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Patent 3104724 Summary

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Claims and Abstract availability

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(12) Patent Application: (11) CA 3104724
(54) English Title: CONTENT RECOMMENDATION BASED ON GAME PROGRESS
(54) French Title: RECOMMANDATION DE CONTENU BASEE SUR UN DEROULEMENT DE JEU
Status: Compliant
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63F 13/60 (2014.01)
  • H04N 21/25 (2011.01)
  • H04N 21/45 (2011.01)
  • H04N 21/466 (2011.01)
  • H04N 21/475 (2011.01)
  • H04N 21/482 (2011.01)
(72) Inventors :
  • VISWANATHAN, PRAKASH (India)
  • SANTHA, DOLPHIN MASILAMANY (India)
  • PICHAIMURTHY, RAJENDRAN (India)
(73) Owners :
  • ROVI GUIDES, INC. (United States of America)
(71) Applicants :
  • ROVI GUIDES, INC. (United States of America)
(74) Agent: SMART & BIGGAR LP
(74) Associate agent:
(45) Issued:
(86) PCT Filing Date: 2020-03-04
(87) Open to Public Inspection: 2020-10-08
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/US2020/020876
(87) International Publication Number: WO2020/205136
(85) National Entry: 2020-12-21

(30) Application Priority Data:
Application No. Country/Territory Date
16/370,177 United States of America 2019-03-29
16/370,150 United States of America 2019-03-29

Abstracts

English Abstract


;: Systems and methods for recommending content based on gaming progress are
disclosed herein. Video game perfor-
mance data, which is based on performance of a video game using a computing
device, is received from the computing device over
a communication network. Control circuitry determines, based on a criterion
stored in memoly, whether the video game performance
data indicates a failure to overcome a challenge in the video game. In
response to determining that the video game performance data
indicates a failure to overcome the challenge in the video game, the control
circuitry identifies for recommendation an item of content
associated with the challenge and transmits a recommendation of the identified
item of content for display via the computing device.

Image


French Abstract

La présente invention concerne des systèmes et des procédés permettant de recommander du contenu sur la base d'un déroulement de jeu. Des données de performance de jeu vidéo, qui sont basées sur les performances d'un jeu vidéo à l'aide d'un dispositif informatique, sont reçues en provenance du dispositif informatique sur un réseau de communication. Un circuit de commande détermine, sur la base d'un critère stocké dans la mémoire, si les données de performance de jeu vidéo indiquent un échec pour surmonter un défi dans le jeu vidéo. En réponse à la détermination du fait que les données de performance de jeu vidéo indiquent un échec pour surmonter le défi dans le jeu vidéo, le circuit de commande identifie pour recommandation un élément de contenu associé au défi et transmet une recommandation de l'élément de contenu identifié à afficher par l'intermédiaire du dispositif informatique.

Claims

Note: Claims are shown in the official language in which they were submitted.


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What is Claimed is:
1. A method for recommending content based on gaming progress, comprising:
receiving, from a computing device over a communication network, video game
performance data based on performance of a video game using the computing
device;
determining, based on a criterion stored in memory, whether the video game
performance data indicates a failure to overcome a challenge in the video
game; and
in response to determining that the video game performance data indicates a
failure to
overcome the challenge in the video game:
identifying for recommendation an item of content associated with the
challenge; and
transmitting, for display via the computing device, a recommendation of the
identified item of content.
2. The method of claim 1,
wherein the video game performance data comprises a number of unsuccessful
attempts made to overcome the challenge using a user account,
wherein the criterion comprises a minimum number of unsuccessful attempts to
overcome the challenge that indicates a failure to overcome the challenge, and
wherein the determining whether the video game performance data indicates the
failure to overcome the challenge in the video game comprises determining
whether the
number of unsuccessful attempts made to overcome the challenge using the user
account
meets or exceeds the minimum number.
3. The method of claim 1, further comprising:
determining, based on the video game performance data, that the video game
performance data includes a plurality of portions that correspond to multiple
user accounts,
respectively;
identifying a plurality of items of content to be recommended based on the
plurality of
portions, respectively; and
transmitting, for display via the computing device, the plurality of
identified items of
content.
4. The method of claim 1, wherein the item of content associated with the
challenge
comprises video content, received over the communication network in
association with a

- 41 -
second user account, distinct from a first user account associated with the
video game
performance data, showing a performance of the video game in which the
challenge was
overcome.
5. The method of claim 4, wherein the item of content is received from a
second
computing device over the communication network automatically in response to
completion
of the performance of the video game in which the challenge was overcome.
6. The method of claim 1, wherein the video game performance data is
received from
the computing device over the communication network in response to termination
of an
attempt to overcome the challenge in the video game.
7. The method of claim 1, further comprising determining whether a content
recommendation setting is enabled for a user account associated with the video
game
performance data, wherein the recommendation of the identified item of content
is
transmitted for display via the computing device in response to a
determination that the
content recommendation setting is enabled for the user account.
8. The method of claim 1, wherein the video game performance data comprises
an
identifier of the game and an identifier of the challenge, and wherein the
identifying the item
of content associated with the challenge further comprises querying a content
database to
identify the item of content that corresponds to the identifier of the game
and the identifier of
the challenge.
9. The method of claim 1, wherein the identifying for recommendation the
item of
content associated with the challenge further comprises identifying for
recommendation the
item of content having a highest rank among a plurality of items of content
stored in a
database and associated with the challenge.
10. The method of claim 1, wherein the identifying for recommendation the
item of
content associated with the challenge further comprises identifying for
recommendation the
item of content having a most recent upload timestamp from among a plurality
of items of
content stored in a database and associated with the challenge.
11. A system for recommending content based on gaming progress, comprising:

- -
a communication port configured to receive, from a computing device over a
communication network, video game performance data based on performance of a
video
game using the computing device;
a memory configured to store a criterion; and
control circuitry configured to:
determine, based on the criterion, whether the video game performance data
indicates a failure to overcome a challenge in the video game; and
in response to determining that the video game performance data indicates a
failure to overcome the challenge in the video game:
identify for recommendation an item of content associated with the
challenge; and
transmit, for display via the computing device, a recommendation of
the identified item of content.
12. The system of claim 11,
wherein the video game performance data comprises a number of unsuccessful
attempts made to overcome the challenge using a user account,
wherein the criterion comprises a minimum number of unsuccessful attempts to
overcome the challenge that indicates a failure to overcome the challenge, and
wherein the control circuitry is further configured to determine whether the
video
game performance data indicates the failure to overcome the challenge in the
video game by
determining whether the number of unsuccessful attempts made to overcome the
challenge
using the user account meets or exceeds the minimum number.
13. The system of claim 11, wherein the control circuitry is further
configured to:
determine, based on the video game performance data, that the video game
performance data includes a plurality of portions that correspond to multiple
user accounts,
respectively;
identify a plurality of items of content to be recommended based on the
plurality of
portions, respectively; and
transmit, for display via the computing device, the plurality of identified
items of
content.
14. The system of claim 11, wherein the item of content associated with the
challenge
comprises video content, received over the communication network in
association with a

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second user account, distinct from a first user account associated with the
video game
performance data, showing a performance of the video game in which the
challenge was
overcome.
15. The system of claim 14, wherein the control circuitry is configured to
receive the item
of content from a second computing device over the communication network
automatically in
response to completion of the performance of the video game in which the
challenge was
overcome.
16. The system of claim 11, wherein the control circuitry is configured to
receive the
video game performance data from the computing device over the communication
network in
response to termination of an attempt to overcome the challenge in the video
game.
17. The system of claim 11, wherein the control circuitry is further
configured to:
determine whether a content recommendation setting is enabled for a user
account
associated with the video game performance data, and
transmit the recommendation of the identified item of content for display via
the
computing device in response to a determination that the content
recommendation setting is
enabled for the user account.
18. The system of claim 11, wherein the video game performance data
comprises an
identifier of the game and an identifier of the challenge, and wherein the
control circuitry is
configured to identify the item of content associated with the challenge by
querying a content
database for the item of content that corresponds to the identifier of the
game and the
identifier of the challenge.
19. The system of claim 11, wherein the identifying for recommendation the
item of
content associated with the challenge further comprises identifying for
recommendation the
item of content having a highest rank among a plurality of items of content
stored in a
database and associated with the challenge.
20. The system of claim 11, wherein the identifying for recommendation the
item of
content associated with the challenge further comprises identifying for
recommendation the
item of content having a most recent upload timestamp from among a plurality
of items of
content stored in a database and associated with the challenge.

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21. A non-transitory computer-readable medium having instructions encoded
thereon that
when executed by control circuitry cause the control circuitry to:
receive, from a computing device over a communication network, video game
performance data based on performance of a video game using the computing
device;
determine, based on a criterion stored in memory, whether the video game
performance data indicates a failure to overcome a challenge in the video
game; and
in response to determining that the video game performance data indicates a
failure to
overcome the challenge in the video game:
identify for recommendation an item of content associated with the challenge;
and
transmit, for display via the computing device, a recommendation of the
identified item of content.
22. The non-transitory computer-readable medium of claim 21,
wherein the video game performance data comprises a number of unsuccessful
attempts made to overcome the challenge using a user account,
wherein the criterion comprises a minimum number of unsuccessful attempts to
overcome the challenge that indicates a failure to overcome the challenge, and
wherein the non-transitory computer-readable medium further has instructions
encoded thereon that when executed by the control circuitry cause the control
circuitry to
determine whether the video game performance data indicates the failure to
overcome the
challenge in the video game by determining whether the number of unsuccessful
attempts
made to overcome the challenge using the user account meets or exceeds the
minimum
number.
23. The non-transitory computer-readable medium of claim 21, wherein the
non-
transitory computer-readable medium further has instructions encoded thereon
that when
executed by the control circuitry cause the control circuitry to:
determine, based on the video game performance data, that the video game
performance data includes a plurality of portions that correspond to multiple
user accounts,
respectively;
identify a plurality of items of content to be recommended based on the
plurality of
portions, respectively; and

- 45 -
transmit, for display via the computing device, the plurality of identified
items of
content.
24. The non-transitory computer-readable medium of claim 21, wherein the
item of
content associated with the challenge comprises video content, received over
the
communication network in association with a second user account, distinct from
a first user
account associated with the video game performance data, showing a performance
of the
video game in which the challenge was overcome.
25. The non-transitory computer-readable medium of claim 24, wherein the
non-
transitory computer-readable medium further has instructions encoded thereon
that when
executed by the control circuitry cause the control circuitry to receive the
item of content
from a second computing device over the communication network automatically in
response
to completion of the performance of the video game in which the challenge was
overcome.
26. The non-transitory computer-readable medium of claim 21, wherein the
non-
transitory computer-readable medium further has instructions encoded thereon
that when
executed by the control circuitry cause the control circuitry to receive the
video game
performance data from the computing device over the communication network in
response to
termination of an attempt to overcome the challenge in the video game.
27. The non-transitory computer-readable medium of claim 21, wherein the
non-
transitory computer-readable medium further has instructions encoded thereon
that when
executed by the control circuitry cause the control circuitry to:
determine whether a content recommendation setting is enabled for a user
account
associated with the video game performance data; and
transmit the recommendation of the identified item of content for display via
the
computing device in response to a determination that the content
recommendation setting is
enabled for the user account.
28. The non-transitory computer-readable medium of claim 21, wherein the
video game
performance data comprises an identifier of the game and an identifier of the
challenge, and
wherein the non-transitory computer-readable medium further has instructions
encoded
thereon that when executed by the control circuitry cause the control
circuitry to identify the
item of content associated with the challenge by querying a content database
to identify the

