Electronic game moment identification
One embodiment provides a method, including: receiving, at an information handling device, controlling input data, wherein the controlling input data is associated with action input provided by a user that affects an object in a video game; identifying, based at least in part on the controlling input data, a moment in the video game; and storing the identified moment in an accessible database. Other aspects are described and claimed.
1. A method, comprising:
receiving, at an information handling device, controlling input data that affects movement of a virtual character in a video game;
receiving, at the information handling device, gameplay video data corresponding to action occurring in the video game around the virtual character;
identifying, from the gameplay video data, a contextual situation that the virtual character is in;
identifying, based on the controlling input data, a moment in the video game, wherein the identifying the moment comprises:
analyzing, using a processor, a series of controlling inputs from the controlling input data in view of the contextual situation; and
determining that the series of the controlling inputs in view of the contextual situation are associated with a high-skilled maneuver irrespective of whether the series of controlling inputs produced an objective in-game statistical result; and
storing the identified moment in an accessible database.
2. The method of claim 1 , further comprising:
receiving gameplay image data and voice input data;
wherein the identifying comprises identifying the moment using at least one of the gameplay image data and the voice input data in combination with the controlling input data.
3. The method of claim 2 , wherein the identifying comprises:
comparing the combination of data to a list of predefined combination data, wherein each item of predefined combination data corresponds to a unique moment; and
determining whether the combination corresponds to a unique moment embodied in the list.
4. The method of claim 1 , wherein the moment is associated with a sentimental gaming moment.
5. The method of claim 1 , wherein the storing comprises:
recording all of the controlling input data during a predetermined time period of the video game; and
deleting the controlling input data not associated with the moment.
6. The method of claim 1 , further comprising providing a gaming-related suggestion to the user based on the moment.
7. The method of claim 1 , further comprising presenting the moment to the user after a predetermined event.
8. The method of claim 7 , wherein the predetermined event is an event selected from the group consisting of: a game-over event, a user request event, and a user life-loss event.
9. An information handling device, comprising:
a processor;
a memory device that stores instructions that, when executed by the processor, cause the information handling device to:
receive controlling input data that affects movement of a virtual character in a video game;
receive, at the information handling device, gameplay video data corresponding to action occurring in the video game around the virtual character;
identify, from the gameplay video data, a contextual situation that the virtual character is in;
identify, based on the controlling input data, a moment in the video game, wherein the identifying the moment comprises:
analyzing, using a processor, a series of controlling inputs from the controlling input data in view of the contextual situation; and
determining that the series of the controlling inputs in view of the contextual situation are associated with a high-skilled maneuver irrespective of whether the series of controlling inputs produced an objective in-game statistical result; and
store the identified moment in an accessible database.
10. The information handling device of claim 9 , wherein the instructions are further executable by the processor to:
receive gameplay image data and voice input data;
wherein the instructions executable by the processor to identify comprise instructions executable by the processor to identify the moment using at least one of the gameplay image data and the voice input data in combination with the controlling input data.
11. The information handling device of claim 10 , wherein the instructions executable by the processor to identify comprise instructions executable by the processor to:
compare the combination of data to a list of predefined combination data, wherein each item of predefined combination data corresponds to a unique moment; and
determine whether the combination corresponds to a unique moment embodied in the list.
12. The information handling device of claim 9 , wherein the moment is associated with a sentimental gaming moment.
13. The information handling device of claim 9 , wherein the instructions executable by the processor to store comprise instructions executable by the processor to:
record all of the controlling input data during a predetermined time period of the video game; and
delete the controlling input data not associated with the moment.
14. The information handling device of claim 9 , wherein the instructions are further executable by the processor to provide a gaming-related suggestion to the user based on the moment.
15. The information handling device of claim 9 , wherein the instructions are further executable by the processor to present the moment to the user after a predetermined event.
16. A product, comprising:
a computer-readable storage device that stores executable code that, when executed by a processor, causes the product to:
receive controlling input data that affects movement of a virtual character in a video game;
receive gameplay video data corresponding to action occurring in the video game around the virtual character;
identify, from the gameplay video data, a contextual situation that the virtual character is in;
identify, based on the controlling input data, a moment in the video game, wherein the identifying the moment comprises:
analyzing a series of controlling inputs from the controlling input data in view of the contextual situation; and
determining that the series of the controlling inputs in view of the contextual situation are associated with a high-skilled maneuver irrespective of whether the series of controlling inputs produced an objective in-game statistical result; and
store the identified moment in accessible database.