one or more modifications of other user interface presentations. User interface presentation can be customized with colors, layouts, scenery, animations, fonts, The size, shape, user interface elements, and / or other user interface A user interface element may include one or more of the following user interface presentations: to facilitate user interaction with the interface, user entry, and / or selection; By way of non-limiting example, the user interface element may be a text input field. , drop-down menus, check boxes, display windows, virtual buttons, and / or may contain one or more of the other user interface elements.
[0066] In some implementations, the adaptation of the online game is performed by individual users in clusters and / or Or it can be done for individual users without being grouped into cohorts. Thus, such adaptations may be specific to a particular user.
[0067] In some implementations, the utilization component 114 may subscribe each unlisted user to each The allocation can be configured to assign individual unlisted users to a cohort. The information may be based on the performance of movement patterns, determined correlations, and / or other information. Users who exhibit user behavior patterns within the system may include non-listed users. The user may not have provided written information that determines the psychological parameter values associated with the user. Therefore, the unlisted user is not affected by the psychological profile defined by the psychological parameter values. By way of non-limiting example, an unlisted user may not have a file. The second user may include a second execution of the second pattern by the second user and a first Based on the correlation, the subjects may be assigned to a first cohort.
[0068] In some implementations, the assignment of each unlisted user to each cohort The information component 110 may include information about the execution of user behavior patterns by individual non-listed users. In some implementations, the usage control Component 114, in assigning each unlisted user to each cohort, The information component 110 may be configured to implement such a retrieval. The correlation determination (by correlation component 112) is based on the results of the acquisition by each unlisted user. In some implementations, the correlation determination may be based on the execution of a determined user behavior pattern. , execution of the captured user behavior patterns by individual non-listed users, and / or a second The acquired results of user behavior patterns by individual users who provided the description information, including execution It can be row-based.
[0069] As a non-limiting example, upon assignment of a second user to the first cohort, The correlation determination may be based on a second run, a first run, and / or an online game. The user behavior pattern may be based on other performances of user behavior patterns by individual users within the group.
[0070] FIG. 3 illustrates a method for analyzing user behavior patterns in an online game, according to one or more implementations. 1 illustrates an example implementation for correlating psychological user attributes indicative of user behavior patterns. FIG. 3 illustrates a cohort 300. The cohort 300 includes users 302a, 302b, and 302c. Users 302a, 302b, and 302c may include users' psychological parameters. Psychological profiles that define the values (e.g., Profile 1, Profile 2, , and profile 3). c may execute user behavior patterns within an online game. For example, user 302a user 302b may perform action W and action X, user 302b may perform action X and action Y, and user 302c may perform behavior X and behavior Z. b, and 302c, the commonality in user behavior patterns and psychological profiles. Based on the common point (e.g., parameter A), a correlation 304 between parameter A and behavior X is calculated. can be determined.
[0071] FIG. 4 illustrates a method for analyzing user behavior patterns in an online game, according to one or more implementations. 1 illustrates an example implementation for correlating psychological user attributes indicative of user behavior patterns. FIG. 4 illustrates a usage implementation 400. The usage implementation 400 is a system for detecting user behavior patterns (e.g., For example, the non-listed user 402 who performed the action W and the action X may be included. may not have a psychological profile defined by psychological parameter values. The user behavior pattern of the user 304 and the determined correlation (e.g., behavior X and parameter X in FIG. 3) When the user 402 obtains a correlation 304 between the user 302a and the user 302b, , and 302c may be assigned to cohort 300 (of FIG. 3). The user 402 and the users 302a, 302b, and 302c have commonalities (e.g., For example, a user 402 may have a parameter A) such that the user 402 is assigned to a cohort 300 may be selected and / or best suited to cohort 300.
