U.S. Patent No. 11,065,542: Method and apparatus for determining user engagement in a videogame

Issued July 20, 2021, to Sony Interactive Entertainment Inc.
Filed: December 3, 2019 (claiming priority to December 6, 2018)

Hmmm, how can I lure players to the bridge guarded by the flesh-eating rabbit?

Overview:

U.S. Patent No. 11,065,542 (the ‘542 patent) relates to measuring user engagement in a video game by collecting data from numerous players. The ‘542 patent details a method of determining user engagement by receiving data on several remote users, including actions that are predetermined to represent a degree of engagement. The data is aggregated, and a level of correspondence between features and actions is assessed to determine low and high degrees of engagement.

Locations with a low degree of engagement could be modified with an addition of an in-game feature associated with a high degree of engagement, or an in-game feature with a low engagement rating could be removed from that location. A location with a high degree of engagement could be conversely modified, to create an overall balance of engagement throughout the game world.

Actions indicative of low user engagement could be: accessing a game menu, using fast-travel, game inactivity, saving, pausing, dying, and/or quitting. Actions indicative of high user engagement could be: combat, directional inputs to alter character position or viewpoint, acquiring a collectable, completing a task, accessing a menu, and fast-travel. The overlap between these two lists reflects potential differences in a game and/or how a game developer may want to characterize certain actions differently depending on the game.

The ‘542 patent could allow balancing in a large game world, like an open world, to create a sustainable and consistent amount of user engagement across the world.

 

Abstract:

A method of determining user engagement in a game includes: receiving data from a plurality of remote entertainment devices at a server, the data from a respective entertainment device associating at least a first feature state of the game with an action by a user of that respective entertainment device indicative of a predetermined degree of engagement by the user with the game, aggregating the data received from the plurality of entertainment devices, and determining a level of correspondence between one or more feature states and user actions indicative of the predetermined degree of engagement.

 

Illustrative Claim:

  1. A method of determining user engagement in a game, comprising the steps of: receiving data from a plurality of remote entertainment devices at a server, the data from a respective entertainment device associating at least a first feature state of the game with an action by a user of that respective entertainment device indicative of a predetermined degree of engagement by the user with the game; aggregating the data received from the plurality of entertainment devices; and determining a level of correspondence between one or more feature states and user actions indicative of the predetermined degree of engagement, wherein at least one of: (i) a location within a game environment associated with a low degree of engagement is modified either to incorporate a predetermined in-game feature associated with a high degree of engagement or to remove a predetermined in-game feature associated with a low degree of engagement; and (ii) a location within the game environment associated with a high degree of engagement is modified either to incorporate a predetermined in-game feature associated with a low degree of engagement or to remove a predetermined in-game feature associated with a high degree of engagement.