Parental control of gameplay sessions

The predictive customization of supervisory controls in gaming platforms addresses the inflexibility of current systems by using data analysis to predict natural stop points in gameplay, resulting in more tailored and adjustable limits that enhance user experience.

JP7689101B2Active Publication Date: 2025-06-05SONY INTERACTIVE ENTERTAINMENT LLC
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Patent Information

Application Number
JP2022120631
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2021-08-16
Filing Date
2022-07-28
Publication Date
2025-06-05
Estimated Expiration
2042-07-28

AI Technical Summary

Technical Problem

Current gaming platforms' supervisory controls are inflexible and require frequent adjustments by parents or supervisors, leading to a poor user experience due to strict time limits that do not account for natural gameplay stopping points.

Method used

A system that predicts natural stop points in gameplay sessions by analyzing real-time and historical gameplay data, allowing for predictive customization of supervisory controls to provide more tailored and adjustable limits.

Benefits of technology

The system enhances user experience by reducing the need for frequent adjustments, providing more accurate and flexible supervisory controls that align with the player's natural gameplay patterns, thus improving the balance between parental control and player engagement.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

SOLUTION: Systems and methods for monitoring gameplay for stopping points and applying a setting preference at a next predicted timing point. The monitored gameplay may be based on object data received from an object server. The supervising control server may predict one or more starting and / or stopping timing points in stopping periods within a gameplay session. The predicting of the one or more starting and / or stopping timing points may be based on a comparison of the gameplay data to historical gameplay data. Then, a setting preference set by a supervisory account may be applied to a next predicted timing point.SELECTED DRAWING: None
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Description

[Technical field]

[0001] The present technology relates to providing supervisory control for gameplay of an interactive content title. More specifically, the technology relates to providing predictive customization of supervisory control over gameplay. [Background technology]

[0002] 2. Description of Related Art Currently available gaming platforms may offer settings that allow a parent or supervisory account to set rules and permissions for other accounts. Such rules and permissions generally relate to limiting the time spent on game play to a given period of time, restricting access to content associated with a particular rating, and limiting spending or other types of transactions within the gaming platform. Such supervisory controls typically involve setting strict limits, such that when a player's account reaches a limit, further game play may be blocked entirely. Such strict limits may not necessarily be commensurate with the parental or other supervisory goals in every situation, but may be frustrating for players.

[0003] For example, a player may reach a time limit when playing with teammates (e.g., fighting a boss) or at a point where saving during gameplay is not possible or can be delayed. Because the player is engaged in interacting with the virtual environment, it may be difficult for the player to communicate a request for even a small amount of additional time to complete the current activity. Conversely, therefore, the parent or supervisor may need to continually adjust the limits as circumstances change, which may be time-consuming and frustrating for the parent or supervisor. The need to continually adjust, plus remember to revisit and reset the limits, increases the cognitive load on the parent or supervisor, resulting in a poor user experience for both the player and the parent / supervisor.

[0004] Thus, there is a need in the art for improved systems and methods for adjusting controls by performing predictive analysis of game play (e.g., common or natural stopping points) and monitoring user accounts against such predictions to provide a more tailored and customizable set of supervisory controls. Summary of the Invention

[0005] Systems, apparatus, methods, computer readable media, and circuits for applying controls to monitored gameplay are disclosed. According to at least one example, the method includes storing in a memory information related to a monitored user account associated with one or more player accounts, the stored information including setting preferences, receiving data related to gameplay of an interactive content title by one of the player accounts during a gameplay session, the gameplay data being received from a user device over a communications network, predicting one or more start and / or stop timing points during one or more stop periods within the gameplay session, the predicting one or more start and / or stop timing points being based on a comparison of the gameplay data to historical gameplay data, and applying the setting preferences at the next predicted timing points.

[0006] For example, the monitoring control server stores information in memory regarding monitoring user accounts associated with one or more player accounts, the stored information including setting preferences, receives data regarding gameplay of an interactive content title by one of the player accounts during a gameplay session, the gameplay data is received from a user device over a communications network, predicts one or more start and / or stop timing points during one or more stop periods within the gameplay session, and predicting the one or more start and / or stop timing points includes applying the setting preferences at the next predicted timing points based on a comparison of the gameplay data to historical gameplay data.

[0007] In another example, a monitoring control server for applying control to monitored gameplay is provided, which includes storage (e.g., memory configured to store data, such as virtual content data, one or more images, etc.) and one or more processors (e.g., implemented in circuitry) coupled to the memory and configured to execute instructions and in combination with various components (e.g., a network interface, a display, an output device, etc.), the processor causes the monitoring control server to store in the memory monitored user account information associated with one or more player accounts, the stored information including setting preferences, receive data regarding gameplay of an interactive content title by one of the player accounts during a gameplay session, the gameplay data being received from a user device over a communications network, predicting one or more start and / or stop timing points during one or more stop periods within the gameplay session, and predicting the one or more start and / or stop timing points is based on a comparison of the gameplay data to past gameplay data and applying the setting preferences at the next predicted timing points. [Brief description of the drawings]

