IP Library Patent Application 18136020
Patent Application
App. No. 18/136,020

GENERATING DOPPELGANGERS THAT REFLECT PLAY PERSONALITY OR INTRINSIC MOTIVATORS OF A USER/SUBJECT

Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US None
App. No.
18/136,020
Abstract

Techniques are described herein for automatically determining play states, intrinsic motivators, play types/patterns and a play personality of a user/subject. Play personalities develop from activation of play states, and vary individually and are expressed in a variety of play type/patterns. These states, personalities, patterns and associated intrinsic motivations may be automatically determined by computing devices based on that user/subject's information, behaviors and biometric data. The play personality may be additionally used as the means for identifying and integrating intrinsic motivators into player-centric design which can alter and personalize user/subject/player engagement, experience and outcomes.

Claims (70)

1 . A computer-implemented method, comprising:

determining a play type/patterns for a user/subject;

wherein the play type/patterns includes one or more of: Object, Pretend, Social, Rough and Tumble, Body, Exploratory, Celebratory, Competitive, Ritual, Narrative, or Fantasy;

detecting, by a computing device, when a user/subject's actions match a behavior pattern associated with a play trigger;

in response to detection that the user/subject's actions match a behavior pattern associated with a play trigger:

automatically selecting, by the computing device, a particular game from a plurality of games based, at least in part, on the play type/patterns of the user/subject; and

automatically generating, by the computing device, an invitation for the user to play the particular game.

2 . The method of claim 1 wherein the user/subject's actions are determined by the computing device based, at least in part, on a camera operatively coupled to the computing device.

3 . The method of claim 1 wherein:

the computing device compares the user's actions to behavior patterns associated with a plurality of play triggers; and

the invitation is based, at least in part, on which of the plurality of play triggers is associated with the behavior pattern that matches the user/subject's actions.

4 . The method of claim 1 wherein determining the play type/patterns of the user/subject includes monitoring biometric information of the user/subject, using one or more sensing devices, to detect play bio-markers that indicate when intrinsic motivators of the user/subject have caused the user/subject to enter a state of play that is characterized by a loss of sense of time and a feeling of deep engagement.

5 . The method of claim 4 wherein monitoring biometric information of a user/subject comprises monitoring brain function of the user/subject using a brain function monitoring system.

6 . The method of claim 5 wherein monitoring brain function of the user/subject using a brain function monitoring system comprises monitoring brain function of the user/subject using one or more of:

functional magnetic resonance imaging (fMRI),

positron emission tomography,

magnetoencephalography (MEG),

Nuclear magnetic resonance spectroscopy,

Electrocorticography,

Single-photon emission computed tomography,

Near-infrared spectroscopy (NIRS), or

Event-related optical signal (EROS).

7 . The method of claim 5 wherein monitoring brain function of the user/subject using a brain function monitoring system comprises monitoring brain function of the user/subject using nanotechnology.

8 . The method of claim 4 wherein monitoring biometric information of a user/subject comprises monitoring one or more of:

DNA/genomic/epigenetic analysis involving environmentally induced chemical modifiers of a genome;

hormones;

play-related neurotransmitters;

immune system assays; or

saliva production.

9 . The method of claim 4 wherein monitoring biometric information of a user/subject comprises monitoring the biometric information using wearable technology.

10 . The method of claim 4 wherein monitoring biometric information of a user/subject comprises monitoring the biometric information using monitoring systems that do not require direct contact with the user/subject.

11 . The method of claim 4 wherein monitoring biometric information is performed while the user/subject engages in a plurality of different types of activities, wherein at least one of the plurality of different types of activities does not involve gaming or games.

12 . The method of claim 4 further comprising:

responsive to detecting play bio-markers, storing one or more user/subject-specific play records in a computing system;

wherein the user/subject-specific play records include play state event information; and

wherein the play state event information includes data that identifies one or more of:

an activity in which the user/subject was engaged when a play state occurred;

environmental conditions when a play state occurred;

an activity category to which the activity belongs;

a play type/pattern, personality and intrinsic motivators that correspond to the activity;

an activity that sustains the play state;

an activity that triggers or moves from one play state to another; or

an activity that triggers or moves from a play state to a non-play state.

13 . The method of claim 1 wherein the particular game has a doppelganger that behaves in a manner that reflects the play type/patterns for the user/subject.

14 . A computer-implemented system, comprising:

one or more computing devices configured to:

determine a play type/patterns for a user/subject;

wherein the play type/patterns includes one or more of: Object, Pretend, Social, Rough and Tumble, Body, Exploratory, Celebratory, Competitive, Ritual, Narrative, or Fantasy;

detect when a user/subject's actions match a behavior pattern associated with a play trigger;

in response to detecting that the user/subject's actions match a behavior pattern associated with a play trigger:

automatically selecting, by the computing device, a particular game from a plurality of games based, at least in part, on the play type/patterns of the user/subject; and

automatically generating, by the computing device, an invitation for the user to play the particular game.

15 . The system of claim 14 wherein the user/subject's actions are determined based, at least in part, on a camera operatively coupled to the computing device.

16 . The system of claim 14 wherein:

the one or more computing devices are configured to compare the user's actions to behavior patterns associated with a plurality of play triggers; and

the invitation is based, at least in part, on which of the plurality of play triggers is associated with the behavior pattern that matches the user/subject's actions.

17 . The system of claim 14 wherein determining the play type/patterns of the user/subject includes monitoring biometric information of the user/subject, using one or more sensing devices, to detect play bio-markers that indicate when intrinsic motivators of the user/subject have caused the user/subject to enter a state of play that is characterized by a loss of sense of time and a feeling of deep engagement.

18 . The system of claim 17 wherein monitoring biometric information of a user/subject comprises monitoring brain function of the user/subject using a brain function monitoring system.

19 . The system of claim 17 wherein the one or more computing devices are further configured to:

responsive to detecting play bio-markers, storing one or more user/subject-specific play records in a computing system;

wherein the user/subject-specific play records include play state event information; and

wherein the play state event information includes data that identifies one or more of:

an activity in which the user/subject was engaged when a play state occurred;

environmental conditions when a play state occurred;

an activity category to which the activity belongs;

a play type/pattern, personality and intrinsic motivators that correspond to the activity;

an activity that sustains the play state;

an activity that triggers or moves from one play state to another; or

an activity that triggers or moves from a play state to a non-play state.

20 . The system of claim 14 wherein the particular game has a doppelganger that behaves in a manner that reflects the play type/patterns for the user/subject.