Persona Driven Dynamic Content Framework for Gaming Systems
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Solution Overview
Problem
Computer gaming systems face challenges in providing content that appeals to individual player preferences, as existing methods struggle to accurately determine and adapt to unique player personas across different games, leading to frustration and difficulty in finding suitable gaming content.
Innovation Solution
A system that determines player personas based on gameplay data across multiple games, using persona dimensions such as combat, exploration, and item acquisition, to generate dynamic content and recommend games or in-game content that align with the player's preferences, by analyzing and normalizing gameplay data to create tailored experiences.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If traditional gaming content delivery methods are used, then system complexity remains low, but player satisfaction and content relevance deteriorate due to inability to adapt to individual preferences
Solution Approach 1:
The system segments players into distinct personas based on gameplay behavior patterns, allowing content to be tailored to specific player types rather than treating all players uniformly. This segmentation enables personalized content delivery without requiring complete customization for each individual player.
Solution Approach 2:
The patent introduces persona classification as an intermediary layer between raw gameplay data and content delivery. This mediator translates complex player behaviors into simplified persona categories that can be used to select appropriate content, reducing the complexity of direct one-to-one customization.
2Measurement precision
If comprehensive gameplay data analysis is performed across multiple games, then player persona accuracy improves, but data processing time and computational resources increase
Solution Approach 1:
The system performs preliminary analysis of gameplay data to identify key behavior patterns and assign persona classifications early in the player's journey. This preliminary action allows for immediate personalized content delivery without waiting for extensive data accumulation, while still maintaining reasonable accuracy.
Solution Approach 2:
The patent applies partial action by focusing on specific gameplay dimensions and behaviors that are most indicative of player persona, rather than analyzing every possible gameplay metric. This selective approach maintains accuracy while reducing processing requirements.
3Productivity
If dynamic content generation is implemented based on player persona, then player engagement and satisfaction improve, but content generation complexity and resource requirements increase
Solution Approach 1:
The system applies local quality by generating or selecting content that is specifically suited to each player's persona characteristics. Instead of creating entirely unique content for each player, the system tailors content properties locally based on persona attributes such as preferred game types, difficulty levels, and playstyle preferences.
Solution Approach 2:
The patent uses universal persona categories that can be applied across multiple games and content types. This multi-functionality allows the same persona classification system to drive content generation in diverse gaming contexts, reducing the need for separate customization systems for each game.
4Ease of manufacture
If limited gameplay data is available for a specific game, then data collection requirements are reduced, but persona determination accuracy deteriorates
Solution Approach 1:
The system merges gameplay data across multiple games to build a comprehensive player persona. By combining data from various gaming experiences, the system can determine accurate persona classifications even when individual game data samples are limited, leveraging patterns that emerge across the player's broader gaming behavior.
Data Source
AI summary
A persona system determines a player persona for a player of a gaming system based on gameplay information for the user and, for example, performs dynamic content generation or additional product recommendations based on the player persona. The persona system may receive a request for content based on a persona of a player and receive gameplay data associated with gameplay of the player in a plurality of games. The persona system may then generate a player persona of the player based on the gameplay data associated with the gameplay of the player in the plurality of games, determine persona based content based at least in part on a portion of the player persona, and output the persona based content in response to the request.


