Online Game Content Personalization via User Type Classification

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Solution Overview

Problem

Conventional online games provide the same content for discovery, unlocking, or winning without regard to individual users' playing styles, leading to unsatisfying experiences.

Innovation Solution

A system that adjusts content in online games based on user gameplay information, using servers and client computing platforms to execute modules that determine user types and provide customized content, including in-game items and actions, tailored to each user's preferences.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the same content is provided to all users without customization, then the system complexity is reduced and ease of manufacture is improved, but user satisfaction and engagement deteriorate

Engineering Contradiction:
Improvecontent personalizationVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system performs preliminary classification of users into types (e.g., explorers, achievers, social players) before content delivery. This advance categorization enables personalized content routing without requiring complex real-time analysis during gameplay, resolving the contradiction between personalization and system complexity

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

Different content types and delivery mechanisms are applied to different user segments based on their classified preferences. Each user type receives locally optimized content quality and presentation style, achieving high adaptability while maintaining manageable system complexity through targeted rather than universal customization

Inventive Principle:
Principle #3Local quality

2Measurement precision

If comprehensive user gameplay information is collected and analyzed, then content personalization is improved, but data processing complexity and time consumption increase

Engineering Contradiction:
Improveuser preference accuracyVSAvoidprocessing time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system collects comprehensive gameplay data but processes only the most relevant features for user classification. By focusing on key behavioral indicators rather than analyzing every gameplay metric, the system achieves high measurement precision for user preferences while minimizing processing time and computational resources

Inventive Principle:
Principle #16Partial or excessive action

3Adaptability or versatility

If customized content is provided based on user types, then user engagement and satisfaction are improved, but the complexity of content management and delivery increases

Engineering Contradiction:
Improvecontent customizationVSAvoidcontent management ease
Core Design Contradiction:
Adaptability or versatilityVSEase of manufacture

Solution Approach 1:

The content library is segmented into distinct categories and delivery rules corresponding to different user types. This segmentation allows content managers to organize and maintain customized content for each user category independently, making content management more systematic and easier to handle despite the overall customization complexity

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS20240269567A1Adjusting individualized content made available to users of an online game based on user gameplay information
Publication Date: 2024.08.15 KABAM INC
  • US20240269567A1 patent drawing
  • US20240269567A1 patent drawing
  • US20240269567A1 patent drawing

AI summary

This disclosure relates to adjusting individualized content made available to users of an online game based on user gameplay information. In implementations, information relating to prospective usage of the online game is used to classify users according by user type, and content made available to the users is customized accordingly. Information relating to prospective usage may include predictive information such as demographic and geographic information, as well as game usage information for the users. User types may include resource collection, player versus player, and player versus environment. Customized content may include content made available to the users through the users in-game actions, such as exploring a map, researching a technology or skill, purchasing an in-game item, and completing an in-game achievement, including in-game items, in-game powers, in-game skills, in-game technologies, in-game pets, in-game transportation units, in-game units, and in-game buildings.