[0072] In some implementations, the server 102, the client computing platform The form 104, the game server 132, and / or the external resource 126 may include one or more electronic The devices may be operatively linked via a communications link. For example, such an electronic communications link may include: At least in part, over a network, such as the Internet and / or other networks. This is not intended to be limiting, and the scope of the disclosure , server 102, client computing platform 104, game server 132, and / or external resource 126 may be operatively linked via some other communication medium. It will be appreciated that the present invention includes implementations that may be linked.
[0073] A given client computing platform 104 may include a computer program The computer may include one or more processors configured to execute program components. The computer program components are provided to run on a given client computing platform. The expert or user associated with the form 104 may be connected to the system 100 and / or an external resource. To enable interfacing with the source 126 and / or provides other functionality that is ascribed to the client computing platform 104 As a non-limiting example, a given client computing The platform 104 may be a desktop computer, a laptop computer, a Handheld computers, tablet computing platforms, netbooks computers, smartphones, game consoles, and / or other computing platforms The present invention may include one or more of the following forms:
[0074] External resources 126 are information sources external to the system 100, participating in the system 100 In some implementations, the information may include external entities and / or other resources that: Some or all of the functionality attributed to external resources 126 herein may be implemented in system 100. It may be provided by the included resource.
[0075] The server 102 includes electronic storage 128, one or more processors 130, and / or other The server 102 may include a network and / or other computing may include communication lines or ports to enable the exchange of information with the operating platform. The illustration of server 102 in FIG. 1 is not intended to be limiting. The specification refers to multiple pieces of hardware that work together to provide the functionality attributed to the server 102. The hardware, software, and / or firmware components may include, for example: The server 102 may include a computing platform that operates together as the server 102. It can be implemented by a cloud of systems.
[0076] Electronic storage 128 may include any non-transitory storage medium that stores information electronically. The electronic storage media of storage device 128 is provided integrally with server 102 (i.e., substantially system storage devices, and / or ports, e.g., USB port, Firewire port, etc.) or drive (e.g. disk drive A removable storage device that is removably connectable to the server 102 via a USB flash drive, USB flash drive, etc. The electronic storage device 128 may include one or both of the optically readable Storage media (e.g., optical disks, etc.), magnetically readable storage media (e.g., magnetic tapes, magnetic hard drives, floppy drives, etc.), charge-based storage media (e.g., EEPROM, RAM, etc.), solid-state storage media (e.g., flash flash drives, etc.) and / or other electronically readable storage media Electronic storage 128 may include one or more virtual storage resources (e.g., , cloud storage, virtual private networks, and / or other virtual storage resources. The electronic storage device 128 may include software algorithms, the processor 13 0, information received from the server 102, information received from the client computer The information received from the operating platform 104, the processor 120 determines information provided by the game server 132, information received from the game server 132, and / or information provided by the server 102 as described herein. It may also store other information that enables it to function as described in.
[0077] The processor 130 may be configured to provide information processing capabilities within the server 102 . Thus, the processor 130 may be a digital processor, an analog processor, or a processor for processing information. digital circuits designed to process information; analog circuits designed to process information; One or more of a state machine and / or other mechanism for electronically processing information The processor 130 is shown in FIG. However, this is merely for illustrative purposes. In some implementations, the processor 130 may These processing units may be located in the same physical device. Alternatively, processor 130 may provide the processing functionality of multiple devices operating in coordination. The processor 130 may control the components 110, 112, and / or 11 4, and / or other components. may include components 110, 112, and / or 114 and / or other components. Components are divided into software, hardware, firmware, software, hardware , and / or any combination of firmware and / or processor 130 The above processing capabilities may be configured to be implemented by other mechanisms. As used in the specification, the term "component" refers to It may refer to any component or set of components that performs functionality. ,One or more physical processors during execution of processor-readable instructions, processor-readable instructions, The component may include a circuit, hardware, a storage medium, or any other component.
