PlayNovation LLC

United States of America

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IPC Class
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use 9
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition 8
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories 8
A63F 13/822 - Strategy gamesRole-playing games 8
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions 7
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Status
Pending 2
Registered / In Force 7
Found results for  patents

1.

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

      
Application Number 18811448
Status Pending
Filing Date 2024-08-21
First Publication Date 2024-12-12
Owner PlayNovation LLC (USA)
Inventor
  • Cozad, Kristen
  • Brown, Stuart

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.

IPC Classes  ?

  • A63F 13/21 - Input arrangements for video game devices characterised by their sensors, purposes or types
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
  • A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/822 - Strategy gamesRole-playing games
  • G06Q 30/0201 - Market modellingMarket analysisCollecting market data
  • G06Q 30/0601 - Electronic shopping [e-shopping]
  • G09B 5/00 - Electrically-operated educational appliances
  • G09B 7/02 - Electrically-operated teaching apparatus or devices working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by the student
  • G09B 7/06 - Electrically-operated teaching apparatus or devices working with questions and answers of the multiple-choice answer type, i.e. where a given question is provided with a series of answers and a choice has to be made from the answers

2.

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

      
Application Number 18136020
Status Pending
Filing Date 2023-04-18
First Publication Date 2023-08-10
Owner PlayNovation LLC (Canada)
Inventor
  • Cozad, Kristen
  • Brown, Stuart

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.

IPC Classes  ?

  • A63F 13/21 - Input arrangements for video game devices characterised by their sensors, purposes or types
  • A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
  • G06Q 30/0201 - Market modellingMarket analysisCollecting market data
  • G06Q 30/0601 - Electronic shopping [e-shopping]
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • G09B 7/06 - Electrically-operated teaching apparatus or devices working with questions and answers of the multiple-choice answer type, i.e. where a given question is provided with a series of answers and a choice has to be made from the answers
  • G09B 7/02 - Electrically-operated teaching apparatus or devices working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by the student

3.

Generating doppelgangers that reflect play personality or intrinsic motivators of a user/subject

      
Application Number 17178168
Grant Number 11654350
Status In Force
Filing Date 2021-02-17
First Publication Date 2021-06-24
Grant Date 2023-05-23
Owner PlayNovation LLC (USA)
Inventor
  • Cozad, Kristen
  • Brown, Stuart

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.

IPC Classes  ?

  • A63F 13/21 - Input arrangements for video game devices characterised by their sensors, purposes or types
  • A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
  • G06Q 30/0201 - Market modellingMarket analysisCollecting market data
  • G06Q 30/0601 - Electronic shopping [e-shopping]
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • G09B 7/06 - Electrically-operated teaching apparatus or devices working with questions and answers of the multiple-choice answer type, i.e. where a given question is provided with a series of answers and a choice has to be made from the answers
  • G09B 7/02 - Electrically-operated teaching apparatus or devices working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by the student
  • G09B 5/00 - Electrically-operated educational appliances
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/822 - Strategy gamesRole-playing games

4.

Generating doppelgangers that reflect play personality or intrinsic motivators of a user/subject

      
Application Number 16420013
Grant Number 10953317
Status In Force
Filing Date 2019-05-22
First Publication Date 2019-09-05
Grant Date 2021-03-23
Owner PlayNovation LLC (USA)
Inventor
  • Cozad, Kristen
  • Brown, Stuart

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.

IPC Classes  ?

  • A63F 13/21 - Input arrangements for video game devices characterised by their sensors, purposes or types
  • A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
  • G06Q 30/02 - MarketingPrice estimation or determinationFundraising
  • G06Q 30/06 - Buying, selling or leasing transactions
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • G09B 7/06 - Electrically-operated teaching apparatus or devices working with questions and answers of the multiple-choice answer type, i.e. where a given question is provided with a series of answers and a choice has to be made from the answers
  • G09B 7/02 - Electrically-operated teaching apparatus or devices working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by the student
  • G09B 5/00 - Electrically-operated educational appliances
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/822 - Strategy gamesRole-playing games

5.

Adapting operation of a computing device based on intrinsic motivators

      
Application Number 15696053
Grant Number 10322338
Status In Force
Filing Date 2017-09-05
First Publication Date 2017-12-21
Grant Date 2019-06-18
Owner PlayNovation LLC (USA)
Inventor
  • Cozad, Kristen
  • Brown, Stuart

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.

IPC Classes  ?

  • A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • A63F 13/21 - Input arrangements for video game devices characterised by their sensors, purposes or types
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
  • G06Q 30/02 - MarketingPrice estimation or determinationFundraising
  • A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • G06Q 30/06 - Buying, selling or leasing transactions
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/822 - Strategy gamesRole-playing games
  • G09B 5/00 - Electrically-operated educational appliances

6.

