Dynamic Game Extension Personalization via Server-Side Profile Matching
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Solution Overview
Problem
Conventional gaming environments lack personalized interaction and extension management, as they provide the same display and interaction for all users, failing to adapt to individual user preferences and game selections.
Innovation Solution
A system and method for dynamically determining and providing game extensions in a gaming environment, where a server communicates with a computing device to transmit game extensions associated with pre-defined configurable actions, based on user input and profile data, allowing for personalized display tiles in a user's profile, including applications, applets, videos, and HTML-based content.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If the gaming environment provides the same display and interaction for all users, then the system complexity is reduced and ease of operation is improved, but the adaptability to individual user preferences deteriorates
Solution Approach 1:
The system performs preliminary actions by pre-defining configurable actions and game extensions in advance. User profiles are pre-configured with preferences and game selections, allowing the system to automatically retrieve and display relevant extensions without real-time complex processing, thus maintaining ease of operation while enabling personalization.
Solution Approach 2:
The system creates copies of game extensions tailored to individual user profiles. Instead of modifying the core system, it generates personalized copies of extension displays based on user preferences, game selections, and profile data, enabling adaptability without increasing fundamental system complexity.
2Adaptability or versatility
If the system dynamically determines and transmits game extensions based on user input and profile data, then the adaptability to user preferences is improved, but the device complexity and information processing requirements worsen
Solution Approach 1:
The system performs preliminary actions by pre-defining configurable actions and game extensions in advance. User profiles are pre-configured with preferences and game selections, allowing the system to automatically retrieve and display relevant extensions without real-time complex processing, thus maintaining ease of operation while enabling personalization.
Solution Approach 2:
The system introduces an intermediary layer (the server) that manages the complexity of dynamically determining and transmitting game extensions. The server acts as a mediator between the user's computing device and the game extensions, handling the complex processing of user profiles, game selections, and extension retrieval, thereby isolating complexity from the client device.
3Loss of information
If game extensions are dynamically determined and transmitted based on user profile and game selection, then the loss of information about user preferences is reduced, but the loss of time for retrieving and processing extension data worsens
Solution Approach 1:
The system performs preliminary actions by pre-defining configurable actions and game extensions in advance. User profiles are pre-configured with preferences and game selections, allowing the system to automatically retrieve and display relevant extensions without real-time complex processing, thus maintaining ease of operation while enabling personalization.
Solution Approach 2:
The system implements feedback mechanisms where user interactions with game extensions and profile data are continuously monitored and used to refine future extension recommendations. This feedback loop ensures that user preference information is retained and utilized effectively, reducing information loss while optimizing retrieval efficiency through learned user patterns.
Data Source
AI summary
Various aspects of a system and a method for providing one or more game extensions in a gaming environment are disclosed herein. The one or more game extensions that correspond to a selected game are dynamically determined. The game is selected based on a user input at a computing device. The one or more game extensions are transmitted to the computing device. Each of the one or more game extensions are associated with one or more pre-defined configurable actions that are triggered based on user interaction with a respective game extension.