[0078] Components 110, 112, and / or 114 may be implemented as a single processing unit in FIG. Although shown implemented within a single processor, it is contemplated that processor 130 may include multiple processing units. In some implementations, one or more of components 110, 112, and / or 114 may include It should be understood that the present invention may be implemented separately from other components. A description of the functionality provided by the different components 110, 112, and / or 114. For illustrative purposes, any of components 110, 112, and / or 114 may It is not intended to be limiting, as more or less functionality may be provided than is described. For example, one or more of components 110, 112, and / or 114 may The above may be omitted and some or all of its functionality may be implemented by components 110, 112, and / or or 114. As another example, processor 130 may be In the following, the functions attributed to one of the components 110, 112, and / or 114 are The device may be configured to execute one or more additional components that may perform some or all of the functions of the device. It is possible.
[0079] The game server 132 may include one or more processors 120, electronic storage devices, and / or other The game server 132 may include a network and / or other computer communication lines or ports to enable the exchange of information with the computing platform. The illustration of the game server 132 in FIG. 1 is not intended to be limiting. The game server 132 works together to provide the functionality attributed to the game server 132 herein. A set of hardware, software, and / or firmware components that operate in unison For example, the game server 132 may include a It may be implemented by a cloud of computing platforms.
[0080] In some implementations, the game server 132 may include software algorithms, processes, The information determined by the processor 130, the information received from the server 102, the client computer The information received from the computing platform 104 is processed by the processor 120. The information determined by the game server 132, the information received from the game server 132, and / or the information received from the game server 132. and other information that enables the 32 to function as described herein. It may include electronic storage devices similar to storage device 128 .
[0081] The processor 120 is configured to provide processing power within the game server 132. Thus, the processor 120 may be a digital processor, an analog processor, an information processor, or a digital circuits designed to process information; analog circuits designed to process information One of a circuit, state machine, and / or other mechanism for electronically processing information Processor 120 may include one or more processors. Processor 120 is shown in FIG. For illustrative purposes only. In some implementations, the processor 120 A processor may include multiple processing units, which may be located within the same physical device. Alternatively, the processor 120 may be located in the processor 120a of multiple devices operating in coordination. The processor 120 may provide the functionality of the components 108 and / or other Implementing a component (e.g., components 110, 112, and / or 114) The processor 120 may be configured to perform the following operations: Components are software, hardware, firmware, software, hardware Any combination of hardware and / or firmware and / or processor and other mechanisms for configuring processing power on the server 120. obtain.
[0082] The following description of the functionality provided by component 108 is for illustrative purposes only. It is understood that components 108 may provide more or less functionality than is described. It should be understood that this is not intended to be limiting, as various
[0083] In some implementations, components 108, 110, 112, and / or 114 Some or all of the functionality of one or more of the above is vested in the server 102, the game server 132. However, it may be shared between both the server 102 and the game server 132, or may be shared among the servers. It may also be implemented between servers or sub-servers, and / or variations of these. It is also possible.
[0084] For example, some or all of the functionality of component 108 may be implemented by components of server 102. may be provided by other of the components 110, 112, and / or 114, Or it may be performed by the server 102 as opposed to the game server 132. As used herein, the processor 120 controls the components 108, 110, 112, and / or or one or more additional components that may perform some or all of the functionality attributable to one of 114. The computer may be configured to execute the following components:
[0085] FIG. 2 illustrates a method for tracking user behavior patterns in an online game, according to one or more implementations. A method 200 for correlating user behavior patterns with psychological user attributes indicative of user behavior patterns is presented below. The operations of method 200 depicted are intended to be exemplary. In some implementations, the method Method 200 may be implemented using one or more additional operations not described and / or using any of the operations described. In addition, the operations of method 200 are illustrated in FIG. The order described is not intended to be limiting.