- 46 -
item of content that corresponds to the identifier of the game and the
identifier of the
challenge.
29. The non-transitory computer-readable medium of claim 21, wherein the
non-
transitory computer-readable medium further has instructions encoded thereon
that when
executed by the control circuitry cause the control circuitry to identify for
recommendation
the item of content associated with the challenge by identifying for
recommendation the item
of content having a highest rank among a plurality of items of content stored
in a database
and associated with the challenge.
30. The non-transitory computer-readable medium of claim 21, wherein the
non-
transitory computer-readable medium further has instructions encoded thereon
that when
executed by the control circuitry cause the control circuitry to identify for
recommendation
the item of content associated with the challenge by identifying for
recommendation the item
of content having a most recent upload timestamp from among a plurality of
items of content
stored in a database and associated with the challenge.
31. A system for recommending content based on gaming progress, comprising:
means for receiving, from a computing device over a communication network,
video
game performance data based on performance of a video game using the computing
device;
means for determining, based on a criterion stored in memory, whether the
video
game performance data indicates a failure to overcome a challenge in the video
game; and
means for, in response to determining that the video game performance data
indicates
a failure to overcome the challenge in the video game:
identifying for recommendation an item of content associated with the
challenge; and
transmitting, for display via the computing device, a recommendation of the
identified item of content.
32. The system of claim 31,
wherein the video game performance data comprises a number of unsuccessful
attempts made to overcome the challenge using a user account,
wherein the criterion comprises a minimum number of unsuccessful attempts to
overcome the challenge that indicates a failure to overcome the challenge, and

wherein the means for determining whether the video game performance data
indicates the failure to overcome the challenge in the video game comprises
means for
determining whether the number of unsuccessful attempts made to overcome the
challenge
using the user account meets or exceeds the minimum number.
33. The system of claim 31, further comprising:
means for determining, based on the video game performance data, that the
video
game performance data includes a plurality of portions that correspond to
multiple user
accounts, respectively;
means for identifying a plurality of items of content to be recommended based
on the
plurality of portions, respectively; and
means for transmitting, for display via the computing device, the plurality of

identified items of content.
34. The system of claim 31, wherein the item of content associated with the
challenge
comprises video content, received over the communication network in
association with a
second user account, distinct from a first user account associated with the
video game
performance data, showing a performance of the video game in which the
challenge was
overcome.
35. The system of claim 34, wherein means for receiving the item of content
comprises
means for receiving the item of content from a second computing device over
the
communication network automatically in response to completion of the
performance of the
video game in which the challenge was overcome.
36. The system of claim 31, wherein the means for receiving the video game
performance
data comprises means for receiving the video game performance data from the
computing
device over the communication network in response to termination of an attempt
to overcome
the challenge in the video game.
37. The system of claim 31, further comprising means for determining
whether a content
recommendation setting is enabled for a user account associated with the video
game
performance data, wherein the means for transmitting the recommendation of the
identified
item of content for display via the computing device further comprises means
for transmitting
the recommendation of the identified item of content in response to a
determination that the
content recommendation setting is enabled for the user account.

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38. The system of claim 31, wherein the video game performance data
comprises an
identifier of the game and an identifier of the challenge, and wherein the
means for
identifying the item of content associated with the challenge further
comprises means for
querying a content database to identify the item of content that corresponds
to the identifier
of the game and the identifier of the challenge.
39. The system of claim 31, wherein the means for identifying for
recommendation the
item of content associated with the challenge further comprises means for
identifying for
recommendation the item of content having a highest rank among a plurality of
items of
content stored in a database and associated with the challenge.
40. The system of claim 31, wherein the means for identifying for
recommendation the
item of content associated with the challenge further comprises means for
identifying for
recommendation the item of content having a most recent upload timestamp from
among a
plurality of items of content stored in a database and associated with the
challenge.
41. A method for recommending content based on gaming progress, comprising:
receiving, from a computing device over a communication network, video game
performance data based on performance of a video game using the computing
device;
determining, based on a criterion stored in memory, whether the video game
performance data indicates a failure to overcome a challenge in the video
game; and
in response to determining that the video game performance data indicates a
failure to
overcome the challenge in the video game:
identifying for recommendation an item of content associated with the
challenge; and
transmitting, for display via the computing device, a recommendation of the
identified item of content.
42. The method of claim 41,
wherein the video game performance data comprises a number of unsuccessful
attempts made to overcome the challenge using a user account,
wherein the criterion comprises a minimum number of unsuccessful attempts to
overcome the challenge that indicates a failure to overcome the challenge, and
wherein the determining whether the video game performance data indicates the
failure to overcome the challenge in the video game comprises determining
whether the

number of unsuccessful attempts made to overcome the challenge using the user
account
meets or exceeds the minimum number.
43. The method of claim 41 or 42, further comprising:
determining, based on the video game performance data, that the video game
performance data includes a plurality of portions that correspond to multiple
user accounts,
respectively;
identifying a plurality of items of content to be recommended based on the
plurality of
portions, respectively; and
transmitting, for display via the computing device, the plurality of
identified items of
content.
44. The method of any one of claims 41 through 43, wherein the item of
content
associated with the challenge comprises video content, received over the
communication
network in association with a second user account, distinct from a first user
account
associated with the video game performance data, showing a performance of the
video game
in which the challenge was overcome.
45. The method of claim 44, wherein the item of content is received from a
second
computing device over the communication network automatically in response to
completion
of the performance of the video game in which the challenge was overcome.
46. The method of any one of claims 41 through 45, wherein the video game
performance
data is received from the computing device over the communication network in
response to
termination of an attempt to overcome the challenge in the video game.
47. The method of any one of claims 41 through 46, further comprising
determining
whether a content recommendation setting is enabled for a user account
associated with the
video game performance data, wherein the recommendation of the identified item
of content
is transmitted for display via the computing device in response to a
determination that the
content recommendation setting is enabled for the user account.
48. The method of any one of claims 41 through 47, wherein the video game
performance
data comprises an identifier of the game and an identifier of the challenge,
and wherein the
identifying the item of content associated with the challenge further
comprises querying a

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content database to identify the item of content that corresponds to the
identifier of the game
and the identifier of the challenge.
49. The method of any one of claims 41 through 48, wherein the identifying
for
recommendation the item of content associated with the challenge further
comprises
identifying for recommendation the item of content having a highest rank among
a plurality
of items of content stored in a database and associated with the challenge.
50. The method of any one of claims 41 through 49, wherein the identifying
for
recommendation the item of content associated with the challenge further
comprises
identifying for recommendation the item of content having a most recent upload
timestamp
from among a plurality of items of content stored in a database and associated
with the
challenge.

Description

Note: Descriptions are shown in the official language in which they were submitted.


CA 03104724 2020-12-21
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-1-
CONTENT RECOMMENDATION BASED ON GAME PROGRESS
Background
[0001] The present disclosure relates to systems for content recommendation
and, more
particularly, to systems and related processes for recommending content based
on gaming
progress.
Summary
[0002] Many games, such as video games, have media content items that are
associated
with the games. For example, a video game may have an associated movie,
television show,
animated series, soundtrack, sporting event, tutorial video, or the like. A
user's experience
playing a video game may be enriched if relevant items of content, such as
items of content
associated with the video game, were recommended or presented to the user in a
timely
manner. Technical challenges involved in doing so, however, include how to
identify
relevant items of content and how to determine when to recommend or present
those relevant
items of content to the user. Indeed, identifying items of content relevant to
video games is
made more difficult based on the processing power required to analyze the vast
and rapidly
growing universe of items of content for relevance to video games. Moreover,
items of
content are often stored in scattered locations across computer networks,
making it difficult
even to discover potentially relevant items of content. Additionally, even
after items of
content are identified as relevant to a video game, it can be difficult to
determine when to
recommend or present such an item of content to a user, given the vast number
of users who
play that video game and the widely varied times during which they play the
game.
[0003] In view of the foregoing, the present disclosure provides systems and
related
methods that recommend content based on gaming progress. For instance, one
such system

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includes a communication port configured to receive, over a communication
network, from a
computing device such as a video game console or a smartphone, video game
performance
data based on performance of a video game using the computing device. The
video game
performance data, in some instances, is received from the computing device
over the
communication network in response to termination of an attempt to overcome a
challenge in
the video game. The system also includes a memory and control circuitry
configured to
determine, based on a criterion stored in the memory, whether the video game
performance
data indicates a failure to overcome a challenge in the video game. The
control circuitry is
further configured to, in response to determining that the video game
performance data
indicates a failure to overcome the challenge in the video game, identify for
recommendation
an item of content associated with the challenge and transmit a recommendation
of the
identified item of content for display via the computing device. In this
manner, for example,
the system may recommend or present an item of content that is relevant to the
particular
challenge with which the user is having difficulty in a timely manner ¨ at a
time when the
user is having such difficulty.
[0004] In some examples, the video game performance data includes a number of
unsuccessful attempts made to overcome the challenge using a user account, and
the criterion
includes a minimum number of unsuccessful attempts to overcome the challenge
that
indicates a failure to overcome the challenge. In such examples, the control
circuitry is
configured to determine whether the video game performance data indicates the
failure to
overcome the challenge in the video game by determining whether the number of
unsuccessful attempts made to overcome the challenge using the user account
meets or
exceeds the minimum number.
[0005] In another aspect, the control circuitry is configured to determine,
based on the
video game performance data, that the video game performance data includes
multiple
portions that correspond to multiple user accounts, respectively. The control
circuitry then
identifies multiple items of content to be recommended based on the multiple
portions,
respectively, and transmits the identified items of content for display via
the computing
device.
[0006] In various aspects, the item of content associated with the challenge
includes various
types of content. For example, the item of content associated with the
challenge may include
video content that is received over the communication network in association
with a second
user account, distinct from a first user account associated with the video
game performance
data, showing a performance of the video game in which the challenge was
overcome. The

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item of content may be received from a second computing device over the
communication
network automatically in response to completion of the performance of the
video game in
which the challenge was overcome. In this manner, for instance, the system is
configured to
maintain up-to-date data on items of content relevant to video game challenges
as such items
of content are made available, for instance, by being uploaded to a server or
website by other
users.
[0007] In another example, the control circuitry is configured to determine
whether a
content recommendation setting is enabled for a user account associated with
the video game
performance data. In such an example, the control circuitry is further
configured to transmit
the recommendation of the identified item of content for display via the
computing device in
response to the determination that the content recommendation setting is
enabled for the user
account.
[0008] In a further aspect, the video game performance data includes an
identifier of the
game and an identifier of the challenge, and the control circuitry is
configured to identify the
item of content associated with the challenge further by querying a content
database to
identify the item of content that corresponds to the identifier of the game
and the identifier of
the challenge.
[0009] The control circuitry, in some examples, is configured to identify for
recommendation the item of content associated with the challenge by
identifying for
.. recommendation the item of content having a highest rank among a plurality
of items of
content stored in a database and associated with the challenge. The control
circuitry, in still
other aspects, is configured to identify for recommendation the item of
content associated
with the challenge by identifying for recommendation the item of content
having a most
recent upload timestamp from among a plurality of items of content stored in a
database and
associated with the challenge.
[0010] In accordance with another aspect, the present disclosure provides
additional
systems and related methods that recommend content based on a gaming log. For
instance,
one such system includes a communication port configured to receive, over a
communication
network, from a computing device such as a video game console or a smartphone,
a gaming
log generated based on performance of a video game using the computing device.
The
gaming log includes an identifier of a segment of the video game and an
attribute of the
segment. The system also includes control circuitry configured to search
metadata associated
with items of content in a database to identify, based on the identifier of
the segment or the
attribute of the segment, an item of content associated with the segment of
the video game.

