In-Game Durational Information Platform for Time Management

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Solution Overview

Problem

Players of video games often lack accurate estimates of the time required to complete in-game tasks, leading to uncertainty and potential missed engagements or sacrifices in real-life activities due to prolonged gaming sessions.

Innovation Solution

A system and method that provide players with estimated completion times for in-game tasks by analyzing game telemetry, effectiveness metrics, and community data to predict the duration of tasks, integrated with a recommendation module to assist in scheduling and timing decisions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of time

If players engage in video game tasks without time estimates, then they can fully immerse themselves in gameplay, but they lose control over their time and may miss real-life engagements

Engineering Contradiction:
Improvetime management controlVSAvoidtask duration information
Core Design Contradiction:
Loss of timeVSLoss of information

Solution Approach 1:

The system performs preliminary analysis of game telemetry data, player effectiveness metrics, and community data before the player completes a task, to predict and display the estimated completion time. This advance information provision allows players to make informed decisions about whether to engage in a task, directly addressing the time management control issue while maintaining full gameplay immersion.

Inventive Principle:
Principle #10Preliminary action

2Loss of information

If the system provides detailed time estimates for all in-game tasks, then players can make informed time management decisions, but the system complexity increases

Engineering Contradiction:
Improvetask duration informationVSAvoidsystem complexity
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The system leverages existing game telemetry data that is already being collected during normal gameplay, along with community data from other players. By analyzing this pre-existing data through effectiveness metrics and prediction algorithms, the system generates time estimates without requiring additional complex infrastructure or data collection mechanisms, thus minimizing system complexity while providing comprehensive time information.

Inventive Principle:
Principle #25Self-service

3Measurement precision

If the system analyzes game telemetry and community data to provide accurate time estimates, then players receive precise duration information, but data processing requirements increase

Engineering Contradiction:
Improvetime estimate accuracyVSAvoiddata processing energy
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The system combines multiple data sources including game telemetry data, player effectiveness metrics, and community data from other players into a unified analysis framework. By merging these diverse data types and processing them together through the prediction algorithm, the system achieves high time estimate accuracy while optimizing data processing efficiency through consolidated analysis rather than separate processing of each data source.

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS12059616B2In-game information platform
Publication Date: 2024.08.13 SONY INTERACTIVE ENTERTAINMENT LLC
  • US12059616B2 patent drawing
  • US12059616B2 patent drawing
  • US12059616B2 patent drawing

AI summary

Technology is described for surfacing in-game durational information to a player by way of a durational information platform. In a method embodiment, an operation processes a game data of a player for determining a game course the player is to take between a current state and a subsequent state within the game. The method also includes an operation for identifying a plurality of sequential segments within the game course for completion by the player and an operation for processing game telemetry of the player for determining effectiveness metrics of the player. The method further includes operations for calculating an estimated time for completion of the game course and for generating a recommendation for communication to a device of the player including the estimated time for completion.