Personalized Game Content Filtering With Biometric Feedback

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Solution Overview

Problem

Viewers and gamers, particularly those who should not be exposed to mature content, often encounter inappropriate content due to inadequate age rating systems.

Innovation Solution

An intelligent dynamic personalized system that utilizes artificial intelligence and machine learning to analyze user personality traits, gaming behavior, and stress levels to edit media content in real-time, modify video games, and provide personalized content based on user preferences and emotional states, while also initiating interventions when necessary.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If traditional age rating systems are used to control content access, then content classification is simplified, but users can still access inappropriate content due to system inadequacy

Engineering Contradiction:
Improvecontent access control reliabilityVSAvoidsystem complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent implements dynamic content filtering that adapts in real-time to user emotional states and personality traits. The system continuously monitors user biometric data (heart rate, galvanic skin response, facial expressions) and adjusts content delivery dynamically, transitioning from static age ratings to adaptive content control based on actual user state

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system incorporates continuous feedback loops where user biometric responses to content are measured and fed back into the filtering algorithm. This creates a closed-loop system that learns from user reactions and refines content recommendations, improving reliability through iterative adaptation rather than one-time age verification

Inventive Principle:
Principle #23Feedback

2Adaptability or versatility

If AI and machine learning are used to analyze user personality traits and behavior, then content personalization is improved, but system complexity increases

Engineering Contradiction:
Improvecontent personalization capabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the content filtering system into distinct functional modules: biometric data acquisition, personality trait analysis, emotional state detection, and content recommendation engines. Each module operates semi-independently, allowing the system to achieve high adaptability while managing complexity through modular architecture

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system employs universal AI/ML models that can analyze multiple types of biometric data (facial expressions, heart rate, GSR) and apply them across different content types (movies, games, TV shows). This multi-functional approach achieves versatile personalization without requiring separate specialized systems for each content category

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Object-affected harmful factors

If real-time content editing is performed based on user emotional state, then user stress is minimized, but processing time and system resources increase

Engineering Contradiction:
Improveuser stress exposureVSAvoidcontent processing time
Core Design Contradiction:
Object-affected harmful factorsVSLoss of time

Solution Approach 1:

The system performs preliminary analysis of user personality traits and preferences before content delivery, establishing baseline profiles that predict stress responses. This pre-processing allows the real-time system to make faster decisions by comparing actual biometric data against pre-established patterns rather than analyzing everything from scratch

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent applies real-time editing selectively to specific content segments rather than entire content streams. When stress indicators are detected, the system locally modifies only the problematic portions (e.g., muting loud sounds, blurring intense visuals) while leaving other segments unchanged, reducing overall processing requirements

Inventive Principle:
Principle #3Local quality

4Reliability

If comprehensive biometric monitoring is implemented to detect stress levels, then content appropriateness is improved, but user privacy concerns increase

Engineering Contradiction:
Improvecontent suitability accuracyVSAvoiduser privacy
Core Design Contradiction:
ReliabilityVSLoss of information

Solution Approach 1:

The system extracts only the minimum necessary biometric data required for content filtering (basic emotional state indicators) while excluding sensitive personal information. It separates essential monitoring data from optional detailed biometric profiles, allowing users to grant selective permission for content-appropriate data collection

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS20260061323A1Intelligent dynamic personalized system for gaming and/or media content consumption
Publication Date: 2026.03.05 AT&T INTELLECTUAL PROPERTY I L P
  • US20260061323A1 patent drawing
  • US20260061323A1 patent drawing
  • US20260061323A1 patent drawing

AI summary

Aspects of the subject disclosure may include, for example: obtaining training data associated with a video game player, where the training data is indicative of control inputs provided by the video game player during a course of playing a plurality of video games; receiving, via a communications network from a user device of the video game player, current data indicative of current control inputs being provided by the video game player during a course of playing a current video game; determining, based at least in part upon the training data and the current data, that the video game player is currently behaving irregularly as compared to behavior indicated by the training data; and responsive to the determination being that the video game player is currently behaving irregularly as compared to the behavior indicated by the training data, initiating a communication to a third-party requesting intervention. Other embodiments are disclosed.