Intelligent gaming assistant for personal wellness
Systems and methods for providing wellness assistance to a user during a gaming session are disclosed. Telemetry data associated with a user is received, e.g., by an information handling system or hub device, during a gaming session for a gaming application. A wellness level of the user is monitored during the gaming session, based, at least in part, on the telemetry data. Upon determining, based on the monitoring, that the user needs wellness assistance during a portion of the gaming session, a wellness assistance session is initiated to provide the wellness assistance via at least one interface of a device associated with the user.
1 . A method comprising:
receiving, by a hub device, first telemetry data associated with a user during a gaming session for a gaming application executing on the hub device, wherein the first telemetry data comprises first in-game telemetry data collected regarding the user during the gaming session;
training an artificial intelligence model using first input data comprising user input data, gameplay history, household data, and biometric data;
monitoring, using the trained artificial intelligence model, a first wellness level of the user during the gaming session, based, at least in part, on the first telemetry data;
determining, using the trained artificial intelligence model, that the user needs wellness assistance during a portion of the gaming session, based on the monitoring; and
initiating a wellness assistance session to provide the wellness assistance via at least one interface of a device associated with the hub device;
receiving, by the hub device, second telemetry data associated with the user during a second gaming session for the gaming application executing on the hub device, wherein the second telemetry data comprises second in-game telemetry data collected regarding the user during the second gaming session;
monitoring, using the trained artificial intelligence model, a second wellness level of the user during the second gaming session, based at least in part upon the second telemetry data;
determining, using the trained artificial intelligence model, that the second wellness level is different to the first wellness level; and
in response to determining that the second wellness level is different to the first wellness level, generating user feedback based on one or more differences between the first wellness level and the second wellness level.
2 . The method of claim 1 , wherein the first telemetry data includes session data and biometric data associated with the user, wherein the session data is indicative of one or more gaming characteristics of the user during the gaming session, and wherein the biometric data is indicative of a stress level of the user during the gaming session.
3 . The method of claim 2 , wherein the session data indicates that an age of the user is below a minimum threshold age, wherein the first telemetry data further includes relationship data identifying one or more designated contacts related to the user, and wherein initiating the wellness assistance session comprises transmitting a recommendation for the wellness assistance to one or more corresponding devices of the one or more designated contacts.
4 . The method of claim 2 , wherein determining that the user needs the wellness assistance comprises:
determining, using the trained artificial intelligence model, whether the stress level of the user is above a threshold stress level; and
determining, using the trained artificial intelligence model, that the user needs the wellness assistance when the stress level of the user is above the threshold stress level during the portion of the gaming session.
5 . The method of claim 4 , wherein the threshold stress level is based on an average stress level of other users associated with the gaming application.
6 . The method of claim 1 , wherein the at least one interface of the device associated with the user includes a display interface of a display device coupled to the hub device, and wherein initiating the wellness assistance session comprises:
displaying a prompt via the display interface of the display device, the prompt requesting confirmation that the user needs the wellness assistance during the gaming session;
receiving a response to the prompt from the device of the user; and
initiating the wellness assistance session as an in-game assistance session via the display interface when the response includes the requested confirmation.
7 . The method of claim 6 , wherein the at least one interface of the device associated with the user further includes a haptic interface of a peripheral device coupled to the hub device, and wherein initiating the wellness assistance session further comprises triggering haptic feedback via the haptic interface of the peripheral device based on the received response.
8 . The method of claim 7 , wherein the peripheral device is a wireless game controller coupled to the hub device.
9 . An information handling system comprising:
a memory; and
a processor coupled to the memory, wherein the processor is configured to perform operations comprising:
receiving first telemetry data associated with a user during a gaming session for a gaming application, wherein the first telemetry data comprises first in-game telemetry data collected regarding the user during the gaming session;
training an artificial intelligence model using first input data comprising user input data, gameplay history, household data, and biometric data;
monitoring, using the trained artificial intelligence model, a first wellness level of the user during the gaming session, based, at least in part, on the first telemetry data;
determining, using the trained artificial intelligence model, that the user needs wellness assistance during a portion of the gaming session, based on the monitoring; and
initiating a wellness assistance session to provide the wellness assistance via at least one interface of a device associated with the user;
receiving second telemetry data associated with the user during a second gaming session for the gaming application, wherein the second telemetry data comprises second in-game telemetry data collected regarding the user during the second gaming session;
monitoring, using the trained artificial intelligence model, a second wellness level of the user during the second gaming session, based at least in part upon the second telemetry data;
determining, using the trained artificial intelligence model, that the second wellness level is different to the first wellness level; and
in response to determining that the second wellness level is different to the first wellness level, generating user feedback based on one or more differences between the first wellness level and the second wellness level.
