Trigger Point Streaming for Selective Gameplay Launch

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Solution Overview

Problem

Current content streaming technologies lack the ability to provide an interactive user experience by allowing users to launch gameplay from specific scenes within streamed media content, overwhelming users with the vast amount of available media and failing to engage them effectively.

Innovation Solution

Systems and methods that store media content with trigger points associated with game data, enabling users to select and launch gameplay from these points over a communication network, allowing seamless transition between streaming and interactive gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Quantity of substance

If conventional streaming methods are used to provide access to vast amounts of media content, then the quantity of available content increases, but user engagement and interaction decrease due to overwhelming selection and lack of interactivity

Engineering Contradiction:
Improvequantity of media contentVSAvoiduser engagement
Core Design Contradiction:
Quantity of substanceVSEase of operation

Solution Approach 1:

The media content is segmented into discrete scenes with associated trigger points, allowing users to navigate and interact with specific portions rather than consuming entire titles linearly. This segmentation enables selective gameplay launch at particular moments, making the vast content library more manageable and engaging.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system transitions from static content delivery to dynamic interaction by allowing users to launch gameplay at specific trigger points within streamed content. This dynamic capability enables users to switch between passive viewing and active gameplay based on their preferences, enhancing engagement with the available content.

Inventive Principle:
Principle #15Dynamics

2Loss of time

If users watch movie versions of games to experience the story, then time consumption decreases, but interactivity and user engagement are reduced

Engineering Contradiction:
Improvetime to experience storyVSAvoiduser experience variety
Core Design Contradiction:
Loss of timeVSAdaptability or versatility

Solution Approach 1:

The system allows dynamic switching between passive movie viewing and active gameplay modes at trigger points. Users can start with a movie version to quickly experience the story, then launch gameplay at interesting moments for interactive exploration, providing versatility in how they consume content while minimizing time investment.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The movie version serves as a preliminary action that provides context and story background before users engage with gameplay. This allows users to understand the narrative first, then selectively play gameplay segments with enhanced comprehension and engagement.

Inventive Principle:
Principle #10Preliminary action

3Loss of information

If users play through entire game titles to experience all content, then completeness of experience increases, but time consumption and effort increase significantly

Engineering Contradiction:
Improvecompleteness of game experienceVSAvoidtime to complete game
Core Design Contradiction:
Loss of informationVSLoss of time

Solution Approach 1:

The game content is divided into playable segments anchored at trigger points within the media content. Users can selectively engage with specific gameplay segments rather than completing entire titles, obtaining targeted experiences without the time commitment of full playthroughs.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Users can perform partial actions by launching gameplay only at selected trigger points rather than playing through entire titles. This allows users to experience specific gameplay moments or complete particular objectives without the excessive time requirement of full game completion.

Inventive Principle:
Principle #16Partial or excessive action

4Ease of operation

If the system provides seamless transition between streaming and gameplay, then user engagement increases, but system complexity increases

Engineering Contradiction:
Improveuser engagementVSAvoidsystem complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system merges the media streaming functionality with gameplay launch capabilities into a unified platform. By combining these functions and using shared resources such as the media player and trigger point detection mechanisms, the system achieves seamless transitions without proportionally increasing complexity.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The media player and trigger point system serve multiple functions: they enable both passive movie viewing and active gameplay launch from the same interface. This multi-functionality reduces overall system complexity by reusing existing components for multiple purposes rather than requiring separate systems.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS12005354B2Content streaming with gameplay launch
Publication Date: 2024.06.11 SONY INTERACTIVE ENTERTAINMENT LLC
  • US12005354B2 patent drawing
  • US12005354B2 patent drawing
  • US12005354B2 patent drawing

AI summary

A system and method for launching gameplay from streaming content is provided. Information regarding media content may be stormed in memory. Such media content may have at least one or more trigger points and each trigger point may be associated with a set of game data specific to a gameplay scene within an interactive title. The media content may be streamed to a user device over a communication network. A selection of one of the at least one or more trigger points may be received over the communication network from the user device. Identifying the set of game data associated with the selected trigger point may be identified and the interactive title for gameplay may be launched by the user device based on the identified set of game data associated with the selected trigger point.