[0008] [Figure 1] 1 illustrates an exemplary network environment in which a system for providing predictive customization of supervisory control over game play may be implemented. [Diagram 2] 1 illustrates an exemplary Uniform Data System (UDS) that may be used to provide data to a system for providing predictive customization of supervisory control over game play. [Diagram 3] 2 shows an example table of various objects and associated events. [Figure 4] 1 illustrates a flowchart of an example method for providing predictive customization of supervisory control over game play. [Diagram 5] 1 is a block diagram of an exemplary electronic entertainment system that can be used with embodiments of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Aspects of the disclosure include systems and methods for monitoring gameplay data for stop points and relaying such information to a supervisory control server. The monitored gameplay may be based on object data received from an object server. The supervisory control server may predict one or more start and / or stop timing points for a stop period within a gameplay session. Predicting one or more start and / or stop timing points may be based on a comparison of the gameplay data to past gameplay data. Configuration preferences set by a supervisory account may be applied to the next predicted timing point. For example, the configuration preferences may cause the gameplay session to be paused, saved, and / or a message to be conveyed.

[0010] 1 illustrates an example network environment 100 in which a system for providing predictive customization of supervisory control over game play may be implemented. The network environment 100 may include one or more interactive content source servers 110 providing streaming content (e.g., interactive content titles, game titles, interactive videos, podcasts, etc.), one or more platform servers 120, one or more user devices 130, and one or more databases 140.

[0011] The interactive content source server 110 may maintain, stream, and host interactive media titles available for streaming to the user devices 130 over a communications network. The interactive content source server 110 may include game servers and may be implemented in the cloud (e.g., one or more cloud servers). Each media title may include one or more sets of object data available for participation by users (e.g., viewing or interacting with an activity). Data regarding objects shown in the media may be stored in object files 216 ("object files") by the media streaming server 110, the platform server 120, and / or the user devices 130, as discussed in detail with respect to Figures 2 and 3.

[0012] The platform servers 120 may be responsible for communicating with the different interactive content source servers 110, the databases 140, and the user devices 130. Such platform servers 120 may be implemented in one or more cloud servers. The platform servers 120 may include a supervisory control server 170 and a notification server 180, each of which may be further associated with one or more databases 140.

[0013] The supervisory control server 170 may have access to various databases 140, including databases that store data regarding gameplay of various game titles by different players. Such stored gameplay data may include media files and activity files (described in further detail with respect to FIG. 2). The supervisory control server 170 may apply artificial intelligence, machine learning, and other analyses to the historical and real-time gameplay data in such files to identify patterns of gameplay and generate predictions regarding a particular player's current gameplay session. The historical and real-time gameplay data used in the analysis may be associated with the same player, but may also include gameplay data associated with other players identified as similar to the player in terms of player profile and / or game parameters (e.g., similar skill level, experience level, game title player, number of gameplay sessions, in-game achievements, ranking, team status). Additionally, the gameplay patterns identified for similar players may also be evaluated to determine whether the same gameplay patterns may be exhibited for the current player. Such gameplay patterns may relate to parameters associated with the current gameplay session, including the player, the avatar, the characteristics and status of an in-game avatar, the game environment and associated in-game conditions, other players, in-game events, in-game objects, in-game characters, etc.

[0014] The identified patterns - including new patterns that match previously identified patterns - may provide the basis for predictive analysis regarding the player's current gameplay trajectory. For example, the player's current gameplay patterns may be matched (within a given margin of error) with patterns that indicate impending defeat or victory (or other impending in-game events such as completion of a goal or level). Using such patterns and pattern matching, the monitoring control server 170 may predict likely stopping points (and / or next save points) for the player.

[0015] The monitoring control server 170, in conjunction with one or more databases 140, may also store a monitoring profile for each monitoring account, which may be accessible to a parent, guardian, caretaker, or other individual with monitoring authority over the players. The monitoring profile may store any various rules, policies, or goals selected or set by the user of the monitoring account. Such rules, policies, or goals may set limitations, which may be strictly enforced or automatically adjusted based on various conditions. For example, a rule may associate a specified period of gameplay (e.g., one hour) with a specified period of time (e.g., usable within the next two days) or expiration date (e.g., one week). Thus, a parent may reward a child player with additional gameplay time that does not accumulate over the course of weeks or months. In another example, the rules, policies, or goals may also specify automatically adjusting or limiting gameplay time during the school week, school year, or other specified periods (e.g., finals week, before a school project), and may also automatically lift such limitations to allow additional gameplay time on weekends, holidays, summer, etc.

[0016] The supervisory control server 170 can identify when such predictions diverge beyond a predefined threshold from parental or supervisory control settings based on stored rules, policies, or goals. For example, a parent or supervisor (e.g., via a monitoring application on the user device) may choose or prescribe specific control settings for limits on the total time allowed for gameplay (e.g., by session, day, week, month, etc.). Thus, as a player engages in gameplay, real-time predictive analysis may be performed by the supervisory control server 170 to determine not only the likely endpoints of gameplay, but also whether the likely endpoints are approaching the time limits set by the monitoring application. Using such predictive analysis, the supervisory control server 170 can further operate to apply control settings. In some embodiments, each rule, policy, or goal may also be associated with a predefined amount of transition or flexibility time that may be used to automatically adjust the application of the specified gameplay time limits. Such automatic adjustments may further be based on a prediction that the additional time required to complete a level will fall within the specified gameplay time limits.