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In this manner, for instance, the system is configured to continuously or
periodically identify
and store relationships or other indications of relevance between video games
or portions of
video games and their related items of content. By aggregating and processing
gaming logs
for video games and metadata for other items of content, the system can
identify relevance
between video games and items of content that would otherwise be difficult to
identify. This
results in a seamless integration between a video gaming environment and the
environments
of other sources of content. Once the control circuitry has identified the
item of content
associated with the segment of the video game, the control circuitry transmits
a
recommendation of the identified item of content, or the item of content
itself, for
presentation via the computing device.
[0011] In some aspects, the attribute of the segment includes an identifier of
the video
game, and the control circuitry is configured to search the metadata to
identify the item of
content associated with the segment of the video game by searching the
database for the item
of content associated with the identifier of the video game. In such aspects,
the item of
content may include a video clip from a movie or television show associated
with the
segment of the video game.
[0012] In another example, the attribute of the segment includes an identifier
of a character
associated with the segment, and the control circuitry is configured to search
the metadata to
identify the item of content by searching the database for the item of content
associated with
the identifier of the character associated with the segment. In such an
example, the item of
content may include a video clip featuring the character associated with the
segment of the
video game.
[0013] The attribute of the segment, as another example, includes an
identifier of a scene
associated with the segment, and the control circuitry is configured to search
the metadata to
identify the item of content by searching the database for the item of content
associated with
the identifier of the scene associated with the segment. In such an example,
the item of
content associated with the segment of the video game may include a video clip
of the scene
from a movie or television show associated with the segment.
[0014] In a further example, the attribute of the segment includes an
identifier of a sport
.. associated with the segment, and the control circuitry is configured to
search the metadata to
identify the item of content by searching the database for the item of content
associated with
the identifier of the sport associated with the segment of the video game. The
item of content
associated with the segment of the video game, in such an example, may include
a video clip
featuring the sport associated with the segment.

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[0015] In some aspects, the control circuitry is configured to receive, over
the
communication network, selection of the recommended item of content and, in
response to
receiving the selection of the recommended item of content, transmit the
recommended item
of content for display via the computing device.
Brief Description of the Drawings
[0016] The above and other objects and advantages of the disclosure will be
apparent upon
consideration of the following detailed description, taken in conjunction with
the
accompanying drawings, in which like reference characters refer to like parts
throughout, and
in which:
[0017] FIG. 1 shows an illustrative block diagram of a system for recommending
content
based on gaming progress, in accordance with some embodiments of the
disclosure;
[0018] FIG. 2 shows an illustrative block diagram of a system for recommending
content
based on a gaming log, in accordance with some embodiments of the disclosure;
[0019] FIG. 3 shows an illustrative block diagram showing additional details
of the systems
of FIG. 1 and/or FIG. 2, in accordance with some embodiments of the
disclosure;
[0020] FIG. 4 depicts an illustrative flowchart of a process for recommending
content based
on gaming progress, in accordance with some embodiments of the disclosure;
[0021] FIG. 5 depicts an illustrative flowchart of a process for determining
whether video
game performance data indicates a failure to overcome a challenge, in
accordance with some
embodiments of the disclosure;
[0022] FIG. 6 depicts an illustrative flowchart of a process for identifying
for
recommendation an item of content associated with a gaming challenge, in
accordance with
some embodiments of the disclosure;
[0023] FIG. 7 depicts example data structures for video game performance data
and content
metadata, in accordance with some embodiments of the disclosure;
[0024] FIG. 8 depicts an illustrative flowchart of a process for recommending
content based
on a gaming log, in accordance with some embodiments of the disclosure;
[0025] FIG. 9 depicts an illustrative flowchart of a process for searching
metadata to
identify content associated with a video game segment, in accordance with some
embodiments
of the disclosure; and
[0026] FIG. 10 depicts example data structures for a gaming log and content
metadata, in
accordance with some embodiments of the disclosure.

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Detailed Description
[0027] FIG. 1 shows an illustrative block diagram of system 100 for
recommending content
based on gaming progress, in accordance with some embodiments of the
disclosure. System
100 includes server 102, gaming devices 104, communication network 106,
content source or
database 108, and metadata database 110. Server 102 is communicatively coupled
to gaming
devices 104 by way of communication network 106 and is communicatively coupled
to
content source 108 and metadata database 110 by way of additional
communication paths,
which may be included in communication network 106 or may be separate from
communication network 106. Communication network 106 may be any type of
communication network, such as the Internet, a mobile phone network, mobile
voice or data
network (e.g., a 4G or LTE network), cable network, public switched telephone
network, or
any combination of two or more of such communication networks. Communication
network
106 includes one or more communication paths, such as a satellite path, a
fiber-optic path, a
cable path, a path that supports Internet communications (e.g., IPTV), free-
space connections
(e.g., for broadcast or other wireless signals), or any other suitable wired
or wireless
communication path or combination of such paths. Communication network 108
communicatively couples various components of system 100 to one another.
[0028] Server 102 is configured to aggregate over communication network 106,
from a
variety sources, such as users of gaming devices 104, content that helps users
overcome video
gaming challenges. For example, server 102 may receive content, such as
challenge tutorials
or video clips of actual game play uploaded by other users of gaming devices
104, that shows
those users successfully overcoming various challenges in particular video
games or
segments thereof. Server 102 is also configured to detect when another user of
a gaming
device 104 has failed to overcome a challenge in a video game and/or is facing
difficulty
overcoming a challenge in the video game and would thus benefit from viewing
tutorials,
video clips, or likewise helpful content. For instance, in view 114, upon
failure of a user of
gaming device 104 to overcome a challenge within a video game, gaming device
104
transmits video game performance data, which includes a gaming challenge
failure
notification, to server 102 by way of communication network 106. In response
to detecting
that the user of gaming device 104 has failed to overcome a challenge in a
video game and/or
is facing difficulty overcoming a challenge in the video game, server 102 is
configured to
provide or recommend to the user via their gaming device 104 content that may
help that user
overcome the challenge. For example, server 102 may search content source 108
and/or

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metadata 110 to identify an item of content related to the particular
challenge the user has
failed to overcome and provide, to gaming device 104 over communication
network 106, a
selectable recommendation, such as the popup window 112 in view 116, that a
user may
select to view any such identified item of content. Additional details
regarding the features
and functionality of system 100 are provided below.
[0029] FIG. 2 shows an illustrative block diagram of system 200 for
recommending content
based on gaming logs, in accordance with some embodiments of the disclosure.
In various
embodiments, system 200 includes some components described above in connection
with
system 100. In particular, system 200 includes server 102, gaming devices 104,
communication network 106, content source 108, metadata database 110, and
gaming log
database 202. Although FIG. 2 shows content source 108, metadata database 110,
and
gaming log database 202 as individual components and as separate from server
102, in some
embodiments, any of those components may be combined and/or integrated as one
device
with server 102. Server 102 is communicatively coupled to gaming devices 104
by way of
communication network 106 and is communicatively coupled to content source
108,
metadata database 110, gaming log database 202 by way of additional
communication paths,
which may be included in communication network 106 or may be separate from
communication network 106. Server 102 is configured to aggregate from gaming
devices
104 over communication network 106 gaming logs 206 generated based on
performance of
.. video games using gaming devices 104 while logged into user accounts. The
gaming logs
206 may be pushed by gaming devices 104 to server 102 and/or pulled by server
102 from
gaming devices 104. Gaming logs 206 may include, for example, data indicating
particular
video games played, levels of those video games, successes and failures at
challenges in
video games, as well as characters, scenes, sports, or the like that are
associated with
particular segments of video games. Server 102 is configured to process gaming
logs 206 by
comparing the data therein to metadata stored in metadata database 110 to
identify one or
more items of content, such as content in content source 108, that are
associated with
particular video game segments. Server 102, in some embodiments, stores gaming
logs 206
and/or associations between game data (e.g., video game segment identifiers or
the like) and
associated metadata or content identifiers. In this manner, server 102 is
configured to
recommend, and/or provide for user consumption, via gaming devices 104, such
associated
content at a time near (e.g., shortly before, during, or after) a time when
the user plays the
video game segment associated with the content. For example, if a user is
playing a Harry
Potter game involving a particular scene from a Harry Potter movie, server 102
may

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determine that and transmit a recommendation to gaming device 104 that the
user view a clip
from that movie scene. Server 102 may also retrieve the clip from the movie
scene from
content source 108 and transmit it to gaming device 104 for playback. System
200 thus
facilitates recommendations of content that are timelier and more relevant
than those possible
with prior systems.
[0030] FIG. 3 is an illustrative block diagram showing additional details of
system 100
(FIG. 1) and/or system 200 (FIG. 2), in accordance with some embodiments of
the disclosure.
In various embodiments, system 200 includes some components described above in

connection with system 100. Although FIG. 3 shows certain numbers of
components, in
various examples, system 300 may include fewer than the illustrated components
and/or
multiples of one or more illustrated components. Server 102 includes control
circuitry 302
and I/0 path 308, and control circuitry 302 includes storage 304 and
processing circuitry 306.
Computing device 104, which may correspond to gaming device 104 of FIG. 1 and
FIG. 2,
may be a gaming device, such as a video game console, user television
equipment such as a
set-top box, user computer equipment, a wireless user communications device
such as a
smartphone device, or any device on which video games may be played. Computing
device
104 includes control circuitry 310, I/0 path 316, speaker 318, display 320,
and user input
interface 322. Control circuitry 310 includes storage 312 and processing
circuitry 314.
Control circuitry 302 and/or 310 may be based on any suitable processing
circuitry such as
processing circuitry 306 and/or 314. As referred to herein, processing
circuitry should be
understood to mean circuitry based on one or more microprocessors,
microcontrollers, digital
signal processors, programmable logic devices, field-programmable gate arrays
(FPGAs),
application-specific integrated circuits (ASICs), etc., and may include a
multi-core processor
(e.g., dual-core, quad-core, hexa-core, or any suitable number of cores). In
some
embodiments, processing circuitry may be distributed across multiple separate
processors, for
example, multiple of the same type of processors (e.g., two Intel Core i9
processors) or
multiple different processors (e.g., an Intel Core i7 processor and an Intel
Core i9 processor).
[0031] Each of storage 304, storage 312, and/or storages of other components
of system
300 (e.g., storages of content source 108, metadata database 110, gaming log
database 202,
and/or the like) may be an electronic storage device. As referred to herein,
the phrase
"electronic storage device" or "storage device" should be understood to mean
any device for
storing electronic data, computer software, or firmware, such as random-access
memory,
read-only memory, hard drives, optical drives, digital video disc (DVD)
recorders, compact
disc (CD) recorders, BLU-RAY disc (BD) recorders, BLU-RAY 3D disc recorders,
digital

