Wearable-Linked Gameplay Personalization for Real-Time Interactive Elements

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Solution Overview

Problem

Existing interactive experiences in theme parks and other environments fail to provide individualized and personalized interactions for multiple participants, leading to a lack of engagement and repetition, as all inputs are processed similarly, reducing the desire for repeat visits.

Innovation Solution

A gameplay system that utilizes a player-wearable device to store customization preferences, allowing each participant to personalize their experience through a centralized player profile, which is detected and used to generate unique interactive elements based on individual preferences, including visual and audio outputs, and can be updated in real-time.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If all participants are treated similarly with common input processing, then system complexity is reduced, but individualized interactive experiences cannot be provided

Engineering Contradiction:
Improveindividualized interactive experienceVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system segments participants into different groups or categories based on their characteristics, allowing customized interactive experiences for each segment while maintaining overall system manageability. This enables individualized treatment without requiring completely separate processing paths for every participant.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs preliminary classification and grouping of participants before the main interactive experience begins. By pre-organizing participants based on their preferences, behaviors, or characteristics, the system can apply appropriate customization rules in advance, reducing real-time processing complexity while still delivering personalized experiences.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If special effects are provided to enhance individual interaction feeling, then participant engagement is improved, but the experience becomes repetitive without variability

Engineering Contradiction:
Improveexperience variabilityVSAvoidexperience customization capability
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system dynamically adjusts interactive elements and special effects based on real-time participant responses and preferences. Rather than providing fixed repetitive experiences, the system evolves the interaction patterns, visual effects, and narrative elements to maintain variability and engagement across multiple participation sessions.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes multiple parameters of the interactive experience simultaneously, including visual effects, audio characteristics, interaction timing, and narrative content. By varying these parameters based on participant data, the system creates diverse experiences that feel personalized without requiring completely different system architectures.

Inventive Principle:
Principle #35Parameter changes

3Ease of operation

If participant inputs are processed in a common manner, then processing efficiency is maintained, but participants feel their individual actions are lost in the crowd

Engineering Contradiction:
Improveinput processing efficiencyVSAvoidindividual input recognition
Core Design Contradiction:
Ease of operationVSLoss of information

Solution Approach 1:

The system implements feedback mechanisms that immediately respond to individual participant inputs with visible or audible confirmation. This feedback loop ensures that each participant's actions are recognized and reflected in the interactive experience, preventing feelings of anonymity while maintaining efficient batch processing capabilities through automated response patterns.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system introduces intermediary elements such as avatars, virtual representations, or personalized indicators that mediate between individual participant inputs and the overall system response. These intermediaries carry and display individual input information in a form that is visible to the participant, ensuring recognition of their contribution while allowing the system to process multiple inputs efficiently.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS12478883B2Interactive gameplay system with play augmented by player-selected customization preferences
Publication Date: 2025.11.25 DISNEY ENTERPRISES INC
  • US12478883B2 patent drawing
  • US12478883B2 patent drawing
  • US12478883B2 patent drawing

AI summary

A system for providing user-driven customization and enhanced personalization of interactive experiences. The system includes data storage for storing player profiles, with each including customization preferences useful in enhancing or generating one of the interactive experiences. The system includes a gameplay space adapted to provide an interactive experience, which includes one or more interactive elements. The system includes a gameplay device configured to be worn or carried by a player. A detection device detects a presence of the player in the gameplay space and obtains a unique identifier for the gameplay device. The system includes a controller retrieving a set of the customization preferences in one of the player profiles associated with the identifier. During system operations, the interactive experience is provided to the player with interactive elements generated based on the retrieved set of customization preferences, whereby the player can affect and enhance their interactive experience in real time.