[0017] The platform server 120 may also include a notification server 180 that receives predictive analytics and / or control setting instructions from the supervisory control server 170. Such control setting instructions may be executed by the notification server 180 to generate and send notifications to either the user device 130 of a player engaged in a game play session or another user device associated with the supervisory user account. The supervisory control server 170 may include the notification server 180 or may be separate from the notification server 180. A player's user device may be notified when embarking on a tier or level that is predicted to end beyond the time limit of the applicable control setting, a predetermined period before the time limit is met, when the time limit is met, and (if the player is allowed to play and continues to play) when the time limit has exceeded a predetermined threshold. Thus, a player may receive sufficient notice of when and how quickly they are approaching the time limit so that they can smoothly transition out of the game session (e.g., save game data, hand over team duties, say goodbye to team, competitor(s), and friends) rather than be subject to an abrupt termination. The notification server 180 may send such message(s) to a user device 130 engaged in a gameplay session and present such message(s) in an overlay in the display of the user device 130 without pausing the gameplay session.

[0018] The notification server 180 can also send notifications to the monitoring account regarding the prediction analysis, as well as whether the predicted remaining duration of gameplay exceeds the limit set by the monitoring account. The estimated duration can then be calculated based on the predicted stop duration, which can be calculated based on a comparison with the patterns of past gameplay data. The message can be a customized message relayed from the monitoring account, or a message regarding the estimated duration remaining until the next stop point that is within the total allotted time set by the monitoring account. Some embodiments of the message can also provide the supervisor with selectable options to add a new transition time (e.g., based on a little remaining time according to the prediction), adjust the default or previously set transition time (e.g., based on the prediction, as recommended), or strictly apply the limit. In some embodiments, the message can provide further options to adjust the message to the player, or to apply control settings to the player's gameplay session based on the prediction.

[0019] The streaming server 110 may communicate with multiple platform servers 120, however the media streaming server 110 may be implemented in one or more platform servers 120. The platform server 120 may also execute instructions such as, for example, receiving a user's request to stream streaming media (i.e., games, activities, videos, podcasts, user generated content ("UGC"), publisher content, etc.). Additionally, the platform server 120 may execute instructions such as, for example, streaming a streaming media content title. Such streaming media may have at least one object set associated with at least a portion of the streaming media. Each set of object data may have data regarding an object (e.g., activity information, zone information, actor information, machine information, game media information, etc.) that is displayed during at least a portion of the streaming media.

[0020] The streaming media and at least one associated object data set may be provided by an application programming interface (API) 160, which allows various types of media streaming servers 110 to communicate with different platform servers 120 and different user devices 130. The API 160 may be dedicated to a particular computer programming language, operating system, protocol, etc. of the media streaming server 110 providing the streaming media content title, the platform server 120 providing the media and at least one associated object data set, and the user device 130 receiving it. In a network environment 100 including multiple different types of media streaming servers 110 (or platform servers 120 or user devices 130), there may be a corresponding number of APIs 160 as well.

[0021] User devices 130 may include multiple different types of computing devices. For example, user devices 130 may include any number of different gaming consoles, mobile devices, laptops, and desktops. Such user devices 130 may also be configured to access data from other storage media, such as, but not limited to, memory cards or disk drives, which may be appropriate for downloaded services. Such devices 130 may include standard hardware computing components, such as, but not limited to, network interfaces, media interfaces, non-transitory computer-readable storage (memory), and processors that execute instructions that may be stored in the memory. These user devices 130 may also run using a variety of different operating systems (e.g., iOS, Android), applications, or computing languages ​​(e.g., C++, Java Script). An exemplary user device 130 is described in detail herein with respect to FIG. 5.

[0022] The database 140 can be stored on the platform server 120, on the media streaming server 110, on any of the servers 218 (examples of which are shown in FIG. 2), on the same server, on different servers, on a single server, across different servers, or on the user device 130. Such databases 140 can store streaming media and / or associated activity data sets. Such streaming media can depict one or more objects (activities) in which a user can participate, and / or UGC (e.g., screenshots, videos, play-by-play commentary, mashups, etc.) created by peers, publishers of media content titles and / or third-party publishers. Such UGC can include metadata for searching such UGC. Such UGC can also include information about the media and / or peers. Such peer information can be derived from data collected during peer interactions with objects of interactive content titles (e.g., video games, interactive books, etc.) and can be "bound" to and stored with the UGC. Such binding extends the UGC because the UGC can deep link (e.g., directly launch) to the object, provide information about the object and / or peers of the UGC, and / or allow the user to interact with the UGC. One or more user profiles can also be stored in database 140. Each user profile can include information about the user (e.g., activities and / or user progress within a media content title, a user ID, the user's game avatar, etc.) and can be associated with media.

