Outer Rim Archives
Archives · 2022 · 11430015

Granted patent

Methods and systems for personalized gamification of media content

Number
11430015
Published
2022-08-30
Filed
2015-09-30
Assignee
Disney Enterprises, Inc.
Inventors
Patel; Mehul
CPC
H04N21/4784; A63F13/61; G06Q30/0271; G06F16/48
Verdict
Set aside content gamification personalization, business
Source
Google Patents · FreePatentsOnline

Abstract

Systems and methods for increasing consumer engagement with a multimedia content distribution system through the use of temporal metadata and gamification techniques. Personalized game-like tasks are created, whereby a consumer is enticed to find and access multimedia content containing a specific content element, or “easter egg,” to earn a reward. The specific content element may be identifiable based on temporal metadata tags associated with multimedia content available within the multimedia content distribution system. To further increase the probability of consumer engagement, the easter egg may be personalized based on data unique to the consumer, such as consumer preferences, viewing habits, and previous engagement level with the multimedia content.

Background

TECHNICAL FIELD (1) The disclosed technology relates generally to gamification of media content, and more particularly, some embodiments relate to leveraging temporal metadata and machine learning to personalize the gamification experience of media content. DESCRIPTION OF THE RELATED ART (2) Metadata is information included within a data file that is not part of the content of the data file, but provides information about the data within the data file. For example, metadata associated with a word processor document may provide information about when the document was created, who created the document, the size of the document, and the number of pages of the document. In other words, metadata is “data about data.” (3) Gamification is a technique wherein game design elements are incorporated into non-game or passive activities in an attempt to increase the enjoyment of such non-game activities. The technique can help increase user engagement, comprehension and learning, and to incentivize physical exercise. One of the most prevalent game design elements utilized in gamification of other activities is the concept of rewards for meeting milestones. Various examples of such rewards include badges, points, or other rewards. BRIEF SUMMARY OF EMBODIMENTS (4) According to various embodiments of the disclosed technology, a method is provided for gamifying a user's access of multimedia content through a multimedia content distribution system. Embodiments of the method include retrieving

Claims

1. A computer-implemented method of personalized gamification of multimedia content, the computer-implemented method comprising: retrieving, from a database, consumer-specific data for a consumer accessing a multimedia content distribution system through a multimedia application running on a consumer device, wherein the consumer-specific data comprises biographical information of the consumer and viewing habits of the consumer; identifying metadata tags associated with a library of multimedia content associated with the consumer and accessible within the multimedia content distribution system, wherein the metadata tags comprise temporal metadata identifying content elements depicted in the library of multimedia content; obtaining, from the database, prior gamification data indicative of prior actions of the consumer within the multimedia content distribution system in finding and accessing content depicting prior content elements personalized for the consumer; generating, by operation of one or more processors when executing a gamification engine of the multimedia content distribution system, a content element personalized for the consumer based on the biographical information and the viewing habits, wherein the content element is personalized based on the metadata tags, and wherein generating the content element includes: identifying an engagement level of the consumer based on the prior gamification data; and implementing, 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 implemented, and wherein the greater difficulty level is reflected via generation of personalized content elements that are depicted in a smaller amount of content in the library of multimedia content; after generating the content element, prompting the consumer to perform a task of finding and accessing, in the library of multimedia content, multimedia content scenes depicting the content element personalized for the consumer based on the biographical information and the viewing habits, wherein the content element is not depicted during the prompting; analyzing, via a temporal metadata analyzer included within the multimedia content distribution system, a multimedia content scene found by the consumer responsive to the prompting, to determine whether a metadata tag identifying the content element is included within the multimedia content scene; and determining that the metadata tag identifying the content element is included within the multimedia content scene and that the consumer has accessed the multimedia content scene. || 12. A non-transitory computer-readable medium having instructions stored thereon, wherein the instructions are of a gamification engine of a multimedia content distribution system, wherein the instructions are executable to perform operations for personalized gamification of multimedia content, the operations comprising: retrieving, from a database, consumer-specific data for a consumer accessing the multimedia content distribution system through a multimedia application running on a consumer device, wherein the consumer-specific data comprises biographical information of the consumer and viewing habits of the consumer; identifying metadata tags associated with a library of multimedia content associated with the consumer and accessible within the multimedia content distribution system, wherein the metadata tags comprise temporal metadata identifying content elements depicted in the library of multimedia content; obtaining, from the database, prior gamification data indicative of prior actions of the consumer within the multimedia content distribution system in finding and accessing content depicting prior content elements personalized for the consumer; generating, by one or more computer processors when executing the instructions of the gamification engine of the multimedia content distribution system, a content element personalized for the consumer based on the biographical information and the viewing habits, wherein the content element is personalized based on the metadata tags, and wherein generating the content element includes: identifying an engagement level of the consumer based on the prior gamification data; and implementing, 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 implemented, and wherein the greater difficulty level is reflected via generation of personalized content elements that are depicted in a smaller amount of content in the library of multimedia content; after generating the content element, prompting the consumer to perform a task of finding and accessing, in the library of multimedia content, multimedia content scenes depicting the content element personalized for the consumer based on the biographical information and the viewing habits, wherein the content element is not depicted during the prompting; analyzing, via a temporal metadata analyzer included within the multimedia content distribution system, a multimedia content scene found by the consumer responsive to the prompting, to determine whether a metadata tag identifying the content element is included within the multimedia content scene; and determining that the metadata tag identifying the content element is included within the multimedia content scene and that the consumer has accessed the multimedia content scene. || 13. A system of personalized gamification of multimedia content, the system comprising: one or more computer processors; a memory containing a program comprising a gamification engine of a multimedia content distribution system, wherein the program is executable by the one or more computer processors to perform an operation comprising: retrieving, from a database, consumer-specific data for a consumer accessing the multimedia content distribution system through a multimedia application running on a consumer device, wherein the consumer-specific data comprises biographical information of the consumer and viewing habits of the consumer; identifying metadata tags associated with a library of multimedia content associated with the consumer and accessible within the multimedia content distribution system, wherein the metadata tags comprise temporal metadata identifying content elements depicted in the library of multimedia content; obtaining, from the database, prior gamification data indicative of prior actions of the consumer within the multimedia content distribution system in finding and accessing content depicting prior content elements personalized for the consumer; generating, by the gamification engine of the multimedia content distribution system, a content element personalized for the consumer based on the biographical information and the viewing habits, wherein the content element is personalized based on the metadata tags, and wherein generating the content element includes: identifying an engagement level of the consumer based on the prior gamification data; and implementing, 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 implemented, and wherein the greater difficulty level is reflected via generation of personalized content elements that are depicted in a smaller amount of content in the library of multimedia content; after generating the content element, prompting the consumer to perform a task of finding and accessing, in the library of multimedia content, multimedia content scenes depicting the content element personalized for the consumer based on the biographical information and the viewing habits, wherein the content element is not depicted during the prompting; analyzing, via a temporal metadata analyzer included within the multimedia content distribution system, a multimedia content scene found by the consumer responsive to the prompting, to determine whether a metadata tag identifying the content element is included within the multimedia content scene; and determining that the metadata tag identifying the content element is included within the multimedia content scene and that the consumer has accessed the multimedia content scene.