Game State Control via Mobile Activity Data
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Solution Overview
Problem
Current video game systems do not incorporate real-world user experiences into game generation, failing to provide personalized experiences that reflect, complement, or contrast a user's daily activities.
Innovation Solution
An entertainment system that processes games by receiving activity data from mobile devices, such as biometric and activity records, to control game states, including selecting games, difficulty levels, audio, and visuals, based on user excitement levels and preferences, using processing circuitry and communication circuitry to tailor experiences.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If game experiences are generated independently of user's real-world experiences, then the system operation is simple and reliable, but the personalization and adaptability of game experiences deteriorates
Solution Approach 1:
The system performs preliminary actions by collecting and analyzing user activity data from mobile devices before generating game experiences. This allows the entertainment system to pre-process real-world experience data and use it to personalize game content, thereby improving adaptability without significantly increasing operational complexity during game playback
Solution Approach 2:
The patent introduces mobile devices as intermediaries that bridge the real world and the entertainment system. These devices collect user activity data and transmit it to the entertainment system, which then uses this data to personalize game experiences. This intermediary approach allows personalization without requiring direct integration between the entertainment system and real-world sensors, thus managing system complexity
2Adaptability or versatility
If activity data from mobile devices is received and processed, then the personalization of game experiences improves, but the loss of time for data transmission and processing increases
Solution Approach 1:
User activity data is collected and processed in advance before game playback begins. The entertainment system analyzes this data during system initialization or idle periods, so that when the game starts, personalization decisions are already made and ready to be applied, minimizing time loss during actual gameplay
Solution Approach 2:
The system processes only the most relevant activity data needed for game personalization rather than analyzing all possible data points. This selective processing approach reduces data processing time while still achieving effective personalization of game experiences based on key user behaviors and preferences
3Adaptability or versatility
If game state is controlled based on user excitement level, then the adaptability of game experience improves, but the complexity of determining and responding to user state increases
Solution Approach 1:
The entertainment system extracts only the essential excitement level information from comprehensive user activity data. Rather than analyzing all activity data in real-time, the system focuses on extracting key indicators of user excitement (such as activity intensity, duration, and patterns), thereby reducing the complexity of user state monitoring while maintaining dynamic adaptability
Solution Approach 2:
The system monitors changes in activity parameters over time to determine user excitement level. By tracking variations in activity intensity, duration, and patterns, the system can infer excitement states without requiring complex real-time analysis of every activity parameter, thus achieving dynamic adaptation with manageable complexity
Data Source
AI summary
An entertainment device comprising processing circuitry to identify a game to be processed and process a game state of the game, and communication circuitry to receive activity data recorded by at least one mobile device, the activity data relating to one or more activities performed by a user. The processing circuitry is configured to control, in dependence on the received activity data, at least one aspect of the game state.