[0023] 2 illustrates an exemplary uniform data system (UDS) 200 that may be used to provide data to a system for providing predictive customization of supervisory control over game play. As illustrated in FIG. 2, the UDS 200 may include an exemplary console 228 and exemplary servers 218 (e.g., streaming server 220, UGC server 224, and supervisory control server 170, as well as object server 226), which may receive object data and media files recorded by object recorder 206 and content recorder 202, respectively.

[0024] The console 228 may be implemented on any of the platform server 120, the cloud server, or the server 218. The console 228 may further include a content recorder 202 and an object recorder 210, described in more detail below, through which content (e.g., media) may be recorded and output via the console 228. A game title 230 may be executed on the console 228. Alternatively, or in addition, the content recorder 202 may be implemented on any of the platform server 120, the cloud server, or the server 218.

[0025] Such a content recorder 202 may receive content (e.g., media) from an interactive content title 230 (e.g., game server 110) and record it in a content ring buffer 208. Such a ring buffer 208 may store multiple content segments (e.g., v1, v2, and v3), a start time for each segment (e.g., V1_START_TS, V2_START_TS, V3_START_TS), and an end time for each segment (e.g., V1_END_TS, V2_END_TS, V3_END_TS). Such segments may be stored as media files 212 (e.g., MP4, WebM, etc.) by a console 228. Such media files 212 (e.g., portions of streaming media) may be uploaded to a streaming server 220 for storage and subsequent streaming or use, although the media files 212 may be stored on any server, cloud server, any console 228, or any user device 130. The media files 212 may be uploaded periodically and / or in real-time or near real-time. The start and end times for each such segment may be stored by the console 228 as a content timestamp file 214. Such a content timestamp file 214 may also include a streaming ID that matches the streaming ID of the media file 212, thereby associating the content timestamp file 214 with the media file 212. Such a content timestamp file 214 may be uploaded and stored on the UGC server 224, although the content timestamp file 214 may be stored on any server, cloud server, any console 228, or any user device 130.

[0026] At the same time that the content recorder 202 receives and records content from the interactive content title 230, the object library 204 receives data from the interactive content title 230, and the object recorder 206 tracks the object data to determine when an object begins and ends. Such object data can be uploaded periodically and / or in real-time or near real-time. The object library 204 and the object recorder 206 can be implemented on the platform server 120, the cloud server, or any server 218. When the object recorder 206 detects the beginning of an object, it receives object data (e.g., user interaction with the object, object ID, object start time, object end time, object result, object type, etc.) from the object library 204 and records the object data in the object ring buffer 208 (e.g., ObjectID1, STANT_TS; ObjectID2, STANT_TS; ObjectID3, STAST_TS). Such object data recorded in the object ring buffer 208 can be stored in the object file 216.

[0027] Such object files 216 may also include object start time, object end time, object ID, object outcome, type of object (e.g., competitive match, quest, task, etc.), user or peer data related to the object. For example, object files 216 may store data related to activities, in-game items, zones, actors, mechanics, game media, as described in more detail with respect to FIG. 3. Such object files 216 may be stored on an object server 226, although the object files 216 may be stored on any server, cloud server, any console 228, or any user device 130.

[0028] Such object data (e.g., object file 216) may be associated with content data (e.g., media file 212 and / or content timestamp file 214). In one example, object server 226 stores content timestamp file 214 with UDS activity file 216 and associates content timestamp file 214 with object file 216 based on a match between the streaming ID of content timestamp file 214 and the corresponding activity ID of object file 216. In another example, object server 226 may store object file 216 and receive queries for object file 216 from UGC server 232. Such queries may be performed by searching for an activity ID of object file 216 matching the streaming ID of content timestamp file 214 sent with the query. In yet another example, queries of stored content timestamp file 214 may be performed by matching start and end times of content timestamp file 214 with start and end times of corresponding object file 216 sent with the query. Such object files 216 may also be associated with matching content timestamp files 214 by the UGC server 232, although this association may be performed by any server, cloud server, any console 228, or any user device 130. In another example, the object files 216 and the content timestamp files 214 may be associated by the console 228 during the creation of each file 214, 216.

[0029] The supervisory control server 170 may receive media files and activity files containing historical and real-time data used to identify gameplay patterns of a particular player's current gameplay session, match the identified patterns with gameplay patterns of past sessions, and make predictions regarding possible trajectories of the current gameplay session. For example, object data (described in more detail below) may provide insight into what is currently happening during gameplay. The supervisory control server 170 may further determine natural pause periods based on historical gameplay data or historical object data from the same player and / or other players playing the same game title. The historical object data may be associated with whether there is a particular activity, zone, actor, or mechanic that indicates whether the player is in a natural pause period. The historical gameplay data may be associated with when other user accounts pause their respective gameplay sessions while gameplay of the respective interactive content title is in progress.

[0030] The surveillance control server 170 may further receive a content timestamp file 214 for determining relevant media files 212 that may be appropriate to send to the monitoring account as context for where the player is in the gameplay session. For example, when the monitoring account sends a query regarding a gameplay session, the surveillance control server 170 may send screenshots or videos in addition to a natural stop period or estimated period until the point.