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video recorders (DVRs, sometimes called personal video recorders, or PVRs),
solid state
devices, quantum storage devices, gaming consoles, gaming media, or any other
suitable
fixed or removable storage devices, and/or any combination of the same. Each
of storage
304, storage 312, and/or storages of other components of system 300 may be
used to store
various types of content, metadata, gaming data, media guidance data, and or
other types of
data. Non-volatile memory may also be used (e.g., to launch a boot-up routine
and other
instructions). Cloud-based storage may be used to supplement storages 304, 312
or instead of
storages 304, 312. In some embodiments, control circuitry 302 and/or 310
executes
instructions for an application stored in memory (e.g., storage 304 and/or
312). Specifically,
control circuitry 302 and/or 310 may be instructed by the application to
perform the functions
discussed herein. In some implementations, any action performed by control
circuitry 302
and/or 310 may be based on instructions received from the application. For
example, the
application may be implemented as software or a set of executable instructions
that may be
stored in storage 304 and/or 312 and executed by control circuitry 302 and/or
310. In some
embodiments, the application may be a client/server application where only a
client
application resides on computing device 104, and a server application resides
on server 102.
[0032] The application may be implemented using any suitable architecture. For
example,
it may be a stand-alone application wholly implemented on computing device
104. In such
an approach, instructions for the application are stored locally (e.g., in
storage 312), and data
for use by the application is downloaded on a periodic basis (e.g., from an
out-of-band feed,
from an Internet resource, or using another suitable approach). Processing
circuitry 314 may
retrieve instructions for the application from storage 312 and process the
instructions to
perform the functionality described herein. Based on the processed
instructions, processing
circuitry 314 may determine what action to perform when input is received from
user input
interface 322.
[0033] In client/server-based embodiments, control circuitry 310 may include
communication circuitry suitable for communicating with an application server
(e.g., server
102) or other networks or servers. The instructions for carrying out the
functionality
described herein may be stored on the application server. Communication
circuitry may
include a cable modem, an integrated services digital network (ISDN) modem, a
digital
subscriber line (DSL) modem, a telephone modem, an Ethernet card, or a
wireless modem for
communication with other equipment, or any other suitable communication
circuitry. Such
communication may involve the Internet or any other suitable communication
networks or
paths (e.g., communication network 106). In another example of a client/server-
based

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application, control circuitry 310 runs a web browser that interprets web
pages provided by a
remote server (e.g., server 102). For example, the remote server may store the
instructions
for the application in a storage device. The remote server may process the
stored instructions
using circuitry (e.g., control circuitry 302) and generate the displays
discussed above and
below. Computing device 104 may receive the displays generated by the remote
server and
may display the content of the displays locally via display 320. This way, the
processing of
the instructions is performed remotely (e.g., by server 102) while the
resulting displays, such
as the display windows described elsewhere herein, are provided locally on
computing device
104. Computing device 104 may receive inputs from the user via input interface
322 and
transmit those inputs to the remote server for processing and generating the
corresponding
displays.
[0034] A user may send instructions to control circuitry 302 and/or 310 using
user input
interface 322. User input interface 322 may be any suitable user interface,
such as a gaming
controller, a remote control, trackball, keypad, keyboard, touchscreen,
touchpad, stylus input,
joystick, voice recognition interface, or other user input interfaces. User
input interface 322
may be integrated with or combined with display 320, which may be a monitor, a
television,
a liquid crystal display (LCD), an electronic ink display, or any other
equipment suitable for
displaying visual images.
[0035] Server 102 and computing device 104 may receive content and data via
input/output
(hereinafter "I/0") paths 308 and 316, respectively. For instance, I/0 path
316 may include a
communication port configured to receive a live content stream from server 102
and/or
content source 108 via a communication network 106. Storage 312 may be
configured to
buffer the received live content stream for playback, and display 320 may be
configured to
present the buffered content, navigation options, alerts, and/or the like via
a primary display
window and/or a secondary display window. I/0 paths 308, 316 may provide
content (e.g., a
live stream of content, broadcast programming, on-demand programming, Internet
content,
content available over a local area network (LAN) or wide area network (WAN),
and/or other
content) and data to control circuitry 302, 310. Control circuitry 302, 310
may be used to
send and receive commands, requests, and other suitable data using I/0 paths
308, 316. I/0
paths 308, 316 may connect control circuitry 302, 310 (and specifically
processing circuitry
306, 314) to one or more communication paths (described below). I/0 functions
may be
provided by one or more of these communication paths but are shown as single
paths in FIG.
3 to avoid overcomplicating the drawing.

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[0036] Content source 108 may include one or more types of content
distribution
equipment including a television distribution facility, cable system headend,
satellite
distribution facility, programming sources (e.g., television broadcasters,
such as NBC, ABC,
HBO, etc.), intermediate distribution facilities and/or servers, Internet
providers, on-demand
media servers, and other content providers. NBC is a trademark owned by the
National
Broadcasting Company, Inc.; ABC is a trademark owned by the American
Broadcasting
Company, Inc.; and HBO is a trademark owned by the Home Box Office, Inc.
Content
source 108 may be the originator of content (e.g., a television broadcaster, a
Webcast
provider, etc.) or may not be the originator of content (e.g., an on-demand
content provider,
an Internet provider of content of broadcast programs for downloading, etc.).
Content source
108 may include cable sources, satellite providers, on-demand providers,
Internet providers,
over-the-top content providers, or other providers of content. Content source
108 may also
include a remote media server used to store different types of content (e.g.,
including video
content selected by a user) in a location remote from computing device 104.
Systems and
methods for remote storage of content and providing remotely stored content to
user
equipment are discussed in greater detail in connection with Ellis et al.,
U.S. Patent
No. 7,761,892, issued July 20, 2010, which is hereby incorporated by reference
herein in its
entirety.
[0037] Content and/or data delivered to computing device 104 may be over-the-
top (OTT)
.. content. OTT content delivery allows Internet-enabled user devices, such as
computing
device 104, to receive content that is transferred over the Internet,
including any content
described above, in addition to content received over cable or satellite
connections. OTT
content is delivered via an Internet connection provided by an Internet
service provider (ISP),
but a third party distributes the content. The ISP may not be responsible for
the viewing
abilities, copyrights, or redistribution of the content, and may transfer only
IP packets
provided by the OTT content provider. Examples of OTT content providers
include
YOUTUBE, NETFLIX, and HULU, which provide audio and video via IP packets.
YouTube is a trademark owned by Google LLC; Netflix is a trademark owned by
Netflix,
Inc.; and Hulu is a trademark owned by Hulu, LLC. OTT content providers may
additionally
or alternatively provide media guidance data described above. In addition to
content and/or
media guidance data, providers of OTT content can distribute applications
(e.g., web-based
applications or cloud-based applications), or the content can be displayed by
applications
stored on computing device 104.

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[0038] Having described system 100, reference is now made to FIG. 4, which
depicts an
illustrative flowchart of process 400 for recommending content based on gaming
progress
that may be implemented by using system 300, in accordance with some
embodiments of the
disclosure. In various embodiments, individual steps of process 400, or any
process
described herein, may be implemented by one or more components of system 300.
Although
the present disclosure may describe certain steps of process 400 (and of other
processes
described herein) as being implemented by certain components of system 300,
this is for
purposes of illustration only, and it should be understood that other
components of system
300 may implement those steps instead.
[0039] At 402, control circuitry 302 receives, from computing devices 104
associated with
various user accounts over communication network 106, content associated with
various
gaming challenges, such as tutorials showing how to overcome challenges, video
clips of
those users successfully overcoming those challenges, or the like. Control
circuitry 302
stores the content received at 402 in content database 108. At 404, control
circuitry 302
receives, from computing device 104 over communication network 106, video game
performance data associated with another user account. Video game performance
data may
generally include any type of data related to performance of a video game.
Example types of
data that may be included in video performance data are described below, in
connection with
FIG. 8, as types of data that may also be included in gaming logs. In some
examples, at 406,
control circuitry 302 determines whether an automatic recommendation setting
is enabled for
computing device 104 and/or for the user account associated therewith. For
example, control
circuitry 302 may ping control circuitry 310 to determine whether the
automatic
recommendation setting is enabled and/or may store that information in storage
304, in
gaming log database 202, or in another storage. If recommendation is disabled
("NO" at
406), then the procedure 400 terminates. If recommendation is enabled ("YES"
at 406), then
control passes to 408, at which control circuitry 302 determines, based on one
or more
criteria stored in storage 304, whether the video game performance data
received at 402
indicates a failure to overcome a video game challenge. Additional details on
how control
circuitry 302 may make the determination at 408 are provided below in
connection with FIG.
5.
[0040] If the video game performance data received at 402 does not indicate a
failure to
overcome a video game challenge ("NO" at 410), then procedure 400 terminates.
If the video
game performance data received at 402 indicates a failure to overcome a video
game
challenge ("YES" at 410), then control is passed to 412, at which control
circuitry 302

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searches content database 108 and/or metadata database 110 to identify for
recommendation
an item of content associated with the challenge that the user has failed to
overcome. For
example, control circuitry 302 may match a video game segment or challenge
identifier
included in the video game performance data to metadata in metadata database
110, which
corresponds to an item of content in content database 108. If control
circuitry 302 fails to
identify an item of content associated with the challenge ("NO" at 414), then
procedure 400
terminates. If control circuitry 302 identifies one or more items of content
associated with
the challenge ("YES" at 414), then control passes to 416, at which control
circuitry 302
transmits the identified item of content, or a recommendation thereof, to
computing device
104 for presentation to the user (e.g., via a pop-up window, such as 112 in
FIG. 1).
[0041] At 418, control circuitry 302 determines whether the video game
performance data
includes any additional segments, such as a segment corresponding to another
video game
challenge. If the video game performance data does not include an additional
segment ("NO"
at 418), then procedure 400 terminates. If the video game performance data
includes an
additional segment ("YES" at 418), then control circuitry 302 increments a
segment index at
420 and the steps of 412, 414, 416, and 418 are repeated to identify an item
of content for
recommendation based on the additional video game segment or challenge in the
manner
described above.
[0042] FIG. 5 depicts an illustrative flowchart of a process 500 for
determining whether
video game performance data indicates a failure to overcome a challenge, in
accordance with
some embodiments of the disclosure. Process 500, in various embodiments, may
correspond to
step 408 of FIG. 4. At 502, control circuitry 302 extracts from the video game
performance
data received at 404 a number of unsuccessful attempts made to overcome the
challenge under
the particular user account associated with the video game performance data.
At 504, control
.. circuitry 302 retrieves from storage 304 a threshold or minimum number of
unsuccessful
attempts that would indicate a failure and compares the threshold to the
number of unsuccessful
attempts extracted from the video game performance data at 502. If the number
of
unsuccessful attempts extracted from the video game performance data at 502
meets or exceeds
the threshold ("YES" at 506), then at 508 control circuitry 302 returns an
output indicating that
.. the video game performance data indicates a failure to overcome the
challenge. If the number
of unsuccessful attempts extracted from the video game performance data at 502
does not meet
or exceed the threshold ("NO" at 506), then at 510 control circuitry 302
returns an output
indicating that the video game performance data does not indicate a failure to
overcome the
challenge.