10 . The information handling system of claim 9 , wherein the first telemetry data includes session data and biometric data associated with the user, wherein the session data is indicative of one or more gaming characteristics of the user during the gaming session, and wherein the biometric data is indicative of a stress level of the user during the gaming session.
11 . The information handling system of claim 10 , wherein the session data indicates that an age of the user is below a minimum threshold age, wherein the first telemetry data further includes relationship data identifying one or more designated contacts related to the user, and wherein initiating the wellness assistance session comprises transmitting a recommendation for the wellness assistance to one or more corresponding devices of the one or more designated contacts.
12 . The information handling system of claim 10 , wherein determining that the user needs the wellness assistance comprises:
determining, using the trained artificial intelligence model, whether the stress level of the user is above a threshold stress level; and
determining, using the trained artificial intelligence model, that the user needs the wellness assistance when the stress level of the user is above the threshold stress level during the portion of the gaming session.
13 . The information handling system of claim 12 , wherein the threshold stress level is based on an average stress level of other users associated with the gaming application.
14 . The information handling system of claim 9 , wherein the at least one interface of the device associated with the user includes a display interface of a display device, and wherein initiating the wellness assistance session comprises:
displaying a prompt via the display interface of the display device, the prompt requesting confirmation that the user needs the wellness assistance during the gaming session;
receiving a response to the prompt from the device of the user; and
initiating the wellness assistance session as an in-game assistance session via the display interface when the response includes the requested confirmation.
15 . The information handling system of claim 14 , wherein the at least one interface of the device associated with the user further includes a haptic interface of a peripheral device associated with the user, and wherein initiating the wellness assistance session further comprises triggering haptic feedback via the haptic interface of the peripheral device based on the received response.
16 . The information handling system of claim 15 , wherein the peripheral device is a wireless game controller.
17 . A computer program product comprising:
a non-transitory computer readable medium comprising code for performing operations comprising:
receiving first telemetry data associated with a user during a gaming session for a gaming application, wherein the first telemetry data comprises first in-game telemetry data collected regarding the user during the gaming session;
training an artificial intelligence model using first input data comprising user input data, gameplay history, household data, and biometric data;
monitoring a first wellness level of the user during the gaming session, based, at least in part, on the first telemetry data;
determining that the user needs wellness assistance during a portion of the gaming session, based on the monitoring; and
initiating a wellness assistance session to provide the wellness assistance via at least one interface of a device associated with the user;
receiving second telemetry data associated with the user during a second gaming session for the gaming application, wherein the second telemetry data comprises second in-game telemetry data collected regarding the user during the second gaming session;
monitoring, using the trained artificial intelligence model, a second wellness level of the user during the second gaming session, based at least in part upon the second telemetry data;
determining, using the trained artificial intelligence model, that the second wellness level is different to the first wellness level; and
in response to determining that the second wellness level is different to the first wellness level, generating user feedback based on one or more differences between the first wellness level and the second wellness level.
18 . The computer program product of claim 17 , wherein the first telemetry data includes session data and biometric data associated with the user, wherein the session data is indicative of one or more gaming characteristics of the user during the gaming session, and wherein the biometric data is indicative of a stress level of the user during the gaming session.
19 . The computer program product of claim 18 , wherein the session data indicates that an age of the user is below a minimum threshold age, wherein the first telemetry data further includes relationship data identifying one or more designated contacts related to the user, and wherein initiating the wellness assistance session comprises transmitting a recommendation for the wellness assistance to one or more corresponding devices of the one or more designated contacts.
20 . The computer program product of claim 18 , wherein determining that the user needs the wellness assistance comprises:
determining, using the trained artificial intelligence model, whether the stress level of the user is above a threshold stress level; and
determining, using the trained artificial intelligence model, that the user needs the wellness assistance when the stress level of the user is above the threshold stress level during the portion of the gaming session.