[0031] The monitoring and control server 170 can track the length of time of a gameplay session. Tracking the length of time can be used to determine whether the length of time has exceeded the total allotted time set by the monitoring account. The monitoring and control server 170 can further cause notifications, such as via the notification server 180, to be sent to user devices associated with players engaged in the gameplay session that gameplay will end at a predicted stopping point within a natural stopping period, such that the length of time does not exceed the total allotted time set by the monitoring account. Additionally, the allotted segments of time may expire after a certain period of time such that the allotted segments of time that have been allotted over time are not rolled over.

[0032] FIG. 3 illustrates an example table 300 of various objects and associated events according to an aspect of the disclosure. As illustrated in the example table 300 of FIG. 3, such object data (e.g., object files 216) may be associated with event information related to activity availability changes and may be related to other objects having associated object information. Media-object bindings may form an object that is displayed in at least a portion of the streaming media and telemetry between the streaming media. For example, such object data may be activity data 302, zone data 304, actor data 306, mechanic data 308, game media data 310, and other gameplay related data.

[0033] Such object data (e.g., object files 216) can be categorized as in progress, open ended, or competitive. Such activity data 302 can include any properties, such as a longer description of the activity, an image associated with the activity, whether the activity is available to the player before launching the video game, whether completion of the activity is required to complete the game, whether the activity can be repeated in the game, and whether there are nested tasks or associated child activities. Such activity data 302 can include a player activity availability change event, which can indicate a list or array of activities currently available to the player. For example, this can be used to determine which activities to display in a game plan.

[0034] Such zone data 304 may indicate the relevant game world region in a single coordinate system, where the zone may have a 2D map associated with it, and may be used to display locations on the zone. If zone data 304 is applicable, each zone may include a zone ID and a short, localizable name for the zone. Such zone data 304 may be associated with a view projection matrix (4x4) to convert from 3D world coordinates to 2D map locations. Such zone data 304 may be associated with a location change event indicating an update to the player's current in-game location. This location change event may be signaled periodically, or whenever the player's in-game location has changed significantly. The platform server 120 may store the latest values ​​in a "state". Such zone data 304 may include the x, y, z position of the player's avatar within the zone, as well as a, b, c vectors indicating the orientation or direction of the player's avatar. Such zone data 304 may be associated with an activity start event and / or an activity end event, and for an activity end event, a completion, failure, or abandon outcome may be associated with the activity (eg, an activity ID).

[0035] Such actor data 306 may be associated with entities with behaviors in the game, may be controlled by the player's controller or the game, and may change dynamically during gameplay. Such actor data 306 may include the actor's actor ID, the actor's localizable name, the actor's image, and / or a brief description of the actor. Such actor data 306 may be associated with an actor selection event that indicates that the player's selected actor(s) have changed. The selected actor(s) may represent the actor the player is controlling in the game and may be displayed in the player's profile and other spaces via the platform server 120. Multiple actors may be selected at a time, and each game may replace the list of actors when save data is loaded.

[0036] Such mechanic data 308 may be associated with items, skills, or effects that may be used by a player or game to affect gameplay (e.g., bows, arrows, stealth attacks, fire damage) and may exclude items that do not affect gameplay (e.g., collectibles). Such mechanic data 308 may include a mechanic ID for the mechanic, a short name for the mechanic, an image of the mechanic, and / or a brief description of the mechanic. Such mechanic data 308 may be associated with a mechanic availability change event that indicates that a mechanic available to a player has changed. Available may mean that the mechanic is available in the game world for the player to use, but the player may need to go through several steps to acquire it into their inventory (e.g., purchased in a shop and retrieved from the world) before it can be used. Each game may replace the list of mechanics when loading a save.

[0037] Such mechanic data 308 may be associated with a mechanic inventory change event indicating that the player's inventory has changed. Inventory may refer to mechanics that are immediately available to the player without additional steps in the game before use. Inventory information is used to estimate the player's readiness for various activities that may be transferred to the platform server 120. The game may replace the list of mechanic inventory when loading a save. Cooldown mechanics may be considered part of the inventory. Mechanic counts (ammo, recovery points, etc.) that are any value other than zero may be treated as "in inventory". Inventory mechanics may be considered a subset of available mechanics.

[0038] Such mechanic data 308 may be associated with a mechanic use event indicating that a mechanic was used by or against a player and may be used to display the mechanic use in the UGC context. Such mechanic data 308 may include a list or array of mechanics used (e.g., fire arrow, fire damage), or whether the initiator is a player and therefore the mechanic was used by or against the player. Such mechanic data 308 may include an initiator actor ID, a current zone ID of the initiator actor, and / or a current x, y, z location of the initiator actor. Such mechanic data 308 may be associated with a mechanic impact event indicating that the mechanic affected gameplay (e.g., an arrow hits an enemy) and may be used to display an image of the mechanic in the UGC context. Mechanic use and mechanic image events may not be linked. Such mechanics data 308 may include an initiator action ID, the initiator actor's current zone ID, the initiator actor's current x, y, z position, the target actor ID, the target actor's current zone ID, the target actor's current x, y, z, and a mitigation mechanic that may mitigate the initiator mechanic.