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[0043] FIG. 6 depicts an illustrative flowchart of a process 600 for
identifying for
recommendation an item of content associated with a gaming challenge, in
accordance with
some embodiments of the disclosure. Process 600, in various embodiments, may
correspond to
step 412 of FIG. 4. The video game performance data received at 404, in some
examples,
includes information that enables server 102 to identify one or more
particular challenges
associated with the video game performance data. For instance, FIG. 7 shows an
example data
structure 700 of video game performance data items that may be received at
404. Each video
game performance data item includes a video game performance data identifier
704 (e.g.,
which uniquely identifies an individual packet of received video game
performance data), a
corresponding video game identifier 706 (e.g., which uniquely identifies a
game with which the
video game performance data is associated), and a video game challenge
identifier 708 (e.g.,
which uniquely identifies a particular video gaming challenge with which the
video game
performance data is associated). Metadata database 110, in various
embodiments, stores data
that enables server 102 to identify items of content in content database 108
that are associated
with particular video games and/or video game challenges. For instance, FIG. 7
also shows an
example data structure 702 of metadata that may be stored in metadata database
110 in
connection with items of content that may be stored in content database 108
(e.g., tutorial
videos on challenges, game play video clips showing other users overcoming
challenges, or
other such items of content received at 402). Each item of content having an
entry in the
.. metadata data structure 702 includes a content identifier 710 (e.g., that
uniquely identifies the
item of content) as well as a video game identifier 712 (e.g., which uniquely
identifies the video
game to which the item of content corresponds) and a video game challenge
identifier 714 (e.g.,
which uniquely identifies the video game challenge to which the item of
content corresponds).
In one example, control circuitry 302 utilizes the video game performance data
structure 700
and the data structure 702 of metadata as part of procedure 600 to identify an
item of content
associated with a gaming challenge.
[0044] At 602, control circuitry 302 extracts a game identifier and a
challenge identifier from
the video game performance data received at 404. At 604, control circuitry 302
queries
metadata database 110 to identify an item of content that corresponds to the
game identifier and
.. the challenge identifier extracted at 602. For instance, control circuitry
302 may search
metadata database 110 for metadata that matches the game identifier and the
challenge
identifier extracted at 602, and the content identifier for the item of
content that corresponds to
that metadata. Procedure 600 proceeds in different manners depending upon the
number, if
any, of items of content identified at 604 as corresponding to the game
identifier and challenge

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identifier extracted at 602. If no item of content is identified ("ZERO" at
606), then at 608
control circuitry 302 returns data indicating that no item of content has been
identified as
corresponding to the game and challenge with which the video game performance
data is
associated. If a single item of content is identified ("ONE" at 606), then at
610 control circuitry
302 returns the content identifier for the item of content that has been
identified as
corresponding to the game and challenge with which the video game performance
data is
associated. If more than one item of content is identified as corresponding to
the game and
challenge with which the video game performance data is associated ("MORE THAN
ONE" at
606), then at 612 control circuitry 302 selects one of the identified items
for recommendation
based on one or more criterion. For example, control circuitry 302 may select
the item of
content having a highest rank, most recent upload timestamp, most views,
and/or highest
degree of popularity among the identified items of content. At 614, control
circuitry 302
returns the content identifier for the item of content that has been selected
at 612.
[0045] FIG. 8 depicts an illustrative flowchart of a process 800 for
recommending content
.. based on a gaming log, in accordance with some embodiments of the
disclosure. In various
embodiments, individual steps of process 800 may be implemented by one or more

components of system 300. Although the present disclosure may describe certain
steps of
process 800 (and of other processes described herein) as being implemented by
certain
components of system 300, this is for purposes of illustration only, and it
should be
understood that other components of system 300 may implement those steps
instead.
[0046] Although not shown in FIG. 8, in various embodiments, prior to step 802
of
procedure 800, control circuitry 302 receives, from various computing devices
104 over
communication network 106, multiple gaming logs, each including a video game
segment
identifier and a segment attribute identifier and/or other types of data
generated based on the
playing of video games via computing device 104. In various embodiments, the
gaming logs
are received (e.g., individually or in batches, periodically or continuously,
as triggered by a
content release, a broadcast date/time, or the like) from gaming devices 104
and then
aggregated and stored in gaming log database 202 (e.g., as part of gaming log
profiles that
correspond to user accounts, respectively) for use in associating segments of
video games with
.. corresponding other types of content, such as movie clips, sport clips, or
the like.
[0047] As also not shown in FIG. 8, control circuitry 302 in various
embodiments aggregates
content related to video game segments and stores the content in content
database 108 and
stores corresponding metadata in metadata database 110 on an ongoing basis so
control
circuitry 302 can provide relevant up-to-date content for recommendation or
consumption via

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computing device 104. For instance, control circuitry 302 may periodically or
continuously
scrape multiple content sources available over communication network 106 for
items of
content. In another example, control circuitry 302 is configured to monitor a
variety of sources,
such as television broadcast sources, for release of content to trigger the
aggregation of that
content and metadata. In this manner, for instance, control circuitry 302 may
update content
database 108 with a recently broadcast sport game highlight, a recently aired
television show
episode, or the like for future possible recommendation promptly after its
release. For example,
control circuitry 302 may detect that an item of content has been released
and, in response to
detecting that the item of content has been released, store the item of
content in content
database 108 in association with a unique content identifier, and store in
metadata database 110
the content identifier and metadata associated with the item of content for
use in the identifying
that the item of content is associated with one or more particular segments of
video games.
This improves the ability of system 300 to provide timely and relevant content
and/or content
recommendations to computing device 104.
[0048] An example data structure 1000 for a gaming log that may be received is
shown in
FIG. 10. Each item of data in the gaming log 1000 includes an event identifier
1004 (e.g.,
uniquely identifying an event, such as a successful completion of a gaming
challenge or
milestone that occurred during the course of game play via computing device
104), a video
game identifier 1006 (e.g., uniquely identifying the video game with which the
event or data
item is associated), a game segment identifier (e.g., uniquely identifying the
video game
segment with which the event or data item is associated), and a segment
attribute identifier
1010 (e.g., identifying an attribute, such as a character, a scene, a sport,
or the like, with which
the event or data item is associated).
[0049] FIG. 10 also shows an example data structure 1002 of associations
between
corresponding content items, content attributes, video games, and video game
segments. Such
data structures 1002 may be generated and/or updated in metadata database 110
by control
circuitry 302 as more gaming logs are aggregated and more content is
determined to be
associated with video games and/or video game segments based on having
attributes in
common. Each item of the data structure 1002 includes a content identifier
1012 (e.g., uniquely
identifying a content item, such as a song, a clip of a movie scene, a clip
from a real-world
sporting event, or the like), a content attribute identifier 1014 (e.g.,
identifying an attribute,
such as a character, scene, or sport featured in the content item), a video
game identifier 1016
(e.g., identifying a video game that has previously been determined to be
associated with the
content item), and a game segment identifier 1018 (e.g., identifying a video
game segment that

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has previously been determined to be associated with the content item). As
described in further
detail below in connection with FIG. 9, control circuitry 302 utilizes the
content attributes
indicated by content attribute identifier 1014 as criteria for identifying
items of content (e.g.,
identified by content identifiers 1012) that are associated with video games
and/or video game
segments (e.g., as indicated by the associated video game identifier 1016
and/or video game
segment identifier 1018).
[0050] At 802, control circuitry 302 receives from a computing device 104, a
gaming log
including a variety of types of data relating to video game activity under a
user account. For
instance, the gaming log may include a user profile (e.g., which may include a
video game user
account identifier, television or over-the-top media account details, or the
like), game details
(e.g., which may include a name of a game, a game version, a game level a user
is currently
advanced to, or the like), game milestone status (e.g., which may indicate
that a user has
completed milestone 1, level 6, of a game, and retried level 7 of the game
four times but has
still not completed level 7), and/or the like. The gaming log may also include
an identifier of a
video game segment that a user is playing, will soon play, or has recently
played via the
computing device 104. The gaming log received at 802 also includes an
identifier of an
attribute that is associated with the video game segment. At 804, control
circuitry 302 searches
metadata in metadata database 110, based on the segment attribute received at
802, to identify
an item of content, if any, that is associated with the video game segment.
[0051] In general, control circuitry 302 performs the search at 804 by
attempting to match
content attribute identifiers (and corresponding content identifiers) stored
in metadata database
110 to one or more corresponding segment attributes received at 802. As noted
above, the
correspondence between content (or content identifiers) and attributes (or
content attribute
identifiers) is indicated by metadata stored in metadata database 110, for
instance, according to
data structure 1002. Additional details regarding how control circuitry 302
may identify an
item of content at 804 are provided below in connection with FIG. 9. If an
item of content is
not identified as being associated with the video game segment ("NO" at 806),
then control
circuitry 302 returns data indicating that no item of content has been
identified and the
procedure 800 terminates. If an item of content is identified as being
associated with the video
.. game segment ("YES" at 806), then at 808 control circuitry 302 transmits,
over communication
network 106, a recommendation of the identified content item for display via
computing device
104. At 812, control circuitry 302 determines whether the user has selected
the recommended
item of content for playback. If the user has not selected the recommended
item of content for
playback ("NO" at 812), then process 800 terminates. If the user has selected
the

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recommended item of content for playback ("YES" at 812), then at 814 control
circuitry 302
retrieves the identified item of content from content database 108 and
transmits it over
communication network 106 for playback via computing device 104. Procedure 800
then
terminates.
[0052] FIG. 9 depicts an illustrative flowchart of a process 900 for searching
metadata to
identify content associated with a video game segment, in accordance with some
embodiments
of the disclosure. Process 900 corresponds to step 804 of FIG. 8 in some
examples. At 902,
control circuitry 302 extracts data from the gaming log received at 802. In
various
embodiments, control circuitry 302 uses one or more of a variety of types of
attributes (e.g.,
indicated as being associated with the video game segment identified in the
gaming log data
received at 802) as criteria for identifying content items associated with
data included in the
gaming log. Example types of attributes or criteria that control circuitry 302
may use for this
purpose include a video game identifier, a character identifier, a scene
identifier, a sport
identifier, or any other type of identifier that may be used to associate a
segment of a video
game with corresponding content such as songs, clips of movie scenes, clips of
real-world
sporting events featuring a character and/or team that is featured in the
video game segment,
and/or user-uploaded video clips or game challenge tutorials.
[0053] At 904, control circuitry 302 determines which of one or more criterion
are to be used
as the basis for identifying content items associated with data included in
the gaming log (e.g.,
associated with one or more video game segments identified in the gaming log).
For example,
control circuitry 302 may retrieve a rule from storage 304 to determine which
criteria are to be
used. Control circuitry 302 may additionally or alternatively determine which
criteria are to be
used by detecting whether certain types of data (e.g., a video game
identifier, a character
identifier, a scene identifier, a sport identifier, or the like) are included
in the video gaming log.
Although process 900 of FIG. 9 shows a single criterion being utilized based
on a
determination at 904, in various embodiments any combination of multiple
criteria may be
utilized to identify content items associated with the gaming log data.
[0054] In some examples, an item of content, such as a theme song or the like,
may be related
to a video game in general even if not uniquely related to a specific segment
of the video game.
In such an example, control circuitry 302 may utilize a video game identifier,
which uniquely
identifies a video game, as a criterion for identifying related content items.
If a video game
identifier is to be utilized to identify content items associated with the
gaming log data
("VIDEO GAME ID" at 904), then at 906 control circuitry 302 searches metadata
database 110
for metadata ¨ and an identifier of the corresponding content item ¨ that
matches the video

