Outer Rim Archives
Archives · 2023 · 11699173

Granted patent

Methods and systems for personalized gamification of media content

Number
11699173
Published
2023-07-11
Filed
2022-07-07
Assignee
Disney Enterprises, Inc.
Inventors
Patel; Mehul
CPC
A63F13/61; G06F16/48; G06Q30/0271; H04N21/4784
Verdict
Set aside content gamification personalization, business
Source
Google Patents · FreePatentsOnline

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.

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) Embodiments presented in this disclosure provide a computer-implemented method, a non-transitory computer-readable medium, and a system to perform an operation that includes obtaining prior gamification data indicative of prior ac

Claims

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. || 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. || 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.