[0039] Such game media data 310 may include a game media ID for the game media, a localizable name for the game media, a media format (e.g., image, audio, video, text, etc.), a category or type of media (cutscene, audio log, poster, developer commentary, etc.), a URL or server provisioned media file, and / or whether the game media is associated with a particular activity. Such game media data 310 may be associated with a game media start event, which indicates that a particular piece of game media has currently begun within the game, and a game media end event, which indicates that a particular piece of game media has ended.

[0040] 4 illustrates a flowchart of an example method 400 for presenting predictive customization of supervisory control over game play. Although method 400 illustrates a particular sequence of operations, this sequence may be modified without departing from the scope of the present disclosure. For example, some of the illustrated operations may be performed in parallel or in a different order without substantially affecting the functionality of method 400. In other examples, different components of an example device or system implementing method 400 may perform functions substantially simultaneously or in a particular order.

[0041] According to some examples, the method includes storing in memory information regarding a monitoring user account associated with one or more player accounts, the stored information including the setting preferences at step 405. For example, database 140 shown in FIG. 1 may store in memory information regarding a monitoring user account associated with one or more player accounts, the stored information including the setting preferences.

[0042] According to some examples, the method includes receiving data regarding gameplay of the interactive content title by one of the player accounts during a gameplay session, the gameplay data being received from a user device over a communications network at step 410. For example, the monitoring and control server 170 shown in Figures 1 and 2 may receive data regarding gameplay of the interactive content title by one of the player accounts during a gameplay session, the gameplay data being received from a user device over a communications network.

[0043] According to some examples, method 400 includes predicting one or more start and / or stop timing points in one or more natural stop periods in the game play session at step 415. For example, the monitoring control server 170 shown in Figures 1 and 2 may predict one or more start and / or stop timing points in one or more natural stop periods in the game play session. In some examples, predicting the one or more start and / or stop timing points is based on a comparison of the game play data to past game play data.

[0044] According to some examples, the method includes applying the configuration preferences at the next predicted timing point at step 420. For example, the monitoring control server 170 shown in Figures 1 and 2 can apply the configuration preferences at the next predicted timing point.

[0045] According to some examples, the method includes recording historical gameplay data when one or more user accounts pause their respective gameplay sessions of the interactive content title. For example, the monitoring and control server 170 shown in FIGS. 1 and 2 may record historical gameplay data when one or more user accounts pause their respective gameplay sessions of the interactive content title. In some examples, the historical gameplay data includes activity data associated with respective timestamps at which the respective gameplay sessions were paused. In some examples, a recording of segments of gameplay media based on timestamps associated with the activity data.

[0046] According to some examples, the method includes providing a display of one or more segments of the gameplay media to a monitoring user account. For example, the monitoring control server 170 shown in Figures 1 and 2 may provide a display of one or more segments of the gameplay media to a monitoring user account.

[0047] According to some examples, the method includes receiving a query from a monitoring user account regarding the game play session. For example, the monitoring control server 170 shown in FIGS. 1 and 2 may receive a query from a monitoring user account regarding the game play session.

[0048] According to some examples, the method includes transmitting the estimated duration to a monitoring user account. For example, the monitoring control server 170 shown in Figures 1 and 2 may transmit the estimated duration to the monitoring user account. In some examples, the estimated duration is calculated based on a natural outage period next to one or more natural outage periods.

[0049] According to some examples, the method includes receiving a message from a monitoring user account. For example, the monitoring control server 170 shown in Figures 1 and 2 may receive the message from the monitoring user account.

[0050] According to some examples, the method includes sending a message to a device that displays the gameplay session as an overlay notification without pausing the gameplay session. For example, the monitoring and control server 170 shown in Figures 1 and 2 may send a message to a device that displays the gameplay session as an overlay notification without pausing the gameplay session.

[0051] According to some examples, the method includes tracking the length of time of the game play sessions. For example, the monitor and control server 170 shown in FIGS. 1 and 2 may track the length of time of the game play sessions.

[0052] According to some examples, the method includes transmitting a message that game play will end at a predicted stopping point within the natural stopping period of one or more natural stopping periods. For example, the monitoring control server 170 shown in FIGS. 1 and 2 may transmit a message that game play will end at a predicted stopping point within the natural stopping period of one or more natural stopping periods. In some examples, the amount of time does not exceed a total allotted time set by the monitoring user account. In some examples, a segment of the allotted time within the total allotted time expires after a certain period of time.

[0053] Figure 5 is a block diagram of an exemplary electronic entertainment system 500 that may be used with embodiments of the present invention. The entertainment system 500 of Figure 5 includes a main memory 505, a central processing unit (CPU) 510, a vector unit 515, a graphics processing unit 520, an input / output (I / O) processor 525, an I / O processor memory 530, a peripheral interface 535, a memory card 540, a universal serial bus (USB) interface 545, and a communication network interface 550. The entertainment system 500 further includes an operating system read only memory (OS ROM) 555, an audio processing unit 560, an optical disk control unit 570, and a hard disk drive 565, which are connected to the I / O processor 525 via a bus 575.