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game identifier extracted from the gaming log received at 902. In this manner,
control circuitry
302 can identify an item of content, if any, that is associated with a video
game in general, even
if not associated (e.g., at least as indicated by data in metadata database
110) with a particular
segment of the video game.
[0055] In another example, a video game segment may be related to (e.g., may
feature) a
character, such as a fictitious video game character, a character from a movie
or other media
content, a real-life character (e.g., a player of a professional sport) or the
like. In such an
example, control circuitry 302 utilizes a character identifier, which uniquely
identifies a
character, as a criterion for identifying one or more related content items.
If a character
identifier is to be utilized to identify content items associated with the
gaming log data
("CHARACTER ID" at 904), then at 908 control circuitry 302 searches metadata
database 110
for metadata ¨ and an identifier of the corresponding content item ¨ that
matches the character
identifier extracted from the gaming log received at 902. In this manner,
control circuitry 302
can identify an item of content, if any, that is associated with a character ¨
such as a fictitious
video game character, a character from a movie or other media content, a real-
life character
(e.g., a player of a professional sport) or the like ¨ that is featured in a
video segment identified
in the gaming log.
[0056] As yet another example, a video game segment may be related to a scene
from a
movie or other media content. For instance, a video game segment (or
particular challenge)
may mirror a scene from a corresponding movie. In such an example, control
circuitry 302
may use a scene identifier, which uniquely identifies a scene from a movie or
other media
content that is related to the video game segment, as a criterion for
identifying one or more
related content items. If a scene identifier is to be utilized to identify
content items associated
with the gaming log data ("SCENE ID" at 904), then at 910 control circuitry
302 searches
metadata database 110 for metadata ¨ and an identifier of the corresponding
content item ¨ that
matches the scene identifier extracted from the gaming log received at 902.
[0057] In another aspect, a video game segment may be related to a sport, such
as football,
baseball, basketball, or the like. For instance, the video game segment may
relate to a
particular video game matchup between two NFL football teams that have real-
life
counterparts. In such an example, control circuitry 302 utilizes a sport
identifier (and/or one or
more team identifiers, player identifiers, sporting event identifiers
indicating an event that
occurred during the video game play of the sport, or the like) as a criterion
for identifying one
or more related content items. If a sport identifier is to be utilized to
identify content items
associated with the gaming log data ("SPORT ID" at 904), then at 912 control
circuitry 302

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searches metadata database 110 for metadata ¨ and an identifier of the
corresponding content
item ¨ that matches the sport identifier extracted from the gaming log
received at 902.
[0058] Although not shown in FIG. 9, in some embodiments, the gaming log
includes an
event identifier indicating an event, such as completion of a video gaming
challenge or
milestone, that occurred during the course of video game play, and control
circuitry 302 utilizes
the event identifier as a criterion for identifying content related to that
video game segment. In
this manner, control circuitry 302 may provide a recommendation of content
that corresponds
to gaming milestone a user recently achieved.
[0059] At 914, control circuitry determines whether an item of content is
identified, at 906,
908, 910, or 912, as being associated with the video game segment extracted
from the gaming
log at 902. If an item of content is not identified as being associated with
the video game
segment ("NO" at 914), then control circuitry 302 returns data indicating that
no item of
content has been identified and the procedure 900 terminates. If an item of
content is identified
as being associated with the video game segment ("YES" at 914), then at 918
control circuitry
302 returns the content item identifier for the identified content item so
that a recommendation
of the item of content, or the content item itself, may be transmitted to
computing device 104
for selection and/or playback.
[0060] The systems and processes discussed above are intended to be
illustrative and not
limiting. One skilled in the art would appreciate that the actions of the
processes discussed
herein may be omitted, modified, combined, and/or rearranged, and any
additional actions
may be performed without departing from the scope of the invention. More
generally, the
above disclosure is meant to be exemplary and not limiting. Only the claims
that follow are
meant to set bounds as to what the present disclosure includes. Furthermore,
it should be
noted that the features and limitations described in any one embodiment may be
applied to
any other embodiment herein, and flowcharts or examples relating to one
embodiment may
be combined with any other embodiment in a suitable manner, done in different
orders, or
done in parallel. In addition, the systems and methods described herein may be
performed in
real time. It should also be noted that the systems and/or methods described
above may be
applied to, or used in accordance with, other systems and/or methods.

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This specification discloses embodiments which include, but are not limited
to, the following:
1. A method for recommending content based on gaming progress, comprising:
receiving, from a computing device over a communication network, video game
performance data based on performance of a video game using the computing
device;
determining, based on a criterion stored in memory, whether the video game
performance data indicates a failure to overcome a challenge in the video
game; and
in response to determining that the video game performance data indicates a
failure to
overcome the challenge in the video game:
identifying for recommendation an item of content associated with the
challenge; and
transmitting, for display via the computing device, a recommendation of the
identified item of content.
2. The method of item 1,
wherein the video game performance data comprises a number of unsuccessful
attempts made to overcome the challenge using a user account,
wherein the criterion comprises a minimum number of unsuccessful attempts to
overcome the challenge that indicates a failure to overcome the challenge, and
wherein the determining whether the video game performance data indicates the
failure to overcome the challenge in the video game comprises determining
whether the
number of unsuccessful attempts made to overcome the challenge using the user
account
meets or exceeds the minimum number.
3. The method of item 1, further comprising:
determining, based on the video game performance data, that the video game
performance data includes a plurality of portions that correspond to multiple
user accounts,
respectively;
identifying a plurality of items of content to be recommended based on the
plurality of
portions, respectively; and
transmitting, for display via the computing device, the plurality of
identified items of
content.

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4. The method of item 1, wherein the item of content associated with the
challenge
comprises video content, received over the communication network in
association with a
second user account, distinct from a first user account associated with the
video game
performance data, showing a performance of the video game in which the
challenge was
overcome.
5. The method of item 4, wherein the item of content is received from a
second
computing device over the communication network automatically in response to
completion
of the performance of the video game in which the challenge was overcome.
6. The method of item 1, wherein the video game performance data is
received from the
computing device over the communication network in response to termination of
an attempt
to overcome the challenge in the video game.
7. The method of item claim 1, further comprising determining whether a
content
recommendation setting is enabled for a user account associated with the video
game
performance data, wherein the recommendation of the identified item of content
is
transmitted for display via the computing device in response to a
determination that the
content recommendation setting is enabled for the user account.
8. The method of item 1, wherein the video game performance data comprises
an
identifier of the game and an identifier of the challenge, and wherein the
identifying the item
of content associated with the challenge further comprises querying a content
database to
identify the item of content that corresponds to the identifier of the game
and the identifier of
the challenge.
9. The method of item 1, wherein the identifying for recommendation the
item of
content associated with the challenge further comprises identifying for
recommendation the
item of content having a highest rank among a plurality of items of content
stored in a
database and associated with the challenge.
10. The method of item 1, wherein the identifying for recommendation the
item of
content associated with the challenge further comprises identifying for
recommendation the
item of content having a most recent upload timestamp from among a plurality
of items of
content stored in a database and associated with the challenge.

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11. A system for recommending content based on gaming progress,
comprising:
a communication port configured to receive, from a computing device over a
communication network, video game performance data based on performance of a
video
game using the computing device;
a memory configured to store a criterion; and
control circuitry configured to:
determine, based on the criterion, whether the video game performance data
indicates a failure to overcome a challenge in the video game; and
in response to determining that the video game performance data indicates a
failure to overcome the challenge in the video game:
identify for recommendation an item of content associated with the
challenge; and
transmit, for display via the computing device, a recommendation of
the identified item of content.
12. The system of item 11,
wherein the video game performance data comprises a number of unsuccessful
attempts made to overcome the challenge using a user account,
wherein the criterion comprises a minimum number of unsuccessful attempts to
overcome the challenge that indicates a failure to overcome the challenge, and
wherein the control circuitry is further configured to determine whether the
video
game performance data indicates the failure to overcome the challenge in the
video game by
determining whether the number of unsuccessful attempts made to overcome the
challenge
using the user account meets or exceeds the minimum number.
13. The system of item 11, wherein the control circuitry is further
configured to:
determine, based on the video game performance data, that the video game
performance data includes a plurality of portions that correspond to multiple
user accounts,
respectively;
identify a plurality of items of content to be recommended based on the
plurality of
portions, respectively; and
transmit, for display via the computing device, the plurality of identified
items of
content.

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14. The system of item 11, wherein the item of content associated with the
challenge
comprises video content, received over the communication network in
association with a
second user account, distinct from a first user account associated with the
video game
performance data, showing a performance of the video game in which the
challenge was
overcome.
15. The system of item 14, wherein the control circuitry is configured to
receive the item
of content from a second computing device over the communication network
automatically in
response to completion of the performance of the video game in which the
challenge was
overcome.
16. The system of item 11, wherein the control circuitry is configured to
receive the video
game performance data from the computing device over the communication network
in
response to termination of an attempt to overcome the challenge in the video
game.
17. The system of item 11, wherein the control circuitry is further
configured to:
determine whether a content recommendation setting is enabled for a user
account
associated with the video game performance data, and
transmit the recommendation of the identified item of content for display via
the
computing device in response to a determination that the content
recommendation setting is
enabled for the user account.
18. The system of item 11, wherein the video game performance data
comprises an
identifier of the game and an identifier of the challenge, and wherein the
control circuitry is
configured to identify the item of content associated with the challenge by
querying a content
database for the item of content that corresponds to the identifier of the
game and the
identifier of the challenge.
19. The system of item 11, wherein the identifying for recommendation the
item of
content associated with the challenge further comprises identifying for
recommendation the
item of content having a highest rank among a plurality of items of content
stored in a
database and associated with the challenge.
20. The system of item 11, wherein the identifying for recommendation the
item of
content associated with the challenge further comprises identifying for
recommendation the

