Abstract:
System and method for retaining a strategy video game player by classifying and predicting the player game satisfaction using data extracted from player interactive game sessions. The system and method are comprised of the following: (1) a strategy game player is classified to a predefined game personality archetype/s with specific psychological needs. (2) The satisfaction of player needs (or need satisfaction) is continually monitored (3) In cases where the satisfaction decreases, the system provides motivation in order to increase satisfaction.

Description:
FIELD OF THE INVENTION 
       [0001]    The present invention relates to strategy video games and, more particularly, to a system and method for retaining a strategy video game player. 
       BACKGROUND OF THE INVENTION 
       [0002]    Retaining and engaging strategy video game players in a strategy video game is a huge challenge as players increasingly demand high value for their time and money. Research and observations have shown that the term “value”, in this context, means the satisfying of psychological needs, as people who play strategy video game are typically people who are looking to escape the real world to a world of fantasy, looking to express their hidden and/or suppressed emotions, like to have or to hide under different glamour identities, etc. In other words, these people are looking to satisfy their real-life psychological deprivations and as long as these people will be provided with their psychological needs they will continue to play the game and be satisfied. 
       SUMMARY OF THE INVENTION 
       [0003]    According to the present invention there is provided A method for improving retention of video game players, the method including (comprising in claim-delete): assigning a personality archetype to a player game personality in a personality classification process; mapping a psychological need to the a personality archetype, the psychological need is defined by a Game Designer; mapping a collection of game actions to the psychological need, the game actions being deemed relevant to increasing a satisfaction level of the psychological need; mapping motivators to the psychological need, the motivators include game bonuses available to be awarded to the player game personality in order to further increase the satisfaction level related to the psychological need when the satisfaction level is below a predetermined satisfaction threshold. 
         [0004]    According to another embodiment there is provided A system for improving retention of video game players, the system including: a Game Platform including: a Game Server a Game database; a Game Admin user; and a User Retention Array, the User Retention Array including: a Player Intervention Processor, a Players Data Collector, a Satisfaction Processor, a Player Classifier, a Models Factory, a Players Satisfaction Manager user interface (UI), a Motivators to Need Mapper UI and an Admin user; wherein the Player Classifier receives Player Data Objects from the Players Data Collector and Personality Archetype models from the Model Factory, and accordingly classifies and creates a Player Game personality for each Player; a Game Action to Need Mapper user interface (UI) that allows the Admin user to map Game Actions to Psychological Needs, the psychological needs are defined by a Game Designer; the Motivators to Need Mapper UI that allows the Admin user to map Motivators to the Psychological Needs; the Players Data Collector, collects and aggregates the Game Actions, that are received from the Game Server and Game Clients, according to instructions from the Game Actions to Need Mapper and the Player Classifier, wherein the Game Clients are in electronic data communication with the Players Data Collector over a computing network; the Satisfaction Processor predicts a player satisfaction level for a specific psychological need according to Player Data Objects received from the Players Data Collector and player satisfaction models received from the Models Factory; the Player Intervention Processor receives a Satisfaction Predictor for a specific the psychological need that corresponds to a unique the Player, a selected the Player Game Personality for the unique Player, at least one Motivators Object which is mapped to the specific psychological need, such that the Player Intervention Processor selects and activates a selected the Motivator, from the motivators object, which is calculated to satisfy the specific psychological need of the unique Player having a specific the satisfaction level below a predefined satisfaction threshold; the Player Satisfaction Manager UI allows the Admin user to view information regarding the satisfaction level of the psychological need of the Players, based on information collected from the Satisfaction Processor; and the Model Factory generates prediction models for each of the satisfaction levels for each of the psychological needs, and classification models for Personality Archetypes, according to information received from the Game Action to Need Mapper UI and the Player Data Objects received from Players Data Collector. 
         [0005]    According to further features in preferred embodiments of the invention described below the Players Data Collector, comprises: a collection of the Player Data Objects for each Player, the Player Data Objects including: Player Actions for Need Object, the Player Actions for Need Object designed to collect and hold only the Game Actions pre mapped to a specific the psychological Need according to the Game Action to Need Mapper, the Game Actions being generated during a game session or between game sessions, a Player Direct Action Data Object, the Player Direct Action Data Object designed to collect and hold only the Game Actions related to the unique Player response to direct questions or requests for selection presented to the unique Player by the Admin user, a Historical Action Data Object, the Historical Action Data Object designed to collect and hold only all the Game Actions for the unique Player. 