[0054] Entertainment system 500 may be an electronic game console. Alternatively, entertainment system 500 may be implemented as a general purpose computer, a set-top box, a handheld gaming device, a tablet computing device, a virtual reality device, an augmented reality device, or a mobile computing device or phone. Entertainment systems may include more or fewer operating components depending on the particular form factor, purpose, or design.

[0055] The CPU 510, vector unit 515, graphics processing unit 520, and I / O processor 525 of FIG. 5 communicate via a system bus 585. Additionally, the CPU 510 of FIG. 5 communicates with the main memory 505 via a dedicated bus 580, and the vector unit 515 and graphics processing unit 520 may communicate via a dedicated bus 590. The CPU 510 of FIG. 5 executes programs stored in the OS ROM 555 and the main memory 505. The main memory 505 of FIG. 5 may include pre-stored programs and programs transferred via the I / O processor 525 from a CD-ROM, DVD-ROM, or other optical disk (not shown) using the optical disk control unit 570. The I / O processor 525 of FIG. 5 may also enable the introduction of content transferred via wireless or other communication networks (e.g., 4G, LTE, 1G, etc.). The I / O processor 525 in FIG. 5 primarily controls data exchange between various devices in the entertainment system 500 , including the CPU 510 , the vector unit 515 , the graphics processing unit 520 , and the peripheral interface 535 .

[0056] The graphics processing unit 520 of FIG. 5 executes graphics instructions received from the CPU 510 and the vector unit 515 to generate images for display on a display device (not shown). For example, the vector unit 515 of FIG. 5 may convert an object from three-dimensional coordinates to two-dimensional coordinates and send the two-dimensional coordinates to the graphics processing unit 520. Additionally, the audio processing unit 560 executes instructions to generate audio signals that are output to an audio device such as a speaker (not shown). Other devices may be connected to the entertainment system 500 via the USB interface 545 and a communication network interface 550, such as a wireless transceiver, which may be embedded within the system 500 or as part of some other component, such as a processor.

[0057] 5 provides instructions to CPU 510 via peripheral interface 535, which enables the use of a variety of different available peripheral devices (e.g., controllers) known in the art. For example, the user may instruct CPU 510 to store certain game information on a memory card 540 or other non-transitory computer-readable storage medium, or to instruct a game avatar to perform some specified action.

[0058] The present invention may be implemented in applications that may be operable by a variety of end user devices. For example, the end user device may be a personal computer, a home entertainment system (e.g., Sony PlayStation2® or Sony PlayStation3® or Sony PlayStation4® or Sony PlayStation5®), a portable gaming device (e.g., Sony PSP® or Sony Vita®), or a home entertainment system of a lower level but different manufacturer. It is fully contemplated that the methods described herein are operable on a variety of devices. Aspects of the present disclosure may also be implemented with title neutrality and / or utilized across a variety of titles from a variety of publishers.

[0059] Aspects of the present disclosure may be implemented in applications that may be operable using a variety of devices. A non-transitory computer-readable storage medium refers to any medium or media involved in providing instructions to a central processing unit (CPU) for execution. Such media may take many forms, including but not limited to non-volatile and volatile media, such as optical or magnetic disks and dynamic memory, respectively. Common forms of non-transitory computer-readable media include, for example, floppy disks, flexible disks, hard disks, magnetic tapes, any other magnetic media, CD-ROM disks, digital video disks (DVDs), any other optical media, RAM, PROM, EPROM, FLASHEPROM, and any other memory chips or cartridges.

[0060] Various forms of transmission media may be involved in carrying one or more sequences of one or more instructions to the CPU for execution. A bus carries the data to a system RAM, and the CPU retrieves and executes the instructions from the system RAM. The instructions received by the system RAM may optionally be stored on a fixed disk either before or after execution by the CPU. Various forms of storage may be implemented as well, along with other network interfaces and network topologies to implement storage.

[0061] In some aspects of the present disclosure, computer readable storage devices, media, and memories may include cables or wireless signals containing bit streams, etc. However, when mentioned, non-transitory computer readable storage media explicitly excludes media such as energy, carrier signals, electromagnetic waves, and the signals themselves.

[0062] The above detailed description of the technology has been presented for purposes of illustration and description. It is not intended to be exhaustive or to limit the technology to the precise forms disclosed. Many modifications and variations are possible in light of the above teachings. The described embodiments were selected to best explain the principles of the technology, its practical application, and to enable those skilled in the art to utilize the technology in various embodiments and with various modifications suitable for the particular use contemplated. It is intended that the scope of the technology be defined by the claims.

Claims

1. 1. A method of applying controls to monitored game play, comprising: storing in a memory information regarding a monitored user account associated with one or more player accounts, the stored information including setting preferences; tracking data regarding past gameplay of an interactive content title by an identified one of the player accounts during one or more gameplay sessions, the past gameplay data being received from a user device associated with the identified player account via a communications network; analyzing historical gameplay data associated with said identified player account during a gameplay session; predicting one or more timing points corresponding to at least one imminent in-game event within a period of a current gameplay session, wherein predicting the timing points is based on a comparison of gameplay data associated with the current gameplay session to a gameplay pattern represented by a portion of the past gameplay data; and applying the setting preferences at a next predicted timing point in the game play session, the applying the setting preferences including executing a control action associated with the setting preferences; Including, The method, wherein the portion of the past gameplay data represents patterns of gameplay associated with one or more imminent in-game events during past gameplay sessions.

