Affective Gaming System Biometric Adaptation

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Solution Overview

Problem

In multi-player video games, some users may experience the game in unintended or isolated ways, leading to dissatisfaction due to differences in emotional responses compared to other players, resulting in discomfort and dissatisfaction.

Innovation Solution

An affective gaming system that gathers biometric data from users to determine their emotional states and modifies game aspects specific to individual users to align their experience with the intended emotional response of other players, such as adjusting audio, visuals, or game mechanics, using algorithms or machine learning to generate target emotion data and modify game elements like avatar health or environmental settings.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the game is designed to provide a standard emotional experience for all players, then the game development is straightforward and consistent, but individual users may experience the game in unintended ways leading to dissatisfaction and isolation

Engineering Contradiction:
Improveadaptability to individual user emotional responsesVSAvoidcomplexity of the gaming system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system dynamically changes game parameters (audio volume, visual intensity, game mechanics) based on detected user emotional states. Biometric data triggers automatic adjustments to game parameters, allowing the game to adapt to individual user responses without requiring complex manual configuration or redesign of the overall game architecture.

Inventive Principle:
Principle #35Parameter changes

2Reliability

If biometric data is collected and processed to determine user emotions, then individual user experiences can be aligned with intended emotional responses, but the system complexity and data processing requirements increase

Engineering Contradiction:
Improvealignment of user experience with intended emotional responseVSAvoidcomplexity of biometric data processing system
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system implements a closed-loop feedback mechanism where biometric data from users continuously informs real-time adjustments to the game experience. Emotional state detection feeds back into game parameter modification, creating a dynamic system that automatically maintains alignment between user experience and intended emotional response without requiring complex manual intervention.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system performs self-adjustment based on detected emotional states. Rather than requiring complex external analysis or manual configuration, the gaming system automatically processes biometric data and modifies game parameters itself, reducing the need for external computational resources and simplifying the overall system architecture.

Inventive Principle:
Principle #25Self-service

3Ease of operation

If game aspects are modified in real-time based on user emotion, then user satisfaction and immersion are enhanced, but the computational resources and processing power required increase

Engineering Contradiction:
Improveuser satisfaction and immersionVSAvoidcomputational energy consumption
Core Design Contradiction:
Ease of operationVSUse of energy by moving object

Solution Approach 1:

The system applies partial modifications to game parameters rather than complete overhauls. Instead of fundamentally changing the game experience, it makes targeted adjustments to specific parameters (audio, visuals, mechanics) based on emotional state, achieving satisfaction enhancement with minimal computational overhead.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS20240123351A1Affective gaming system and method
Publication Date: 2024.04.18 SONY INTERACTIVE ENTERTAINMENT LLC
  • US20240123351A1 patent drawing
  • US20240123351A1 patent drawing
  • US20240123351A1 patent drawing

AI summary

An affective gaming system includes: an administrator unit configured to host a session of a video game; a receiving unit configured to receive biometric data associated with a first user of a plurality of users participating in the session of a video game; a first generating unit configured to generate, based on at least part of the biometric data, current emotion data associated with the first user; a second generating unit configured to generate, based at least in part on the current emotion data associated with the first user, target emotion data associated with the first user; and a modifying unit configured to modify, responsive to the difference between the target emotion data associated with the first user and the current emotion data associated with the first user, one or more aspects of the video game that are specific to the first user.