Game Content Recommendation Server Using Psychological Tendency Analysis
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Solution Overview
Problem
Conventional game recommendation systems fail to accurately tailor game content to individual users' psychological tendencies and preferences, leading to user dissatisfaction and reduced engagement, as they rely on limited survey data and machine-learning algorithms that focus on purchase probability rather than psychological states.
Innovation Solution
A server-based method that analyzes user log data to extract tendencies by evaluating login information, character usage, billing habits, and play patterns, recommending character, content, or item information based on identified tendencies, such as social, extroverted, or individualistic traits, to enhance user experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If conventional machine-learning algorithms are used to recommend content based on purchase probability, then recommendation speed is improved, but psychological accuracy deteriorates
Solution Approach 1:
The patent introduces an intermediary component - a psychological state analysis module - that bridges the gap between user behavior data and recommendation algorithms. This module analyzes user logs, in-game actions, and interaction patterns to infer psychological states, which then feed into the recommendation system. This intermediary layer enables the system to maintain fast automated processing while incorporating psychological accuracy that conventional purchase-probability algorithms cannot achieve alone.
Solution Approach 2:
The recommendation system combines multiple data sources and analysis methods into a composite approach: conventional machine learning on purchase behavior is integrated with psychological state analysis from game behavior patterns. This composite system leverages the speed of automated algorithms while incorporating the psychological accuracy of behavior-based inference, resolving the contradiction between speed and precision.
2Quantity of substance
If surveys are conducted to learn users' tendencies, then data collection is improved, but user understanding deteriorates due to gap between survey and game
Solution Approach 1:
The patent extracts psychological tendency information directly from in-game behavior data rather than relying on external surveys. By analyzing user actions, choices, and interaction patterns within the game environment itself, the system captures authentic psychological states that users may not consciously recognize or articulate in surveys. This extraction approach eliminates the gap between survey responses and actual game behavior.
Solution Approach 2:
The system enables users to indirectly provide psychological data through their natural game play without requiring separate survey participation. Users' in-game actions automatically generate the data needed for psychological profiling, making the data collection process self-service rather than requiring active user engagement in separate surveys. This approach maintains data quantity while improving measurement precision.
3Ease of manufacture
If game content is structured with fixed stories and events, then game development is improved, but user satisfaction deteriorates when content does not fit user tendency
Solution Approach 1:
The patent introduces dynamic adaptation into the game content delivery system. While the core game structure remains fixed for ease of manufacture, the recommendation system dynamically adjusts content suggestions based on real-time psychological state analysis. This allows the system to maintain stable game development processes while providing adaptable content recommendations that match user tendencies, resolving the contradiction between manufacturing ease and adaptability.
Solution Approach 2:
The system changes the parameter of content selection based on psychological state parameters derived from user behavior. Rather than altering the fundamental game structure, the system adjusts which content is recommended to users based on their inferred psychological states. This parameter-based adaptation maintains game development simplicity while enabling content versatility that responds to individual user characteristics.
Data Source
AI summary
Disclosed is a method of operating a server for recommending game content based on user information. The method includes extracting user log data including login information, character information, item usage information, billing information, play information, online money acquisition information, and online money usage information of a user from a game database, selecting the user's tendency information from among a plurality of pieces of tendency information on the basis of at least one piece of the user log data, determining recommended character information, recommended content information, or recommended item information on the basis of the user's tendency information, and controlling a user terminal to display the recommended character information, the recommended content information, or the recommended item information.