2. 2. The method of claim 1 , further comprising: recording the past gameplay data for one or more user accounts, the past gameplay data including one or more pauses during each gameplay session of the interactive content title and one or more timestamps for each of the pauses.

3. recording one or more segments of gameplay media of the current gameplay session of the identified player account based on the timestamp; The method of claim 2 , further comprising providing one or more of the segments to a user device associated with the monitoring user account.

4. receiving a query from the monitoring user account regarding the current gameplay session; 2. The method of claim 1, further comprising: transmitting a predicted end time of the current gameplay session to the monitoring user account, the predicted end time being based on the next predicted timing point.

5. receiving a message from the monitored user account; and 2. The method of claim 1, further comprising: generating a display of the message as an overlay notification within a display device of the identified user, the overlay notification being displayed without pausing the current gameplay session.

6. the settings preferences specify a time limit for the current gameplay session; Tracking the duration of the current gameplay session; and 2. The method of claim 1, further comprising: generating an overlay notification in a display device of the identified user, the overlay notification including a comparison of the specified time limit to the tracked period.

7. The method of claim 1 , wherein the configuration preference is associated with a predetermined expiration period.

8. 1. A system for applying controls to monitored game play, comprising: a memory for storing information regarding a monitored user account associated with one or more player accounts, the stored information including setting preferences; a communications interface for communicating over a communications network that tracks data regarding past gameplay of an interactive content title by an identified one of the player accounts during one or more gameplay sessions, the past gameplay data being received over the communications network from a user device associated with the identified player account; and A processor for executing instructions stored in a memory, the processor comprising: analyzing historical gameplay data associated with said identified player account during a gameplay session; predicting one or more timing points of gameplay events corresponding to at least one imminent in-game event within a period of the gameplay session, wherein predicting the timing points is based on a comparison of gameplay data associated with a current gameplay session to a gameplay pattern represented by a portion of the past gameplay data; and applying the setting preferences at a next predicted timing point in the game play session, the applying the setting preferences including performing a control action associated with the setting preferences; The system, wherein the portion of the past gameplay data represents patterns of gameplay associated with one or more imminent in-game events during past gameplay sessions.

9. 10. The system of claim 8, wherein the processor executes further instructions to record the past gameplay data for one or more user accounts, the past gameplay data including one or more pauses during each gameplay session of the interactive content title and one or more timestamps of each of the pauses.

10. 10. The system of claim 9, wherein the processor executes further instructions for recording one or more segments of gameplay media of the current gameplay session of the identified player account based on the timestamp, and the communications interface further provides one or more of the segments to a user device associated with the monitoring user account.

11. The communication interface includes: receiving a query from the monitoring user account regarding the current gameplay session; 10. The system of claim 8, further comprising: transmitting a predicted end time of the current gameplay session to the monitoring user account, the predicted end time being based on the next predicted timing point.

12. 10. The system of claim 8, wherein the communications interface further receives a message from the monitored user account, and the processor executes further instructions to generate a display of the message as an overlay notification provided within a display device of the identified user, the overlay notification being displayed without pausing the current gameplay session.

13. the configuration preferences specifying a time limit for the current game play session, and a processor; Tracking the duration of the current gameplay session; and 10. The system of claim 8, further comprising instructions for generating an overlay notification to be provided within a display device of the identified user, the overlay notification including a comparison of the specified time limit to the tracked period.

14. The system of claim 8 , wherein the configuration preference is associated with a predetermined expiration period.

15. 1. A non-transitory computer-readable storage medium having instructions executable by a computing system to perform a method for applying controls to monitored game play, the method comprising: storing in a memory information regarding a monitored user account associated with one or more player accounts, the stored information including setting preferences; tracking data regarding past gameplay of an interactive content title by an identified one of the player accounts during one or more gameplay sessions, wherein gameplay data is received from a user device associated with the identified player account via the past gameplay data communications network; analyzing historical gameplay data associated with said identified player account during a gameplay session; predicting one or more timing points of gameplay events corresponding to at least one imminent in-game event within a period of a current gameplay session, wherein predicting the timing points is based on a comparison of gameplay data associated with the current gameplay session to a gameplay pattern represented by a portion of the past gameplay data; and applying the setting preferences at a next predicted timing point in the game play session, the applying the setting preferences including executing a control action associated with the setting preferences; Including, The non-transitory computer-readable storage medium, wherein a portion of the past gameplay data represents patterns of gameplay associated with one or more imminent in-game events during past gameplay sessions.

16. The past gameplay data further comprising data regarding past gameplay by different player accounts; 2. The method of claim 1, wherein the different player account has at least one game parameter that is similar to a game parameter of the identified player account.

17. The method of claim 1, characterized in that predicting the timing point is further based on gameplay data associated with a current gameplay session that aligns with the gameplay pattern within a predetermined tolerance range.

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