         [0006]    According to still further features in the described preferred embodiments further including: a Data Objects Creator, the Data Objects Creator adapted to: create the Player Data Objects for each the unique Player, create, for each the psychological Need, the Player Actions for Need Objects, within each of the Player Data Objects, create the Player Direct Action Data Object within each the Player Data Objects, and create the Player Historical Action Data Object, within each the Player Data Objects. 
         [0007]    According to still further features further including: a Data Receiver, the Data Receiver receives the Game Actions from the Game Server and the Game Clients and distributes the Game Actions to corresponding the Player Data Objects. 
         [0008]    According to still further features further including: a Data Push Controller, the Data Push Controller submits unique the Player Data Objects to the Player Classifier, the Satisfaction Processor and the Models Factory upon start of game session or end of game session for the unique Player, wherein, upon submission, the Data Push Controller clears all the Game Actions collected in the Player Actions for Need Objects. 
         [0009]    According to still further features wherein the Data Push Controller uses a unique the Player Personality from the Player Classifier in order to submit only relevant the Player Action for Need Data Objects for the unique Player. 
         [0010]    According to still further features wherein the Player Classifier includes: a Direct Classification (Classifier) Models Bank, the Direct Classification Models Bank receives and holds Direct Models for direct personality archetype classifications from the Models Factory, a Direct Player Classifier, the Direct Player Classifier receives the Player Direct Actions Data Object for each the unique Player, from the Players Data Collector and the Direct Models for the direct personality archetype classifications from the Direct Classification Models Bank and using a machine learning classification process to detect/determine a respective the Personality archetype for each the unique Player, a Historical Classification (“Overtime Classifier model bank”) Models Bank, the Historical Classification Models Bank receives and holds Historical Models for Historical personality archetype classifications from the Models Factory, wherein the Direct Player Classifier receives the unique Player Historical Actions Data Object for each the unique Player from the Players Data Collector and the Historical Models for the Historical personality archetype classifications from the Historical Classification Models Bank and uses the machine learning classification process to, detect/determine/decide the Personality archetype for each the unique Player, and a Classifier Result Accumulator, the Classifier Result Accumulator receives classification results from the Direct Player Classifier, the Historical Player Classifier and uses an algorithm to perform classifications and detection of the Personality archetype for each the unique Player. 
         [0011]    According to still further features wherein the Satisfaction Processor includes: a plurality of Needs Satisfaction Processors, each of the Needs Satisfaction Processors designed to predict the satisfaction level for a specific the psychological Need according to the unique Player, the Player Action for Need Data Object and a Satisfaction Prediction model from the Models Factory. 
         [0012]    According to still further features wherein each of the plurality of Needs Satisfaction Processors is related to a specific the psychological need and includes: a Satisfaction Classifier which receives, for the specific psychological need from Model Factory, relevant to the unique Player: a specific the Satisfaction Prediction model, and a specific the Player Action Data Object, and uses a machine learning process to generate the Satisfaction predictor for the specific psychological need which is adjusted by a Threshold processor. 
         [0013]    According to still further features wherein the Player Intervention Processor includes: a plurality of Needs Intervention Processors, each of the Needs Intervention Processors designed to select a corresponding the Motivator for a specific the psychological need for the unique Player in a state wherein the Satisfaction Predictor for the specific psychological Need indicates that the satisfaction level will be below the predefined satisfaction threshold. 
         [0014]    According to still further features, wherein the Player Intervention Processor includes: a Motivator Selector for the specific psychological Need, the Motivator Selector receives the Satisfaction Predictor for the specific psychological need that corresponds to the unique Player, the Motivators Object which includes corresponding the Motivators for the specific psychological Need and uses a selection algorithm to select a best the Motivator having a highest likelihood to raise the satisfaction level of the unique Player that is below the satisfaction threshold. 
         [0015]    According to still further features wherein the Models Factory generates Direct Models, Historical Models and Satisfaction Prediction models for each of the psychological Needs using machine learning classification and prediction algorithms, the machine learning classification and prediction algorithms use training data generated by a Test Player that uses a Test Game Client. 