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item of content having a most recent upload timestamp from among a plurality
of items of
content stored in a database and associated with the challenge.
21. A non-transitory computer-readable medium having instructions
encoded thereon that
when executed by control circuitry cause the control circuitry to:
receive, from a computing device over a communication network, video game
performance data based on performance of a video game using the computing
device;
determine, based on a criterion stored in memory, whether the video game
performance data indicates a failure to overcome a challenge in the video
game; and
in response to determining that the video game performance data indicates a
failure to
overcome the challenge in the video game:
identify for recommendation an item of content associated with the challenge;
and
transmit, for display via the computing device, a recommendation of the
identified item of content.
22. The non-transitory computer-readable medium of item 21,
wherein the video game performance data comprises a number of unsuccessful
attempts made to overcome the challenge using a user account,
wherein the criterion comprises a minimum number of unsuccessful attempts to
overcome the challenge that indicates a failure to overcome the challenge, and
wherein the non-transitory computer-readable medium further has instructions
encoded thereon that when executed by the control circuitry cause the control
circuitry to
determine whether the video game performance data indicates the failure to
overcome the
challenge in the video game by determining whether the number of unsuccessful
attempts
made to overcome the challenge using the user account meets or exceeds the
minimum
number.
23. The non-transitory computer-readable medium of item 21, wherein the
non-transitory
computer-readable medium further has instructions encoded thereon that when
executed by
the control circuitry cause the control circuitry to:
determine, based on the video game performance data, that the video game
performance data includes a plurality of portions that correspond to multiple
user accounts,
respectively;

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identify a plurality of items of content to be recommended based on the
plurality of
portions, respectively; and
transmit, for display via the computing device, the plurality of identified
items of
content.
24. The non-transitory computer-readable medium of item 21, wherein the
item of content
associated with the challenge comprises video content, received over the
communication
network in association with a second user account, distinct from a first user
account
associated with the video game performance data, showing a performance of the
video game
in which the challenge was overcome.
25. The non-transitory computer-readable medium of item 24, wherein the non-
transitory
computer-readable medium further has instructions encoded thereon that when
executed by
the control circuitry cause the control circuitry to receive the item of
content from a second
computing device over the communication network automatically in response to
completion
of the performance of the video game in which the challenge was overcome.
26. The non-transitory computer-readable medium of item 21, wherein the non-
transitory
computer-readable medium further has instructions encoded thereon that when
executed by
the control circuitry cause the control circuitry to receive the video game
performance data
from the computing device over the communication network in response to
termination of an
attempt to overcome the challenge in the video game.
27. The non-transitory computer-readable medium of item 21, wherein the non-
transitory
computer-readable medium further has instructions encoded thereon that when
executed by
the control circuitry cause the control circuitry to:
determine whether a content recommendation setting is enabled for a user
account
associated with the video game performance data; and
transmit the recommendation of the identified item of content for display via
the
computing device in response to a determination that the content
recommendation setting is
enabled for the user account.
28. The non-transitory computer-readable medium of item 21, wherein the
video game
performance data comprises an identifier of the game and an identifier of the
challenge, and
wherein the non-transitory computer-readable medium further has instructions
encoded
thereon that when executed by the control circuitry cause the control
circuitry to identify the

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item of content associated with the challenge by querying a content database
to identify the
item of content that corresponds to the identifier of the game and the
identifier of the
challenge.
29. The non-transitory computer-readable medium of item 21, wherein the
non-transitory
computer-readable medium further has instructions encoded thereon that when
executed by
the control circuitry cause the control circuitry to identify for
recommendation the item of
content associated with the challenge by identifying for recommendation the
item of content
having a highest rank among a plurality of items of content stored in a
database and
associated with the challenge.
30. The non-transitory computer-readable medium of item 21, wherein the non-
transitory
computer-readable medium further has instructions encoded thereon that when
executed by
the control circuitry cause the control circuitry to identify for
recommendation the item of
content associated with the challenge by identifying for recommendation the
item of content
having a most recent upload timestamp from among a plurality of items of
content stored in a
database and associated with the challenge.
31. A system for recommending content based on gaming progress, comprising:
means for receiving, from a computing device over a communication network,
video
game performance data based on performance of a video game using the computing
device;
means for determining, based on a criterion stored in memory, whether the
video
game performance data indicates a failure to overcome a challenge in the video
game; and
means for, in response to determining that the video game performance data
indicates
a failure to overcome the challenge in the video game:
identifying for recommendation an item of content associated with the
challenge; and
transmitting, for display via the computing device, a recommendation of the
identified item of content.
32. The system of item 31,
wherein the video game performance data comprises a number of unsuccessful
attempts made to overcome the challenge using a user account,
wherein the criterion comprises a minimum number of unsuccessful attempts to
overcome the challenge that indicates a failure to overcome the challenge, and

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wherein the means for determining whether the video game performance data
indicates the failure to overcome the challenge in the video game comprises
means for
determining whether the number of unsuccessful attempts made to overcome the
challenge
using the user account meets or exceeds the minimum number.
33. The system of item 31, further comprising:
means for determining, based on the video game performance data, that the
video
game performance data includes a plurality of portions that correspond to
multiple user
accounts, respectively;
means for identifying a plurality of items of content to be recommended based
on the
plurality of portions, respectively; and
means for transmitting, for display via the computing device, the plurality of
identified items of content.
34. The system of item 31, wherein the item of content associated with the
challenge
comprises video content, received over the communication network in
association with a
second user account, distinct from a first user account associated with the
video game
performance data, showing a performance of the video game in which the
challenge was
overcome.
35. The system of item 34, wherein means for receiving the item of content
comprises
means for receiving the item of content from a second computing device over
the
communication network automatically in response to completion of the
performance of the
video game in which the challenge was overcome.
36. The system of item 31, wherein the means for receiving the video game
performance
data comprises means for receiving the video game performance data from the
computing
device over the communication network in response to termination of an attempt
to overcome
the challenge in the video game.
37. The system of item 31, further comprising means for determining whether
a content
recommendation setting is enabled for a user account associated with the video
game
performance data, wherein the means for transmitting the recommendation of the
identified
item of content for display via the computing device further comprises means
for transmitting
the recommendation of the identified item of content in response to a
determination that the
content recommendation setting is enabled for the user account.

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38. The system of item 31, wherein the video game performance data
comprises an
identifier of the game and an identifier of the challenge, and wherein the
means for
identifying the item of content associated with the challenge further
comprises means for
querying a content database to identify the item of content that corresponds
to the identifier
of the game and the identifier of the challenge.
39. The system of item 31, wherein the means for identifying for
recommendation the
item of content associated with the challenge further comprises means for
identifying for
recommendation the item of content having a highest rank among a plurality of
items of
content stored in a database and associated with the challenge.
40. The system of item 31, wherein the means for identifying for
recommendation the
item of content associated with the challenge further comprises means for
identifying for
recommendation the item of content having a most recent upload timestamp from
among a
plurality of items of content stored in a database and associated with the
challenge.
41. A method for recommending content based on gaming progress,
comprising:
receiving, from a computing device over a communication network, video game
performance data based on performance of a video game using the computing
device;
determining, based on a criterion stored in memory, whether the video game
performance data indicates a failure to overcome a challenge in the video
game; and
in response to determining that the video game performance data indicates a
failure to
overcome the challenge in the video game:
identifying for recommendation an item of content associated with the
challenge; and
transmitting, for display via the computing device, a recommendation of the
identified item of content.
42. The method of item 41,
wherein the video game performance data comprises a number of unsuccessful
attempts made to overcome the challenge using a user account,
wherein the criterion comprises a minimum number of unsuccessful attempts to
overcome the challenge that indicates a failure to overcome the challenge, and
wherein the determining whether the video game performance data indicates the
failure to overcome the challenge in the video game comprises determining
whether the

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number of unsuccessful attempts made to overcome the challenge using the user
account
meets or exceeds the minimum number.
43. The method of item 41 or 42, further comprising:
determining, based on the video game performance data, that the video game
performance data includes a plurality of portions that correspond to multiple
user accounts,
respectively;
identifying a plurality of items of content to be recommended based on the
plurality of
portions, respectively; and
transmitting, for display via the computing device, the plurality of
identified items of
content.
44. The method of any one of items 41 through 43, wherein the item of
content associated
with the challenge comprises video content, received over the communication
network in
association with a second user account, distinct from a first user account
associated with the
video game performance data, showing a performance of the video game in which
the
challenge was overcome.
45. The method of item 44, wherein the item of content is received from a
second
computing device over the communication network automatically in response to
completion
of the performance of the video game in which the challenge was overcome.
46. The method of any one of items 41 through 45, wherein the video game
performance
data is received from the computing device over the communication network in
response to
termination of an attempt to overcome the challenge in the video game.
47. The method of any one of items 41 through 46, further comprising
determining
whether a content recommendation setting is enabled for a user account
associated with the
video game performance data, wherein the recommendation of the identified item
of content
is transmitted for display via the computing device in response to a
determination that the
content recommendation setting is enabled for the user account.
48. The method of any one of items 41 through 47, wherein the video game
performance
data comprises an identifier of the game and an identifier of the challenge,
and wherein the
identifying the item of content associated with the challenge further
comprises querying a

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content database to identify the item of content that corresponds to the
identifier of the game
and the identifier of the challenge.
49. The method of any one of items 41 through 48, wherein the identifying
for
recommendation the item of content associated with the challenge further
comprises
identifying for recommendation the item of content having a highest rank among
a plurality
of items of content stored in a database and associated with the challenge.
50. The method of any one of items 41 through 49, wherein the identifying
for
recommendation the item of content associated with the challenge further
comprises
identifying for recommendation the item of content having a most recent upload
timestamp
from among a plurality of items of content stored in a database and associated
with the
challenge.
51. A method for recommending content based on a gaming log, comprising:
receiving, from a computing device via communication network, a gaming log
generated based on performance of a video game using the computing device, the
gaming log
comprising an identifier of a segment of the video game and an attribute of
the segment;
searching metadata associated with items of content in a database to identify,
based on
the identifier of the segment or the attribute of the segment, an item of
content associated
with the segment of the video game; and
in response to identifying the item of content associated with the segment of
the video
game:
transmitting, for display via the computing device, a recommendation of the
identified item of content.
52. The method of item 51,
wherein the attribute of the segment comprises an identifier of the video
game, and
wherein the searching the metadata to identify the item of content associated
with the
segment of the video game comprises searching the database for the item of
content
associated with the identifier of the video game.
53. The method of item 52, wherein the item of content comprises a video
clip from a
movie or television show associated with the segment of the video game.
54. The method of item 51,

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wherein the attribute of the segment comprises an identifier of a character
associated
with the segment, and
wherein the searching the metadata to identify the item of content comprises
searching the database for the item of content associated with the identifier
of the character
associated with the segment.
55. The method of item 54, wherein the item of content comprises a video
clip featuring
the character associated with the segment of the video game.
56. The method of item 51,
wherein the attribute of the segment comprises an identifier of a scene
associated with
the segment, and
wherein the searching the metadata to identify the item of content comprises
searching the database for the item of content associated with the identifier
of the scene
associated with the segment.
57. The method of item 56, wherein the item of content associated with the
segment of
the video game comprises a video clip of the scene from a movie or television
show
associated with the segment.
58. The method of item 51,
wherein the attribute of the segment comprises an identifier of a sport
associated with
the segment, and
wherein the searching the metadata to identify the item of content comprises
searching the database for the item of content associated with the identifier
of the sport
associated with the segment of the video game.
59. The method of item 58, wherein the item of content associated with the
segment of
the video game comprises a video clip featuring the sport associated with the
segment.
60. The method of item 51, further comprising:
receiving, over the communication network, selection of the recommended item
of
content; and
in response to receiving the selection of the recommended item of content:
transmitting, for display via the computing device, the recommended item of
content.