[0086] In some implementations, the method 200 may include one or more processing devices (e.g., digital Processors, analog processors, digital circuits designed to process information, information Analog circuits, state machines, and / or circuits designed to process information electronically The one or more processing devices may be implemented in an electronic recording medium (e.g., a recording medium for recording data, or other mechanism for recording data). 2. Performing some or all of the operations of method 200 in response to instructions electronically stored on a storage medium. The one or more processing devices may include one or more devices for performing the operations of method 200. Specifically designed to execute one or more of the following: , and / or one or more devices configured through software.
[0087] Operation 202 stores in electronic storage information associated with individual users, including user information. Operation 202 may include storing the information in an electronic storage device according to one or more implementations. 128 and information component 110, The instructions may be executed by one or more hardware processors configured to execute the instructions.
[0088] Operation 204 includes recording execution of user behavior patterns by individual users in the online game. The client computing platform may include acquiring execution information characterizing the The platform may be associated with a user. Operation 204, according to one or more implementations, includes: The information component 110 may include components similar to or similar to the information component 110. The present invention may be implemented by one or more hardware processors configured to implement the present invention.
[0089] Operation 206 comprises: determining whether or not a particular one of the executions of the user behavioral pattern is associated with a psychological parameter; The determination may include determining a correlation between each of the retrieved user rows. The behavioral patterns, the allocation of users to cohorts, and the psychological profiles of users within each cohort. Operation 206 may be based on commonalities in the profiles of the respective users. With machine readable instructions including components the same as or similar to the related component 112 The program may be executed by one or more hardware processors configured.
[0090] This technology is based on what is currently believed to be the most practical and preferred implementation. Although the present invention has been described in detail for purposes of illustration, such details are intended to be illustrative and not restrictive. and the technology is not limited to the disclosed implementations, but rather is intended to be consistent with the spirit and scope of the appended claims. It is to be understood that all modifications and equivalent arrangements within the spirit and scope of the present invention are intended to be covered. To the extent possible, the present technology incorporates one or more features of any implementation into one or more of any other implementation. It should be understood that it is contemplated that more than one feature may be combined.
Claims
1. 1. A system configured to correlate user behavior patterns in an online game with psychological user attributes indicative of said user behavior patterns, comprising: an electronic storage device configured to store user information for individual users and different cohorts assigned to the users, the user information including individual psychological profiles for the users, the different cohorts being associated with different psychological profiles, a given psychological profile being defined by a plurality of psychological parameter values for a psychological parameter, such that a first user information for a first user and a first cohort is stored, the psychological profile of the user assigned to the first cohort exhibiting a strong expression of a first psychological parameter; One or more processors configured with machine-readable instructions, acquiring performance information characterizing a performance of a user behavior pattern by the user within the online game, the user behavior pattern including sustained actions of the user within the online game with other users within the online game and / or with content within the online game, wherein the performance of the user behavior pattern includes a first performance of a first behavior pattern by a first cohort of users including the first user; determining a correlation between a respective one of the performances of a first behavioral pattern by the user and a respective one of the psychological parameters, the correlation comprising: (1) the acquired user behavior pattern; (2) determining a correlation based on commonalities in the user information of the users, characterized in that a first correlation is determined between the first execution of the first behavioral pattern and the first psychological parameter based on relatively frequent execution of the first behavioral pattern by the users assigned to the first cohort and strong expressions of the first psychological parameter by the users assigned to the first cohort; adapting an online game for the individual user based on the determined correlation, such that a first adaptation of the online game is made for the users of the first cohort that includes the first user based on the correlation; and one or more processors configured to:
2. 2. The system of claim 1, wherein the first adaptation includes one or more of: recommendations, suggestions, adjusted difficulty settings, game content made available, omission of game content, communication means, communications, offers to sell one or more virtual items made available, adjustment of offers to sell one or more virtual items, matching a user to a particular situation, detecting harmful users, and / or adjusted presentation of a user interface.
3. The one or more processors:
2. The system of claim 1, further configured to assign individual non-listed users to individual cohorts based on their performance of user behavioral patterns and the determined correlation, wherein the user information listed in the electronic storage for the non-listed users does not have a psychological profile for the psychological parameter defined by the psychological parameter value, and the non-listed users include a second user, and the second user is assigned to the first cohort based on a second performance of a first behavioral pattern by the second user and the first correlation.