         [0016]    According to still further features wherein the Training data includes: the Game Actions generated by the Test Player, and direct specific information provided by the Test Player by answering specific questions that are presented to the Test Player by the Test Game Client ( 130 ) at a specific time during a game session; wherein the questions are designed to determine: the satisfaction level of the Test Player for each of the psychological needs, and personality preferences for the Test Player so as to label the Player Data Objects for the Test Player. 
         [0017]    According to still further features wherein the Models Factory includes: Classification model builders for the Personality Archetypes, the Classification model builders adapted to generate the Direct Models and the Historical Models using machine learning model building based on Player Direct Actions data objects and Player Historical Actions data objects. 
         [0018]    According to still further features wherein the Models Factory includes: a Personality Archetype Models storage, which stores generated Personality classification models; a Prediction model builder for Needs, which generates Satisfaction Prediction models for the psychological Needs using machine learning model building based on Player Actions for Need Data Objects and satisfactions labels determined from the Test Player answers; and a Need Satisfaction Prediction Models storage, which stores the Satisfaction Prediction Models. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0019]    Various embodiments are herein described, by way of example only, with reference to the accompanying drawings, wherein: 
           [0020]      FIG. 1  is a high level schematic description of the invention concept; 
           [0021]      FIG. 2  is a high level block diagram of a typical Strategy Video Game Platform (block  192 ) and the Present Invention; 
           [0022]      FIG. 3  is a high level block diagram of the internal structure and data flow of block  170 , Players Data Collector; 
           [0023]      FIG. 4  is a high level block diagram of the internal structure and data follows of block  180 , Players Classifier; 
           [0024]      FIG. 5  is a high level block diagram of the internal structure and data flow of block  175 , Players Satisfaction Processor; 
           [0025]      FIG. 6  is a high level block diagram of the internal structure and data flow of block  400 , Need 1 Satisfaction Processor; 
           [0026]      FIG. 7  is a high level block diagram of the internal structure and data flow of block  165 , Player Intervention Processor; 
           [0027]      FIG. 8  is a high level block diagram of the internal structure and data flow of block  600 , Player Intervention Processor; 
           [0028]      FIG. 9  is a high level block diagram of the internal structure and data flow of block  177 , Models Factory. 
       
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     Strategy Video Game Player Archetypes 
       [0029]    Like in the real world, strategy video games provide a world (in this case virtual world), where real people are able to: virtually live and gain life experience, collect or buy assets, build homes/cities, evolve according to their skills, cultivate social relationships and interact with other people, be a part of an economy (using real world money), etc. In many ways people who play strategy video games see the virtual world as their “fantasy second life” and adopt corresponding game personalities. Typically, the player game personality is based on the player real-life personality with some “modifications”, as game personality may be intensified and include hidden and/or suppressed emotions and needs. These personality “modifications” occur due to the fact that in strategy video games the player is anonymous and therefore able to behave freely without any sense of personal shame or insecurity. 
         [0030]    According to the invention, the game personality of a strategy video game player may be evolved and shaped into one or a combination of the following personality archetypes: (1) “The Builder”; (2) “The Social”; (3) “The Explorer”; (4) “The Warrior”; (5) “The Leader”. Each of these game personality archetypes has specific and mapped psychological needs. 
         [0031]    Note: The definition and/or number of personality archetypes may be reduced or increased according to the specific design of the strategy video game and other considerations. 
       The Definition of Needs Per Archetype 
       [0032]    According to the invention, each personality archetype has a specific and mapped group of psychological needs, which are preferably determined and predefined by the strategy video game designer. For example:
       (1) “The Builder”: (a) Create and build; (b) innovate; (c) have resource to create; (d) reach resources for building; (e) help other people to create; (f) get missing resources from other people; (g) “Left alone” but be around other players, etc.   (2) “The Social”: (a) Talk with other people; (b) be part of social group; (c) has a specific role in a social group; (d) receives appreciation for his/her role in the social group; (e) expands his/her social relations and interactions; (f) is approached by other people, etc.   (3) “The Explorer”: (a) finds things to do; (b) finds new places; (c) gets to known new people, etc.   (4) “The Warrior”: (a) target wars; (b) be a target of wars; (c) loses wars; (d) wins wars; (e) has the best and latest weapons; (f) has large amounts of Assets, etc.   (5) “The Leader”: (a) Lead a group people; (b) receives appreciation for his/her leadership; (c) expands the group by adding new people; (e) has large amount of Assets, etc.       
 
         [0038]    According to this invention, personality archetypes may also share the same psychological needs, as a player game personality may be evolved and shaped to a combination of personality archetypes. Typically, in this case, one of the personality archetypes will be the dominant personality archetype, with the most important needs to satisfy, while the other game personality archetype/s will be complementary, with needs of lesser importance. 
         [0039]    In addition, According to the invention, player game personality has two additional groups of needs: (1) game progression needs, which may include (but not limited to): (a) get to a higher level in the game over time (b) place at high rank in the game leader board, etc.; (2) game behavior needs, which may include (but not limited to): (a) game performance (b) game availability, etc. 
         [0040]    Notes: (1) a psychological need is defined according to the specific design of the strategy video game and other considerations; (2) the number of psychological needs for a personality archetype may be reduced or increased according to the specific design of the strategy video game and other considerations. 
       Satisfying Needs 
       [0041]    According to the invention, a specific psychological need (of a player which is classified to a personality archetype) is satisfied when all or part of the following conditions are met: (1) the player actively performs an action or a set of actions, which are associated with the specific psychological need, and receives the relevant reactions in relevant timing; (2) The player passively receives interactions and/or is involved in action/s associated with this specific psychological need, which are performed by other player/s or machines (game bot or game environment), and receives relevant interactions in relevant timing; (3) the player feels that the game environment is fair and responsive, even if the player him or herself is not fair. 
         [0042]    Per the above conditions and according to this invention, satisfying a psychological need directly relates to player active and passive game actions and interactions, and therefore each psychological need is associated with a group of predefined and mapped passive and active game actions. The term game action means, action which is directly generated by the game or processed by the game. 
         [0043]    For example, (1) the action group for the psychological need “Create and build”, which (in the above example) is associated with “The Builder” personality archetype, may be mapped and include (but not limited to) the following game actions: (a) Build actions; (b) Spend at least 50% of the game session time in building actions; (c) Re-modify building, etc. (2) the action group for the psychological need “be a target of wars”, which (in the above example) associated to “The Warrior” personality archetype, may be mapped and include (but not limited to) the following game actions: (a) Attacked by another Player; (b) Be a subject of espionage; (c) Lose assets after war, etc. 
         [0044]    Notes: (1) The above satisfaction conditions are provided as an example and may be changed according to the specific design of the strategy video game and other considerations; (2) the above selection, association and mapping of game actions to psychological need are provided as an example and may be changed according to the specific design of the strategy video game and other considerations. 
       DESCRIPTION OF THE DRAWINGS 
       [0045]      FIG. 1  shows a high level schematic description of the invention concept. 
         [0046]    Block  100  represents a Player, who plays a strategy video game and has a Player Game Personality ( 10 ). Blocks  15 ,  20 ,  25  represent Personality Archetypes, which may be assigned to a Player Game Personality ( 10 ) following a manual or automatic personality classification process. Blocks  30 ,  35 ,  40 ,  45 ,  55 ,  60 ,  65 ,  70  and  75  represents psychological need for Personality Archetype or AKA: Need, which may be mapped to Personality Archetype ( 15 ,  20  and  25 ) by a strategy video game designer. According to the invention, a strategy video game designer may map a Need ( 30 ,  35 ,  40 ,  45 ,  55 ,  60 ,  65 ,  70  and  75 ) to Personality Archetype ( 15 ,  20  and/or  25 ), only if the specific Need, according to the best judgment of the strategy video game designer, is relevant to the Personality Archetype psychological profile. For example: relevant Needs for Personality Archetype “The Warrior” may be: (a) targets wars; (b) a target of wars. 
         [0047]    Blocks  81 ,  82 ,  83  and  84  represent Game Actions, which are Label Names of physical game actions that may be performed in a strategy video game, by Player/s or auto generated by the strategy video game, as were designed by the strategy video game designer. Block  80  represents Game Actions Object, which is a collection of Game Actions ( 81 ,  82 ,  83  and  84 ) that were mapped to a Need ( 30 ,  35 ,  40 ,  45 ,  55 ,  60 ,  65 ,  70  and  75 ), by a strategy video game designer. According to this invention, a strategy video game designer may map a specific Game Action ( 81 ,  82 ,  83  and  84 ) to a specific Need ( 30 ,  35 ,  40 ,  45 ,  55 ,  60 ,  65 ,  70  and  75 ), only if the specific Game Action is, according to the best Judgment of the strategy video game designer, relevant to the satisfaction of the psychological Need. For example: if the Personality Archetype is: “The Warrior” and the Need is: “Be a target of wars”, then a relevant Game Action may be: “Attacked by Player X”. Blocks  91 ,  92 ,  93  and  94  represent Motivators, which are game bonuses that may be given to a Player/s in order to increase the satisfaction of specific need(s) of Player(s), as was designed by the strategy video game designer. Block  90  represents Motivators (motivational) Object, which is a collection of Motivators ( 91 ,  92 ,  93  and  94 ) that were mapped to a Need ( 30 ,  35 ,  40 ,  45 ,  55 ,  60 ,  65 ,  70  and  75 ), by a strategy video game designer. 
         [0048]    According to the invention, a strategy video game designer may map a specific Motivator ( 91 ,  92 ,  93  and  94 ) to a specific Need ( 30 ,  35 ,  40 ,  45 ,  55 ,  60 ,  65 ,  70  and  75 ), only if the specific Motivator is, according to the best Judgment of the strategy video game designer, will increase the Player game satisfaction when a specific Need is not satisfied. For example: if a Player-A has a Personality Archetype: “The Warrior” and the Need “Be a target of wars” is not satisfied, then a relevant Motivator may be: “Be attacked by Player Z” (Player Z may be an AI “system player”). 
         [0049]      FIG. 2  shows a high level block diagram of a typical Strategy Video Game Platform (block  192 ) and the Present Invention (block  193 ). 
         [0050]    Block  100 ,  105  and  110  represent strategy video game Players, who may be Internet users that play a strategy video game, using a strategy video Game Client ( 120 ,  125  and  130 ), which may be implemented as: a desktop application, a mobile application, a web application, etc. and include a fully functional strategy video game according to the strategy video game designer. Each Player ( 100 ,  105  and  110 ) has a unique ID identifier, which is used to uniquely identify the Player. 
         [0051]    Block  112  represents a Test Group, which includes Test Players (e.g.  110 ) who use Test Game Clients (e.g.  130 ) with special features. The functionality of Block  112  will be described in more detail with reference to  FIG. 9 . 
         [0052]    Block  140  represents the Internet Network, which serves as a connection between Game Clients ( 120 ,  125  and  130 ) and Game Server ( 145 ), Player Intervention Processor ( 165 ) and Players Data Collector ( 170 ). Block  145  represents a Game Server, which provides game information to Game Clients ( 120 ,  125  and  130 ) according to Game Manager ( 155 ). Block  155  represents Game Manager, which contains all game setting and game definitions for each player according to the Strategy Video Game Platform ( 192 ) gameplay design. Block  150  represents a Game database (DB), which is a repository for game definitions as was implemented and defined in Game Manager ( 155 ). Block  160  represents a Game Admin, which is an administrative control interface allowing an Admin ( 161 ), a person who may be the strategy video game designer, to create and update the game definitions. 
         [0053]    Block  195  represents Game Action to Need Mapper, which is a user interface (UI) that allows an Admin ( 161 ) to map specific Game Action ( 81 ,  82 ,  83  and  84 ) to specific Need ( 30 ,  35 ,  40 ,  45 ,  55 ,  60 ,  70  and  75 ) as shown in  FIG. 1 . Block  191  represents Motivators to Need Mapper, which is a UI that allows an Admin ( 161 ) to map specific Motivator ( 91 ,  92 ,  93  and  94 ) to specific Need ( 30 ,  35 ,  40 ,  45 ,  55 ,  60 ,  70  and  75 ) as shown in  FIG. 1 . Block  170  represents Players Data Collector, which collects and aggregates Game Actions ( 81 ,  82 ,  83  and  84 ), that are received from Game Server ( 145 ) and Game Clients ( 120 ,  125  and  130 ), according to instructions from Game Actions to Need Mapper ( 195 ) and Player Classifier ( 180 ). Block  180  represents Player Classifier, which receives Player Data Objects from Players Data Collector ( 170 ) and Personality Archetype models from Model Factory ( 177 ), and accordingly classifies and creates Player Game personality ( 10 ) for each Player ( 100 , 105  and  110 ). Block  175  represents a Player Satisfaction Processor, which predicts a Player ( 100 ,  105  and  110 ) satisfaction for a specific Need ( 30 ,  35 ,  40 ,  45 ,  55 ,  60 ,  70  and  75 ) according to Player Data Objects from Players Data Collector ( 170 ) and player satisfaction model from Models Factory ( 177 ). Block  165  represents a Player Intervention Processor, which receives: Satisfaction Predictor for a specific Need ( 30 ,  35 ,  40 ,  45 ,  55 ,  60 ,  70  and  75 ) that corresponds to unique Player ( 100 ,  105  and  110 ), Player Game Personality ( 10 ) for the same unique Player ( 100 ,  105  and  110 ), Motivators Object ( 90 ) which is mapped to the specific Need ( 30 ,  35 ,  40 ,  45 ,  55 ,  60 ,  70  and  75 ) and accordingly select and activate the best Motivator to satisfy the unique Player&#39;s unsatisfied specific Need. Block  190  represents a Player Satisfaction Manager, which is a UI that allows the Admin ( 161 ) to view information regarding specific Players ( 100 ,  105  and  110 ) Need satisfactions, based on information collected from Satisfaction Processor ( 175 ). Block  177  represents Model Factory, which generates prediction models for Need ( 30 ,  35 ,  40 ,  45 ,  55 ,  60 ,  70  and  75 ) satisfaction, and classification models for Personality Archetype ( 15 ,  20  and  25 ), according to information from Game Action to Need Mapper ( 195 ) and Player Data Objects from Players Data Collector ( 170 ). 
         [0054]      FIG. 3  shows a high level block diagram of the internal structure and data flow of block  170 , Players Data Collector. 
         [0055]    Block  210 ,  215  and  220  represent unique Player Data Objects, which holds a collection of other Player Data Objects for every unique Player ( 100 ,  105  and  110 ). Block  225 ,  230 ,  245 ,  250 ,  265  and  270  represents Player Actions for Need Object, which is designed to collect and hold only Game Actions ( 81 ,  82 ,  83  and  84 ) that were pre mapped to a specific Need according to Game Action to Need Mapper ( 195 ). Player Actions for Need Object ( 225 ,  230 ,  245 ,  250 ,  265  and  270 ) is designed to collect and hold Game Actions for a unique Player ( 100 ,  105  and  110 ), which were generated during a game session or between game sessions. Block  235 ,  225  and  275  represents Player Direct Action Data Object, which is designed to collect and hold only Game Actions ( 81 ,  82 ,  83  and  84 ) that are related to unique Player ( 100 ,  105  and  110 ) response to direct questions or requests for selection presented to the Player by the Admin ( 161 ). Block  240 ,  260  and  280  represent Historical Action Data Object, which is designed to collect and hold only all Game Actions ( 81 ,  82 ,  83  and  84 ) for unique Player ( 100 ,  105  and  110 ). Block  205  represents Data Objects Creator, which creates: (1) Player Data Objects ( 210 ,  215  and  220 ) for each unique Player ( 100 ,  105  and  110 ); (2) within each Player Data Objects ( 210 ,  215  and  220 ), creates, for each Need ( 30 ,  35 ,  40 ,  45 ,  55 ,  60 ,  70  and  75 ), Player Actions for Need Objects ( 225 ,  230 ,  245 ,  250 ,  265 ,  270 ); (3) within each Player Data Objects ( 210 ,  215  and  220 ), creates Player Direct Action Data Object ( 235 ,  225 ,  275 ); (4) within each Player Data Objects ( 210 ,  215  and  220 ), creates Player Historical Action Data Object ( 240 ,  260 ,  280 ). Block  200  represents Data Receiver, which receives Game Action ( 81 ,  82 ,  83  and  84 ) from Game Server ( 145 ), Game Client  1  ( 120 )), Game Client  2  ( 125 )), Game Client  3  ( 130 ) and distributes them to corresponding Player Objects. Block  285  represents Data Push Controller, which submits unique Player Data Objects to Player Classifier ( 180 ), Satisfaction Processor ( 175 ) and Models Factory ( 177 ) upon unique Player ( 100 ,  105  and  110 ) start of game session or end of game session. Upon submission, Data Push Controller ( 285 ) clears all Game Actions which are collected in Player Actions for Need Objects. 
         [0056]    Data Push Controller ( 285 ) uses unique Player Personality ( 360 ,  365  and  370 ) from Player Classifier ( 190 ) in order to submit only the relevant Player Action for Need Data Object ( 225 ,  230 ,  245 ,  250 ,  265  and  270 ) for the unique Player ( 100 ,  105  and  110 ). 
         [0057]      FIG. 4  shows a high level block diagram of the internal structure and data follows of block  180 , Players Classifier. 
         [0058]    Block  305  represents a Direct Classification (Classifier) Models Bank, which receives and holds Direct Models ( 310 ,  315  and  320 ) for direct personality archetype classifications from Models Factory ( 177 ). Block  300  represents a Direct Player Classifier, which receives Player Direct Actions Data Object ( 235 ,  255 , and  275 ) for a unique Player ( 100 ,  105  and  110 ), from Players Data Collector ( 170 ) and Direct Models ( 310 ,  315  and  320 ) for direct personality archetype classifications from Direct Classification Models Bank ( 305 ) and using a machine learning classification process as known in the art, detect/determine the unique Player ( 100 ,  105  and  110 ) Personality archetype ( 15 ,  20  and  25 ). 
         [0059]    Block  330  represents Historical Classification Models Bank (“Overtime Classifier model bank”), which receives and holds Historical Models ( 335 ,  340  and  345 ) for Historical personality archetype classifications from Models Factory ( 177 ). Block  300  represents Direct Player Classifier, which receives Player Historical Actions Data Object ( 240 ,  260 , and  280 ) for a unique Player ( 100 ,  105  and  110 ), from Players Data Collector ( 170 ) and Historical Models ( 335 ,  340  and  345 ) for Historical personality archetype classifications from Historical Classification Models Bank ( 330 ) and using a machine learning classification process as known in the art, detect the unique Player ( 100 ,  105  and  110 ) Personality archetype ( 15 ,  20  and  25 ). 
         [0060]    Block  350  represents a Classifier Result Accumulator, which receives classification results from Direct Player Classifier ( 300 ), Historical Player Classifier ( 325 ) and, using an algorithm, performs accurate classifications and detection/determination of the unique Player ( 100 ,  105  and  110 ) Personality archetype ( 15 ,  20  and  25 ). The detected Personality archetype ( 15 ,  20  and  25 ) for the unique Player ( 100 ,  105  and  110 ) is stored in unique Player Personality ( 360 ,  365  and  370 ) located in Players Classification storage ( 355 ). Player Personality ( 360 ,  365  and  370 ) is submitted to Player Intervention Processor ( 165 ) on demand. 
         [0061]      FIG. 5  shows a high level block diagram of the internal structure and data flow of block  175 , (Players) Satisfaction Processor. 
         [0062]    Blocks  400 ,  405 ,  410 ,  415  and  420  represent Needs Satisfaction Processors, which are designed to predict Player ( 100 ,  105  and  110 ) satisfaction for Need ( 30 ,  35 ,  40 ,  45 ,  55 ,  60 ,  65 ,  70  and  75 ) according to unique Player ( 100 ,  105  and  110 ) Player Action for Need Data Object ( 225 ,  230 ,  245 ,  250 ,  265  and  270 ) and Satisfaction Prediction model for Needs ( 855 ,  865  and  875 ) from Models Factory ( 177 ) (see  FIG. 9 ). Players Satisfaction Processor ( 175 ) may include any number of Need Satisfaction Processors ( 400 ,  405 ,  410 ,  415  and  420 ) according to the definition of the Strategy Video Game designer. 
         [0063]      FIG. 6  shows a high level block diagram of the internal structure and data flow of block  400 , Need 1 Satisfaction Processor. Blocks  405 ,  410 ,  415  and  420  have similar structure and data flow to block  400 . 
         [0064]    Block  505  represents a Satisfaction Classifier For need 1, which receives Satisfaction Prediction model for need 1 ( 500 ) from Model Factory ( 177 ) and unique Player ( 100 ,  105  and  110 ) Player Action for Need 1 Data Object ( 225 ) from Players Data Collector ( 170 ) and using machine learning process as known is the art, generates Satisfaction predictor for Need 1 ( 530 ) which is adjusted by Threshold processor ( 525 ). 
         [0065]      FIG. 7  shows a high level block diagram of the internal structure and data flow of block  165 , Player Intervention Processor. 
         [0066]    Blocks  600 ,  605 ,  610 ,  615  and  620  represent Needs Intervention Processors, which are designed to select corresponding Motivator ( 91 ,  92 ,  93  and  94 ) for Player ( 100 ,  105  and  110 ) specific Need ( 30 ,  35 ,  40 ,  45 ,  55 ,  60 ,  65 ,  70  and  75 ) in case the Satisfaction Predictor for Need (e.g.  530 ) for this specific Need shows low satisfaction level. 
         [0067]    Player Intervention Processor ( 165 ) may include any number of Player Intervention Processors ( 600 ,  605 ,  610 ,  615  and  620 ) according to the definition of the Strategy Video Game designer. 
         [0068]      FIG. 8  shows a high level block diagram of the internal structure and data flow of block  600 , Player Intervention Processor. Blocks  605 ,  610 ,  615  and  620  have similar structure and data flow to block  600 . 
         [0069]    Block  700  represents Motivator Selector for specific Need ( 30 ,  35 ,  40 ,  45 ,  55 ,  60 ,  65 ,  70  and  75 ), which receives Satisfaction Predictor for Need 1 ( 530 ) for unique Player ( 100 ,  105  and  110 ), Motivators Object ( 90 ) which include corresponding Motivators ( 91 ,  92 ,  93  and  94 ) for specific Need and using selection algorithm select the best Motivator with the higher chance to increase the Player ( 100 ,  105  and  110 ) dissatisfy Need (i.e. using a selection algorithm to select a best said Motivator having a highest likelihood to raise satisfaction level of said unique Player that is below said satisfaction threshold). The selected Motivator is then submitted to corresponding Player directly or through Game Manager ( 155 ) and/or Game Server ( 145 ). 
         [0070]      FIG. 9  shows a high level block diagram of the internal structure and data flow of block  177 , Models Factory. 
         [0071]    Models Factory ( 177 ) generates Direct Models ( 310 ,  315  and  320 ), Historical Models ( 335 ,  340  and  345 ) and Satisfaction Prediction models for Need ( 855 ,  865  and  875 ) using machine learning classification and prediction algorithms, which use training data (as known in the art) that are generated by Test Player ( 110 ) who uses Test Game Client ( 130 ). Block  112  ( FIG. 2 ) represents Test Players Group, which may include any number of Test Players ( 110 ) who collectively generate training data for Models Factory ( 177 ). Training data are Game Actions ( 81 ,  82 ,  83  and  84 ), which are generated by a Test Player ( 110 ) or associated to a Test Player ( 110 ) and direct specific information, which the Test Player ( 110 ) provides by answering specific questions that are presented to the Player ( 110 ) by Test Game Client ( 130 ) at a specific time during the game session. The target of the questions and answers are to get the Test Player&#39;s ( 110 ) real sense of needs satisfaction, Player personality preferences and accordingly labels the Test Player ( 110 ) Data Objects. For example: following a game session a Test Player ( 110 ), who was associated with the personality archetype “The Warrior”, may be asked if his need to “target wars” was satisfied? If the Player answer “Yes”, then the Game Actions ( 81 ,  82 ,  83  and  84 ), which were mapped to this Need will have the “Yes” label in the Player corresponding to Player Actions for Need Data Object, within Player Data Object located in Players Data Collector ( 170 ). 
         [0072]    Other information, which may be provided by the Player, may be collected and stored in Player Direct Actions data object, which may be used to classify the Player Game Personality ( 10 ). Blocks  800 ,  820  and  835  represent Classification model builders for Personality Archetypes, which generate Direct Models ( 310 ,  315  and  320 ) and Historical Models ( 335 ,  340  and  345 ) using machine learning model building as known in the art and according to Player Direct Actions data objects ( 235 ,  255  and  275 ) and Player Historical Actions data objects ( 240 ,  260  and  280 ). Block  885  represents Personality Archetype Models storage, which stores the generated Personality classification models. Block  850 ,  860  and  870  represent Prediction model builder for Needs, which generate Satisfaction Prediction model for Needs ( 855 ,  865  and  875 ) using machine learning model building as known in the art and according to Player Actions for Need Data Objects ( 225 ,  230 ,  245 ,  250 ,  265  and  270 ) and satisfactions labels resulted from Player ( 110 ) questions and answers as described above. Block  880  represents Need Satisfaction Prediction Models storage, which stores the generated Need Satisfaction Prediction Models.