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61. A system for recommending content based on a gaming log, comprising:
a communication port configured to receive, from a computing device via
communication network, a gaming log generated based on performance of a video
game
using the computing device, the gaming log comprising an identifier of a
segment of the
video game and an attribute of the segment;
a database configured to store metadata associated with items of content; and
control circuitry configured to:
search the metadata associated with items of content in the database to
identify, based on the identifier of the segment or the attribute of the
segment, an item of
content associated with the segment of the video game; and
in response to identifying the item of content associated with the segment of
the video game:
transmit, for display via the computing device, a recommendation of
the identified item of content.
62. The system of item 61,
wherein the attribute of the segment comprises an identifier of the video
game, and
wherein the control circuitry is further configured to search the metadata to
identify
the item of content associated with the segment of the video game by searching
the database
for the item of content associated with the identifier of the video game.
63. The system of item 62, wherein the item of content comprises a video
clip from a
movie or television show associated with the segment of the video game.
64. The system of item 61,
wherein the attribute of the segment comprises an identifier of a character
associated
with the segment, and
wherein the control circuitry is further configured to search the metadata to
identify
the item of content by searching the database for the item of content
associated with the
identifier of the character associated with the segment.
65. The system of item 64, wherein the item of content comprises a video
clip featuring
the character associated with the segment of the video game.
66. The system of item 61,

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wherein the attribute of the segment comprises an identifier of a scene
associated with
the segment, and
wherein the control circuitry is further configured to search the metadata to
identify
the item of content by searching the database for the item of content
associated with the
identifier of the scene associated with the segment.
67. The system of item 66, wherein the item of content associated with the
segment of the
video game comprises a video clip of the scene from a movie or television show
associated
with the segment.
68. The system of item 61,
wherein the attribute of the segment comprises an identifier of a sport
associated with
the segment, and
wherein the control circuitry is further configured to search the metadata to
identify
the item of content by searching the database for the item of content
associated with the
identifier of the sport associated with the segment of the video game.
69. The system of item 68, wherein the item of content associated with the
segment of the
video game comprises a video clip featuring the sport associated with the
segment.
70. The system of item 61,
wherein the communication port is further configured to receive, over the
communication network, selection of the recommended item of content; and
the control circuitry is further configured to, in response to receiving the
selection of
the recommended item of content:
transmit, for display via the computing device, the recommended item of
content.
71. A non-transitory computer-readable medium having instructions encoded
thereon that
when executed by control circuitry cause the control circuitry to:
receive, from a computing device via communication network, a gaming log
generated based on performance of a video game using the computing device, the
gaming log
comprising an identifier of a segment of the video game and an attribute of
the segment;
search metadata associated with items of content in a database to identify,
based on
the identifier of the segment or the attribute of the segment, an item of
content associated
with the segment of the video game; and

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in response to identifying the item of content associated with the segment of
the video
game:
transmit, for display via the computing device, a recommendation of the
identified item of content.
72. The non-transitory computer-readable medium of item 71,
wherein the attribute of the segment comprises an identifier of the video
game, and
wherein the non-transitory computer-readable medium further has instructions
encoded thereon that when executed by the control circuitry cause the control
circuitry to
search the metadata to identify the item of content associated with the
segment of the video
game by searching the database for the item of content associated with the
identifier of the
video game.
73. The non-transitory computer-readable medium of item 72, wherein the
item of content
comprises a video clip from a movie or television show associated with the
segment of the
video game.
74. The non-transitory computer-readable medium of item 71,
wherein the attribute of the segment comprises an identifier of a character
associated
with the segment, and
wherein the non-transitory computer-readable medium further has instructions
encoded thereon that when executed by the control circuitry cause the control
circuitry to
search the metadata to identify the item of content by searching the database
for the item of
content associated with the identifier of the character associated with the
segment.
75. The non-transitory computer-readable medium of item 74, wherein the
item of content
comprises a video clip featuring the character associated with the segment of
the video game.
76. The non-transitory computer-readable medium of item 71,
wherein the attribute of the segment comprises an identifier of a scene
associated with
the segment, and
wherein the non-transitory computer-readable medium further has instructions
encoded thereon that when executed by the control circuitry cause the control
circuitry to
search the metadata to identify the item of content by searching the database
for the item of
content associated with the identifier of the scene associated with the
segment.

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77. The non-transitory computer-readable medium of item 76, wherein the
item of content
associated with the segment of the video game comprises a video clip of the
scene from a
movie or television show associated with the segment.
78. The non-transitory computer-readable medium of item 71,
wherein the attribute of the segment comprises an identifier of a sport
associated with
the segment, and
wherein the non-transitory computer-readable medium further has instructions
encoded thereon that when executed by the control circuitry cause the control
circuitry to
search the metadata to identify the item of content by searching the database
for the item of
content associated with the identifier of the sport associated with the
segment of the video
game.
79. The non-transitory computer-readable medium of item 78, wherein the
item of content
associated with the segment of the video game comprises a video clip featuring
the sport
associated with the segment.
80. The non-transitory computer-readable medium of item 71, wherein the non-
transitory
computer-readable medium further has instructions encoded thereon that when
executed by
the control circuitry cause the control circuitry to:
receive, over the communication network, selection of the recommended item of
content; and
in response to receiving the selection of the recommended item of content:
transmit, for display via the computing device, the recommended item of
content.
81. A system for recommending content based on a gaming log,
comprising:
means for receiving, from a computing device via communication network, a
gaming
log generated based on performance of a video game using the computing device,
the gaming
log comprising an identifier of a segment of the video game and an attribute
of the segment;
means for searching metadata associated with items of content in a database to

identify, based on the identifier of the segment or the attribute of the
segment, an item of
content associated with the segment of the video game; and
means for, in response to identifying the item of content associated with the
segment
of the video game:

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transmitting, for display via the computing device, a recommendation of the
identified item of content.
82. The system of item 81,
wherein the attribute of the segment comprises an identifier of the video
game, and
wherein the means for searching the metadata to identify the item of content
associated with the segment of the video game comprises means for searching
the database
for the item of content associated with the identifier of the video game.
83. The system of item 82, wherein the item of content comprises a video
clip from a
movie or television show associated with the segment of the video game.
84. The system of item 81,
wherein the attribute of the segment comprises an identifier of a character
associated
with the segment, and
wherein the means for searching the metadata to identify the item of content
comprises means for searching the database for the item of content associated
with the
identifier of the character associated with the segment.
85. The system of item 84, wherein the item of content comprises a video
clip featuring
the character associated with the segment of the video game.
86. The system of item 81,
wherein the attribute of the segment comprises an identifier of a scene
associated with
the segment, and
wherein the means for searching the metadata to identify the item of content
comprises means for searching the database for the item of content associated
with the
identifier of the scene associated with the segment.
87. The system of item 86, wherein the item of content associated with the
segment of the
.. video game comprises a video clip of the scene from a movie or television
show associated
with the segment.
88. The system of item 81,
wherein the attribute of the segment comprises an identifier of a sport
associated with
the segment, and

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wherein the means for searching the metadata to identify the item of content
comprises means for searching the database for the item of content associated
with the
identifier of the sport associated with the segment of the video game.
89. The system of item 88, wherein the item of content associated with the
segment of the
video game comprises a video clip featuring the sport associated with the
segment.
90. The system of item 81, further comprising:
means for receiving, over the communication network, selection of the
recommended
item of content; and
means for, in response to receiving the selection of the recommended item of
content:
transmitting, for display via the computing device, the recommended item of
content.
91. A method for recommending content based on a gaming log, comprising:
receiving, from a computing device via communication network, a gaming log
generated based on performance of a video game using the computing device, the
gaming log
comprising an identifier of a segment of the video game and an attribute of
the segment;
searching metadata associated with items of content in a database to identify,
based on
the identifier of the segment or the attribute of the segment, an item of
content associated
with the segment of the video game; and
in response to identifying the item of content associated with the segment of
the video
game:
transmitting, for display via the computing device, a recommendation of the
identified item of content.
92. The method of item 91,
wherein the attribute of the segment comprises an identifier of the video
game, and
wherein the searching the metadata to identify the item of content associated
with the
segment of the video game comprises searching the database for the item of
content
associated with the identifier of the video game.
93. The method of item 92, wherein the item of content comprises a video
clip from a
movie or television show associated with the segment of the video game.
94. The method of any one of items 91 through 93,

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wherein the attribute of the segment comprises an identifier of a character
associated
with the segment, and
wherein the searching the metadata to identify the item of content comprises
searching the database for the item of content associated with the identifier
of the character
associated with the segment.
95. The method of item 94, wherein the item of content comprises a video
clip featuring
the character associated with the segment of the video game.
96. The method of any one of items 91 through 95,
wherein the attribute of the segment comprises an identifier of a scene
associated with
the segment, and
wherein the searching the metadata to identify the item of content comprises
searching the database for the item of content associated with the identifier
of the scene
associated with the segment.
97. The method of item 96, wherein the item of content associated with the
segment of
the video game comprises a video clip of the scene from a movie or television
show
associated with the segment.
98. The method of any one of items 91 through 97,
wherein the attribute of the segment comprises an identifier of a sport
associated with
the segment, and
wherein the searching the metadata to identify the item of content comprises
searching the database for the item of content associated with the identifier
of the sport
associated with the segment of the video game.
99. The method of item 98, wherein the item of content associated with the
segment of
the video game comprises a video clip featuring the sport associated with the
segment.
100. The method of any of items 91 through 99, further comprising:
receiving, over the communication network, selection of the recommended item
of
content; and
in response to receiving the selection of the recommended item of content:
transmitting, for display via the computing device, the recommended item of
content.

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Administrative Status , Maintenance Fee  and Payment History  should be consulted.

Administrative Status

Title Date
Forecasted Issue Date Unavailable
(86) PCT Filing Date 2020-03-04
(87) PCT Publication Date 2020-10-08
(85) National Entry 2020-12-21

Abandonment History

There is no abandonment history.

Maintenance Fee

Last Payment of $100.00 was received on 2023-11-21


 Upcoming maintenance fee amounts

Description Date Amount
Next Payment if small entity fee 2025-03-04 $100.00
Next Payment if standard fee 2025-03-04 $277.00

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Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Application Fee 2020-12-21 $400.00 2020-12-21
Registration of a document - section 124 2021-01-20 $100.00 2021-01-20
Registration of a document - section 124 2021-01-20 $100.00 2021-01-20
Maintenance Fee - Application - New Act 2 2022-03-04 $100.00 2022-02-18
Maintenance Fee - Application - New Act 3 2023-03-06 $100.00 2023-02-20
Maintenance Fee - Application - New Act 4 2024-03-04 $100.00 2023-11-21
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
ROVI GUIDES, INC.
Past Owners on Record
None
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Abstract 2020-12-21 2 76
Claims 2020-12-21 11 507
Drawings 2020-12-21 10 251
Description 2020-12-21 39 2,161
Representative Drawing 2020-12-21 1 25
Patent Cooperation Treaty (PCT) 2020-12-21 2 82
International Search Report 2020-12-21 2 57
National Entry Request 2020-12-21 6 160
Cover Page 2021-02-03 2 54