4. The one or more processors: and further configured to obtain, upon assignment of the respective unlisted user to the respective cohort, the performance information for the respective unlisted user, such that, upon assignment of the second user to the first cohort, the second and other performances of the user's behavioral patterns are obtained; The system of claim 3 , wherein the determination of the correlation is based on a performance by the individual unlisted users of the obtained user behavior patterns, including the second performance.
5. the persistent actions performed by the user are sequenced; The system of claim 1 .
6. 2. The system of claim 1, wherein the actions include one or more of: buying, selling, trading, selection of a user interface element, time spent on a particular user interface, time of the online game session, immersion in virtual content, the user's communication with a particular user, completion of a task by the user, incompletion of a task by the user, failure of a task by the user, frequent interaction of the user with content, and / or formation of an alliance by the user.
7. The system described in claim 1, wherein a first psychological profile is included in the first user information of the first user.
8. The system of claim 1 , wherein the relatively frequent performance of the first behavioral pattern by the users assigned to the first cohort is performed more frequently than others of user behavioral patterns.
9. The system of claim 8 , wherein the other user behavioral patterns include a second behavioral pattern performed by the users assigned to the first cohort.
10. 1. A method for correlating user behavior patterns in an online game with psychological user attributes indicative of said user behavior patterns, comprising: storing, in an electronic storage device, user information for an individual user and different cohorts assigned to the user, the user information including an individual psychological profile for the user, the different cohorts being associated with different psychological profiles, the different cohorts being associated with different psychological profiles, a given psychological profile being defined by a plurality of psychological parameter values for a psychological parameter, such that a first user information for a first user and a first cohort is stored, the psychological profile of the user assigned to the first cohort exhibiting a strong expression of a first psychological parameter; acquiring performance information characterizing a performance of a user behavior pattern by the user within the online game, the user behavior pattern including persistent behavior of the user within the online game with other users within the online game and / or with content within the online game, wherein the performance of the user behavior pattern includes a first performance of a first behavior pattern by a first cohort of users including the first user; determining a correlation between a respective one of the performances of a first behavioral pattern by the user and a respective one of the psychological parameters, the correlation comprising: (1) the acquired user behavior pattern; (2) determining a correlation between respective ones of the performances of a first behavioral pattern by the users and respective ones of the psychological parameters, the correlation being determined based on commonalities in the user information of the users, characterized in that a first correlation is determined between the first performances of the first behavioral pattern and the first psychological parameter based on relatively frequent performances of the first behavioral pattern by the users assigned to the first cohort and strong expressions of the first psychological parameter of the users assigned to the first cohort; adapting an online game for the individual user based on the determined correlation, such that a first adaptation of the online game is made for the users of the first cohort that includes the first user based on the correlation; A method comprising:
11. 11. The method of claim 10, further comprising assigning individual non-listed users to individual cohorts based on the determined correlation with their performance of the user behavioral pattern, wherein the user information listed in the electronic storage for the non-listed users does not have a psychological profile for the psychological parameter defined by the psychological parameter value, and the non-listed users include a second user, and the second user is assigned to the first cohort based on the first correlation with a second performance of a first behavioral pattern.
12. and upon assignment of the respective unlisted user to the respective cohort, acquiring the performance information for the respective unlisted user, such that upon assignment of the second user to the first cohort, the second and other performances of the user's behavioral patterns are acquired; The method of claim 11 , wherein the determination of the correlation is based on a performance by the individual unlisted users of the obtained user behavior patterns, including the second performance.
13. Successive actions performed by the user are sequenced. The method of claim 10.
14. The method of claim 10 , wherein the relatively frequent performance of the first execution by the users assigned to the first cohort is performed more frequently than others of user behavior patterns.
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