IP Library › Granted Patent US 11,699,173
Granted Patent B2
US 11,699,173 · App. 17/811,245 · Granted Jul 11, 2023

Methods and systems for personalized gamification of media content

Inventor: Mehul Patel (Stevenson Ranch, CA)
Assignee: Disney Enterprises, Inc.
G06Q30/0271A63F13/61G06F16/48H04N21/4784
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Quick Facts
Patent No.
US 11,699,173
App. No.
17/811,245
Granted
Jul 11, 2023
Kind
B2
Abstract

Techniques for personalized gamification of media content. An engagement level of a consumer is identified based on prior gamification data. A difficulty level is identified using machine learning based on the engagement level. A content element personalized for the consumer is generated based on biographical information or viewing habits. A prompt requesting the consumer to find and access multimedia content scenes depicting the content element is generated. A multimedia content scene found by the consumer is analyzed to determine whether the multimedia content scene has an association with the content element and whether the consumer has accessed the multimedia content element scene.

Claims (52)

1. A computer-implemented method comprising:

obtaining, from a database and using one or more processors, prior gamification data indicative of prior actions of a consumer within a multimedia content distribution system in finding and accessing content via an application executing on a device;

identifying, using the one or more processors, an engagement level of the consumer based on the prior gamification data;

identifying, using a machine learning model based on the engagement level, a difficulty level associated with the consumer, wherein a higher engagement level results in a greater difficulty level being identified;

generating, using the one or more processors, a content element personalized for the consumer based on biographical information of the consumer or viewing habits of the consumer based on engagement data indicative of interactions of the consumer via the application executing on the device, wherein the content element is personalized based on metadata tags associated with a library of multimedia content of the consumer, and wherein the greater difficulty level is reflected via generation of the content element such that the content element is depicted in a lesser amount of content in the library of multimedia content;

generating, using the one or more processors, a prompt requesting the consumer to find and access, in the library of multimedia content, multimedia content scenes depicting the content element, wherein the prompt is generated for display via the application executing on the device;

analyzing, using the one or more processors a multimedia content scene found by the consumer responsive to the prompt via the application executing on the device, to determine whether a metadata tag identifying the content element is associated with the multimedia content scene; and

determining, using the one or more processors, that the metadata tag identifying the content element is associated with the multimedia content scene and that the consumer has accessed the multimedia content scene.

2. The computer-implemented method of claim 1 , further comprising:

updating the prior gamification data to indicate that the consumer has successfully found and accessed the multimedia content scene.

3. The computer-implemented method of claim 1 , further comprising:

formatting, by a streaming engine of the multimedia content distribution system, the multimedia content scene to have an aspect ratio for a consumer device.

4. The computer-implemented method of claim 1 , further comprising:

transmitting, by a streaming engine of the multimedia content distribution system, the multimedia content scene to a consumer device for playback.

5. The computer-implemented method of claim 1 , wherein the difficulty level comprises a preset difficulty level set by a multimedia content distributor.

6. The computer-implemented method of claim 1 , wherein the content element is further personalized based on device-specific data associated with a consumer device.

7. The computer-implemented method of claim 1 , wherein the multimedia content scene is analyzed via a temporal metadata analyzer included within the multimedia content distribution system.

8. A non-transitory computer-readable medium containing instructions executable to perform an operation comprising:

obtaining prior gamification data indicative of prior actions of a consumer within a multimedia content distribution system in finding and accessing content;

identifying an engagement level of the consumer based on the prior gamification data;

identifying, using machine learning based on the engagement level, a difficulty level associated with the consumer, wherein a higher engagement level results in a greater difficulty level being identified;

generating, by operation of one or more processors when executing the instructions, a content element personalized for the consumer based on biographical information of the consumer or viewing habits of the consumer, wherein the content element is personalized based on metadata tags associated with a library of multimedia content of the consumer, and wherein the greater difficulty level is reflected via generation of the content element such that the content element is depicted in a lesser amount of content in the library of multimedia content;

generating a prompt requesting the consumer to find and access, in the library of multimedia content, multimedia content scenes depicting the content element;

analyzing a multimedia content scene found by the consumer responsive to the prompt, to determine whether a metadata tag identifying the content element is associated with the multimedia content scene; and

determining that the metadata tag identifying the content element is associated with the multimedia content scene and that the consumer has accessed the multimedia content scene.

9. The non-transitory computer-readable medium of claim 8 , wherein the operation further comprises:

updating the prior gamification data to indicate that the consumer has successfully found and accessed the multimedia content scene.

10. The non-transitory computer-readable medium of claim 8 , wherein the operation further comprises:

formatting, by a streaming engine of the multimedia content distribution system, the multimedia content scene to have an aspect ratio for a consumer device.

11. The non-transitory computer-readable medium of claim 8 , wherein the operation further comprises:

transmitting, by a streaming engine of the multimedia content distribution system, the multimedia content scene to a consumer device for playback.

12. The non-transitory computer-readable medium of claim 8 , wherein the difficulty level comprises a preset difficulty level set by a multimedia content distributor.

13. The non-transitory computer-readable medium of claim 8 , wherein the content element is further personalized based on device-specific data associated with a consumer device.

14. A system comprising:

one or more computer processors; and

a memory containing a program executable by the one or more computer processors to perform an operation comprising:

obtaining prior gamification data indicative of prior actions of a consumer within a multimedia content distribution system in finding and accessing content;

identifying an engagement level of the consumer based on the prior gamification data;

identifying, using machine learning based on the engagement level, a difficulty level associated with the consumer, wherein a higher engagement level results in a greater difficulty level being identified;

generating a content element personalized for the consumer based on biographical information of the consumer or viewing habits of the consumer, wherein the content element is personalized based on metadata tags associated with a library of multimedia content of the consumer, and wherein the greater difficulty level is reflected via generation of the content element such that the content element is depicted in a lesser amount of content in the library of multimedia content;

generating a prompt requesting the consumer to find and access, in the library of multimedia content, multimedia content scenes depicting the content element;

analyzing a multimedia content scene found by the consumer responsive to the prompt, to determine whether a metadata tag identifying the content element is associated with the multimedia content scene; and

determining that the metadata tag identifying the content element is associated with the multimedia content scene and that the consumer has accessed the multimedia content scene.

15. The system of claim 14 , wherein the operation further comprises:

updating the prior gamification data to indicate that the consumer has successfully found and accessed the multimedia content scene.

16. The system of claim 14 , wherein the operation further comprises:

formatting, by a streaming engine of the multimedia content distribution system, the multimedia content scene to have an aspect ratio for a consumer device.

17. The system of claim 14 , wherein the operation further comprises:

transmitting, by a streaming engine of the multimedia content distribution system, the multimedia content scene to a consumer device for playback.

18. The system of claim 14 , wherein the difficulty level comprises a preset difficulty level set by a multimedia content distributor.

19. The system of claim 14 , wherein the content element is further personalized based on device-specific data associated with a consumer device.

20. The system of claim 14 , wherein the multimedia content scene is analyzed via a temporal metadata analyzer included within the multimedia content distribution system.

Assignments (2)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded May 8, 2026
From: DISNEY ENTERPRISES, INC.
To: ADEIA MEDIA HOLDINGS INC.
Reel/Frame 075201/0892 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jul 7, 2022
From: PATEL, MEHUL
To: DISNEY ENTERPRISES, INC.
Reel/Frame 060453/0671 →
Continuity (2)
Continuation 14872036 · Sep 30, 2015
Related Publication 20220335478A1 · Oct 20, 2022