System and methods for biometric detection of play states, intrinsic motivators, play types/patterns and play personalities

      
Application Number 14882299
Grant Number 09808709
Status In Force
Filing Date 2015-10-13
First Publication Date 2016-02-04
Grant Date 2017-11-07
Owner PlayNovation LLC (USA)
Inventor
  • Cozad, Kristen
  • Brown, Stuart

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.

IPC Classes  ?

  • G07F 17/32 - Coin-freed apparatus for hiring articlesCoin-freed facilities or services for games, toys, sports, or amusements
  • A63F 13/21 - Input arrangements for video game devices characterised by their sensors, purposes or types
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
  • G06Q 30/02 - MarketingPrice estimation or determinationFundraising
  • A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • G06Q 30/06 - Buying, selling or leasing transactions
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/822 - Strategy gamesRole-playing games
  • G09B 5/00 - Electrically-operated educational appliances

7.

System and methods for identifying intrinsic motivators, play profiles and play personalities through captured actions in an online environment

      
Application Number 14740161
Grant Number 09468852
Status In Force
Filing Date 2015-06-15
First Publication Date 2015-11-19
Grant Date 2016-10-18
Owner PlayNovation LLC (USA)
Inventor
  • Brown, Stuart
  • Cozad, Kristen

Abstract

Techniques are described herein for automatically determining a play personality of a user. Play personalities develop from play type and play patterns, which may be automatically determined by computing devices based on that user/subject's information and actions. Furthermore, in a gaming environment, the play personality of the user/subject may be represented by an avatar, doppelganger, narrative, graphic or iconic depiction. The play personality may be determined based on the avatar or doppelganger's actions, which may include but are not limited to how they respond to questions posed by non-playing characters and/or the avatars or doppelgangers of other users. Once determined, the play personality may be used as a basis for identifying and integrating intrinsic motivators and integrating user-centric design which can alter some aspect of the game environment, such as the appearance of the avatar, or the nature of a quest, or means for identifying or exploring solutions in gamification.

IPC Classes  ?

  • A63F 13/12 - involving interaction between a plurality of game devices, e.g. transmission or distribution systems
  • A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • G06Q 30/02 - MarketingPrice estimation or determinationFundraising
  • G06Q 50/00 - Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
  • A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
  • A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/822 - Strategy gamesRole-playing games
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions

8.

System and methods for identifying intrinsic motivators, play profiles and play personalities through captured actions in an online environment

      
Application Number 14494399
Grant Number 09056256
Status In Force
Filing Date 2014-09-23
First Publication Date 2015-04-02
Grant Date 2015-06-16
Owner PlayNovation LLC (USA)
Inventor
  • Brown, Stuart
  • Cozad, Kristen

Abstract

Techniques are described herein for automatically determining a play personality of a user. Play personalities develop from play type and play patterns, which may be automatically determined by computing devices based on that user/subject's information and actions. Furthermore, in a gaming environment, the play personality of the user/subject may be represented by an avatar, doppelganger, narrative, graphic or iconic depiction. The play personality may be determined based on the avatar or doppelganger's actions, which may include but are not limited to how they respond to questions posed by non-playing characters and/or the avatars or doppelgangers of other users. Once determined, the play personality may be used as a basis for identifying and integrating intrinsic motivators and integrating user-centric design which can alter some aspect of the game environment, such as the appearance of the avatar, or the nature of a quest, or means for identifying or exploring solutions in gamification.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
  • A63F 13/822 - Strategy gamesRole-playing games

9.

System and methods for adapting operation of a computing device based on intrinsic motivators, play profiles and play personalities

      
Application Number 14494401
Grant Number 09248377
Status In Force
Filing Date 2014-09-23
First Publication Date 2015-04-02
Grant Date 2016-02-02
Owner PlayNovation LLC (USA)
Inventor
  • Brown, Stuart
  • Cozad, Kristen

Abstract

Techniques are described herein for automatically determining a play personality of a user. Play personalities develop from play type and play patterns, which may be automatically determined by computing devices based on that user/subject's information and actions. Furthermore, in a gaming environment, the play personality of the user/subject may be represented by an avatar, doppelganger, narrative, graphic or iconic depiction. The play personality may be determined based on the avatar or doppelganger's actions, which may include but are not limited to how they respond to questions posed by non-playing characters and/or the avatars or doppelgangers of other users. Once determined, the play personality may be used as a basis for identifying and integrating intrinsic motivators and integrating user-centric design which can alter some aspect of the game environment, such as the appearance of the avatar, or the nature of a quest, or means for identifying or exploring solutions in gamification.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
  • A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/822 - Strategy gamesRole-playing games
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions