PATENT DOCUMENT

Publication Number: US-8425325-B2
Application Number: US-36718109-A
Country: US
Kind Code: B2

Title: Automatically generating a book describing a user&#39;s videogame performance

Abstract:
Systems and methods are provided that record data in a videogame, such as a user&#39;s character and performance in the videogame, and generate a book, e-book, or comic book based on the recorded data. A narrative data structure generated from the recorded data may include pregenerated text and images, and may provide for insertion of the recorded data into the narrative data structure. The recorded data may be converted into natural-language text for insertion into the narrative data structure. In some embodiments, the system may record screenshots of the videogame and insert the screenshots into the narrative data structure as illustrations. The narrative data structure may be provided to a location for printing as a book or other publication or may be electronically formatted and provided as an e-book.

Claims:
What is claimed is: 
     
       1. A method, comprising:
 recording data from a user&#39;s experience of playing a video game on an electronic device; and 
 generating a narrative data structure, further comprising:
 using the recorded data as a basis to automatically select narrative text that is separate from and narrative of the recorded data; and 
 inserting one or more portions of the recorded data into the narrative data structure; and 
 inserting one or more portions of the narrative text into the narrative data structure. 
 
 
     
     
       2. The method of  claim 1 , comprising generating a book, an e-book, or a combination thereof from the narrative data structure. 
     
     
       3. The method of  claim 1 , wherein the recorded data comprises dialogue from the videogame. 
     
     
       4. The method of  claim 1 , wherein the recorded data comprises results of a user&#39;s interaction with the video game. 
     
     
       5. The method of  claim 1 , wherein the recorded data comprises information of one or more characters of the video game. 
     
     
       6. The method of  claim 1 , wherein the recorded data comprises screenshots of the video game. 
     
     
       7. The method of  claim 1 , wherein inserting one or more portions of the recorded data comprises converting one or more portions of the recorded data into natural-language text. 
     
     
       8. The method of  claim 1 , wherein the narrative data structure comprises a plurality of placeholders, wherein one more portions of the recorded data are inserted into one or more of the plurality of placeholders. 
     
     
       9. A method, comprising:
 receiving data at a server from an electronic device over a network coupled to the electronic device, wherein the data comprises data recorded from a user&#39;s play of a video game; 
 converting the recorded data to natural-language text; 
 generating a narrative data structure by using the natural-language text to automatically select narrative text that is separate from and narrative of the recorded data; and
 inserting one or more portions of the natural-language text into the narrative data structure; and 
 inserting one or more portions of the narrative text into the narrative data structure. 
 
 
     
     
       10. The method of  claim 9 , comprising printing a book from the narrative data structure. 
     
     
       11. The method of  claim 9 , comprising generating an e-book from the narrative data structure on the server. 
     
     
       12. The method of  claim 9 , comprising sending an e-book based on the narrative data structure to the electronic device over the network. 
     
     
       13. The method of  claim 9 , comprising sending the book to a user of the electronic device. 
     
     
       14. A system, comprising:
 an electronic device configured to:
 record dialogue, character information, a user&#39;s performance, screenshots, or a combination thereof, from the user&#39;s play of a videogame; 
 automatically select narrative text that is separate from and narrative of the recorded dialogue, character information, a user&#39;s performance, screenshots, or combinations thereof; and 
 combine the recorded dialogue, character information, a user&#39;s performance, screenshots, or combinations thereof with the narrative text into a narrative data structure. 
 
 
     
     
       15. The system of  claim 14 , wherein the electronic device comprises a mobile phone, a videogame console, or a personal computer. 
     
     
       16. The system of  claim 14 , wherein the electronic device is configured to generate an e-book based on the narrative data structure. 
     
     
       17. The system of  claim 14 , wherein the electronic device is further configured to send the narrative data structure to a server over a network coupled to the electronic device. 
     
     
       18. The system of  claim 14 , comprising a server configured to print a book based on the narrative data structure. 
     
     
       19. The system of  claim 14 , comprising an e-book, book, or comic book generated from the narrative data structure. 
     
     
       20. The system of  claim 16 , wherein the electronic device is further configured to send the book to a user. 
     
     
       21. A method, comprising:
 recording dialogue, character information, screenshots, and a user&#39;s performance from a videogame, wherein the dialogue, character information, screenshots, and user&#39;s performance are based on a user&#39;s interaction with the video game; 
 automatically selecting narrative text that is separate from and narrative of the recorded dialogue, character information, a user&#39;s performance, screenshots, or combinations thereof; 
 combining the recorded dialogue, character information, a user&#39;s performance, screenshots, or combinations thereof with the narrative text into a narrative data structure
 generating an e-book from the narrative data structure. 
 
 
     
     
       22. The method of  claim 21 , comprising: sending the recorded character information, screenshots, and the user&#39;s performance over a network to a server at a remote location. 
     
     
       23. The method of  claim 21 , further comprising converting the recorded dialogue, character information, and the user&#39;s performance to natural language text. 
     
     
       24. A method, comprising:
 recording data pertaining to a user&#39;s interactions with a videogame, wherein the data comprises character dialogue, character information, screenshots, and user&#39;s performance; 
 converting at least a portion of the recorded data to natural-language text; 
 generating a narrative data structure, further comprising:
 using the recorded data, the natural language text as a basis to automatically select a narrative illustration that is separate from and narrative of the recorded data; and 
 inserting the narrative illustration into the narrative data structure; and 
 generating a book, a comic book, or an e-book from the narrative data structure. 
 
 
     
     
       25. The method of  claim 24 , comprising: sending the recorded data over a network to a server at a remote location.

Description:
BACKGROUND 
     1. Technical Field 
     The present disclosure relates generally to videogames played on electronic devices and, more particularly, to increasing user engagement with videogames. 
     2. Description of the Related Art 
     This section is intended to introduce the reader to various aspects of art that may be related to various aspects of the present disclosure, which are described and/or claimed below. This discussion is believed to be helpful in providing the reader with background information to facilitate a better understanding of the various aspects of the present disclosure. Accordingly, it should be understood that these statements are to be read in this light, and not as admissions of prior art. 
     Electronically played games (sometimes referred to as “videogames,” or “computer games”) are programs executed on various electronic devices. The games may be played on such electronic devices as computers, game-specific computers (referred to as “videogame consoles”) and portable electronic devices, such as phones, PDA&#39;s, portable media players, handheld videogame devices, etc. During play of videogames, a user interacts with the electronic device by using input devices to respond to the game, such as by solving puzzles, making choices, and executing hand-eye coordination movements in response to the displayed videogame images. 
     Many videogames allow customization of the user&#39;s representation in the videogame (referred to as the player character.) Further, the videogames often offer the user a variety of choices that determine a course of action, e.g., multiple ways to solve a puzzle, multiple dialogue choices to interact with a non-player character, etc. In many games, the user&#39;s character and choices are integrated into a story. The story may or may not be responsive to the user&#39;s character and choices. Typically, the user&#39;s position in the game (or place in the story) is recorded automatically or manually though the use of recorded data. This data is often recorded or “saved” as a file (referred to as a “saved game”). However, after completion of the videogame, the user&#39;s interaction with the game (and any story presented in the game) is complete. Further, the user may be unable to directly access the saved game file to view any data recorded throughout the game. Even if the user is able to access the saved game file, the recorded data may be difficult to relate to the game and/or the story, and may be recorded in a format unrecognizable to the user. 
     SUMMARY 
     Certain aspects commensurate in scope with the certain embodiments of the present disclosure are set forth below. It should be understood that these aspects are presented merely to provide the reader with a brief summary of these embodiments and that these aspects are not intended to limit the scope of the disclosure or claims. Indeed, the disclosure and claims may encompass a variety of aspects that may not be set forth below. 
     The present disclosure generally relates to systems and method for generating a book, e-book, or comic book from data recorded from a videogame. In accordance with one disclosed embodiment, data may be recorded from a videogame executed on an electronic device. The recorded data may include character information, dialogue from the videogame, and results and metrics reflecting the performance of the user in the videogame. The recorded data may be inserted into a narrative data structure having pregenerated text. In some embodiments, the recorded data may be used as the basis for selecting among a plurality of pregenerated text. A book, e-book, or comic book may be produced from the narrative data structure. The electronic device may send the e-book to a user of the electronic device, or send the narrative data structure to a server for printing. 
     In another embodiment, the recorded data may be sent from the electronic device to a server. The server may generate a narrative data structure from the recorded data. The server may send an e-book to the electronic device and/or to a user of the electronic device. Additionally, the server may print a book from the narrative data structure, and the book may be mailed to a user. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       Advantages of the disclosure may become apparent upon reading the following detailed description and upon reference to the drawings in which: 
         FIG. 1  is a system having electronic devices capable of executing videogames in accordance with an embodiment of the present disclosure; 
         FIG. 2  is an electronic device for playing videogames in accordance with another embodiment of the present disclosure; 
         FIG. 3  is a simplified block diagram of the portable media player of  FIG. 1  in accordance with one embodiment of the present disclosure; 
         FIG. 4  is a flowchart illustrating a user&#39;s play of a videogame and the data that may be recorded at different points in the game in accordance with an embodiment of the present disclosure; 
         FIG. 5  is a block diagram illustrating the interaction between a videogame and recorded data in accordance with an embodiment of the present disclosure; 
         FIG. 6  is a block diagram illustration generation of a narrative data structure from the recorded data of  FIG. 5  in accordance with an embodiment of the present disclosure; 
         FIG. 7  depicts a process for generating a narrative data structure from the recorded data of a videogame on an electronic device in accordance with an embodiment of the present disclosure; 
         FIG. 8  depicts a process for generating a narrative data structure from the recorded data of a videogame at a remote location in accordance with an embodiment of the present disclosure; and 
         FIGS. 9A-9G  are screenshots of the videogame Mass Effect illustrating data that may be recorded and used to generate a narrative data structure in accordance with an embodiment of the present disclosure. 
     
    
    
     DETAILED DESCRIPTION OF SPECIFIC EMBODIMENTS 
     One or more specific embodiments of the present disclosure will be described below. In an effort to provide a concise description of these embodiments, not all features of an actual implementation are described in the specification. It should be appreciated that in the development of any such actual implementation, as in any engineering or design project, numerous implementation-specific decisions must be made to achieve the developers&#39; specific goals, such as compliance with system-related and business-related constraints, which may vary from one implementation to another. Moreover, it should be appreciated that such a development effort might be complex and time consuming, but would nevertheless be a routine undertaking of design, fabrication, and manufacture for those of ordinary skill having the benefit of this disclosure. 
     Embodiments of the present disclosure include systems, devices, and techniques for recording data from a videogame and generating a book, e-book, or comic book from the recorded data. Embodiments may include an electronic device, such as a computer or a videogame console, which generates a narrative structure from the recorded data. The narrative structure may be converted into a book, e-book, or comic book, and the book, e-book, or comic book may be physically or electronically sent to a user. In some embodiments, the recorded data may be sent from an electronic device over a network to a server, and the server may generate a narrative structure from the recorded data. By way of example,  FIGS. 1 ,  2 , and  3  depict systems and electronic devices that may provide for playing of a videogame, recording data from the videogame, and generation of a book, e-book, or comic book based on the recorded data. 
       FIG. 1  depicts a system that may be used when playing a videogame (also referred to as a “computer game”) and generating a book, e-book, or comic book from the videogame in accordance with an embodiment of the present disclosure. In one embodiment, the system  10  may include one or more electronic devices  12  capable of playing videogames. For example, the electronic device  12  may include a computer  14 , such as a desktop, laptop, or server. By way of example, the computer  14  may be a computer manufactured by Apple Inc. The computer  14  may execute any operating system suitable for managing the resources of the computer  14 , executing applications (e.g., videogames) and providing a user interface to a user. The operating system and applications may be stored on any tangible computer-readable storage media accessible to the computer  14 . In some embodiments, the operating system may be OS X® manufactured by Apple Inc., Windows XP®, Windows Vista®, or Windows 7® manufactured by Microsoft, Linux, or Unix®. The computer  14  may integrally or separately include a display  15 , and may be physically or wirelessly coupled to one or more input devices  17 , e.g., a mouse and keyboard. The input devices  17  may allow interaction with the computer  14 , and may enable a user to play videogames on the computer  14  and generally interact with a user interface (e.g., as provided by an operating system) of the computer  14 . 
     In some embodiments, the electronic device  12  may include a console  16  coupled to a display  18 . The console  16  may be physically or wirelessly coupled to an input device  19 , e.g., a “controller,” that enables a user to control the console  16  and enables a user to play videogames on the console  16 . The input device  17  may include a motion-activated controller that enables a user to control the console  16  and play a videogame by physically moving the controller. 
     The console  16  may be a videogame console, such as a Microsoft Xbox®, Microsoft Xbox360®, Sony Playstation®, Sony Playstation 2®, Sony, Playstation 3®, Nintendo Gamecube®, Nintendo Wii®, or any suitable game console. In other embodiments, the console may be or may include a digital video recorder (DVR), a DVD player, a CD player, a digital audio player, an audio receive, a video receiver, a cable converter box, a satellite receiver, a streaming media player, and/or any combination thereof. The display  15  coupled to the computer  14  and the display  18  coupled to the console  16  may be any suitable display, such as a plasma display, LCD display, DLP display, CRT display, laser display, OLED display, laser display, etc. 
     The electronic device  12 , e.g., the computer  14  and console  16 , may be physically or wirelessly coupled to a networking interface  20  to enable communication to and from a network  22 . In some embodiments, the networking interface  20  may be a cable modem, DSL modem, satellite modem, router, switch, hub, and/or any combination thereof. The network  22  may include a local-area-network (LAN), wide-area-network (WAN), campus-area network (CAN), municipal area network (MAN) and/or the Internet. The electronic device  12  may communicate with other electronic devices  24  over the network  22 . For example, the electronic devices  24  coupled to the network  22  may include additional consoles  26  and/or computers  28 . In some embodiments, a videogame executed on the electronic device  12  may enable users of the electronic device  12  to interact with users of the console  26  and/or  28  over the network  22 , such as by playing a videogame against or with other users. Additionally, the electronic device  12  may communicate with a server  30  coupled to the network  22 . For example, the computer  14  and/or the console  18  may send and receive data to and from the server  30 , such as software updates, videogame data, etc. As described below, in some embodiments, the server  30  may receive recorded data of the videogame from the electronic device  12 . 
       FIG. 2  depicts a system  32  illustrating another embodiment of an electronic device  12 , e.g. portable electronic device  34 , in accordance with an embodiment of the present disclosure. In some embodiments, the portable electronic device  34  may be a media player for playing music and/or video, a cellular phone, a personal data organizer, or any combination thereof. Thus, the electronic device  12  may be a unified device providing any one of or a combination of the functionality of a media player, a cellular phone, a personal data organizer, and so forth. In addition, the portable electronic device  34  may allow a user to connect to and communicate through the network  22 , including a cellular network, local-area-network (LAN), wide-area-network (WAN), campus-area network (CAN), municipal area network (MAN) and/or the Internet. For example, the portable electronic device  34  may allow a user to communicate using e-mail, text messaging, instant messaging, or using other forms of electronic communication. By way of example, the portable electronic device  34  may be a model of an iPod® having a display screen or an iPhone® available from Apple Inc. In some embodiments, the portable electronic device  34  may be a portable videogame console, such as Nintendo DS® or Game Boy® manufactured by Nintendo, Inc., PlayStation Portable® manufactured by Sony, or any suitable portable videogame console. 
     The portable electronic device  34  may include a display  36  and input device  38 . The display  36  may be a liquid crystal display (LCD), a light emitting diode (LED) based display, an organic light emitting diode (OLED) based display, or other suitable display. In accordance with certain embodiments of the present technique, the display  36  may display a user interface as well as various images, such as logos, avatars, photos, album art, and so forth. Additionally, in one embodiment the display  36  may be a touch screen through which a user may interact with the user interface. The display  36  may also display various function and/or system indicators to provide feedback to a user, such as power status, call status, memory status, etc. These indicators may be in incorporated into the user interface displayed on the display  36 . 
     In one embodiment, one or more of the user input devices  38  are configured to control the device  34 , such as by controlling a mode of operation, an output level, an output type, etc. For instance, the user input structures  38  may include a button to turn the device  34  on or off. In general, embodiments of the electronic device  34  may include any number of user input structures  38 , including buttons, switches, a control pad, keys, knobs, a scroll wheel, or any other suitable input structures. The input devices  38  may work with a user interface displayed on the device  34  to control functions of the device  12  or of other devices connected to or used by the device  34 . For example, the user input structures  38  may allow a user to navigate a displayed user interface or to return such a displayed user interface to a default or home screen. 
     Turning now to  FIG. 3 , a block diagram of components of an illustrative electronic device  12  is shown in accordance with an embodiment of the present disclosure. The block diagram includes a display  40 , I/O ports  42 , a user interface  44 , one or more processors  46 , a memory  48 , storage  50 , hardware interface(s)  52 , networking device  54 , and power source  56 . 
     As discussed herein, in certain embodiments the user interface  44  may be displayed on the display  40 , and may provide a means for a user to interact with the electronic device  12 . The user interface  44  may be a textual user interface, a graphical user interface (GUI), or any combination thereof. The user interface  44  may, in certain embodiments, allow a user to interface with displayed interface elements via the one or more input devices, e.g., mouse and keyboard, controller, etc., and/or via a touch sensitive implementation of the display  40 . In such embodiments, the user interface  44  provides interactive functionality, allowing a user to select, by touch screen or other input structure, from among options displayed on the display  40 . Thus the user can operate the device  12  by appropriate interaction with the user interface  44 . Further, as described above, the user interface  44  may enable the selection and control of videogames displayed on the display  40 , via input devices coupled to the I/O ports  42 . 
     The processor(s)  42  may provide the processing capability to execute the operating system, programs, videogames, user interface  44 , and any other functions of the device  12 . The processor(s)  42  may include one or more microprocessors, such as one or more “general-purpose” microprocessors, a combination of general and special purpose microprocessors, and/or ASICS. For example, the processor(s)  42  may include one or more reduced instruction set (RISC) processors, such as a RISC processor manufactured by Samsung, as well as graphics processors, video processors, and/or related chip sets. 
     Embodiments of the electronic device  12  may also include a memory  48 . The memory  48  may include a volatile memory, such as RAM, and a non-volatile memory, such as ROM. The memory  48  may store a variety of information and may be used for a variety of purposes. For example, the memory  48  may store the firmware for the device  12 , such as an operating system for the device  12  and/or any other programs or executable code necessary for the device  12  to function. In addition, the memory  48  may be used for buffering or caching during operation of the device  12 . 
     The device  12  in  FIG. 3  may also include non-volatile storage  50 , such as ROM, flash memory, a hard drive, any other suitable optical, magnetic, or solid-state storage medium, or a combination thereof. The storage  50  may store data files such as media (e.g., music and video files), software (e.g., for implementing functions on device  12 ), preference information (e.g., media playback preferences), lifestyle information (e.g., food preferences), exercise information (e.g., information obtained by exercise monitoring equipment), transaction information (e.g., information such as credit card information), wireless connection information (e.g., information that may enable media device to establish a wireless connection such as a telephone connection), subscription information (e.g., information that maintains a record of podcasts or television shows or other media a user subscribes to), telephone information (e.g., telephone numbers), and any other suitable data. Additionally, as described in detail below, the storage  50  may store recorded data from a videogame executed on the device  12 . 
     The embodiment in  FIG. 3  also includes one or more hardware interfaces  52 . The hardware interfaces  52  may receive expansion cards that may be used to add functionality to the device  12 , such as additional memory, I/O functionality, or networking capability. The expansion card may connect to the device  12  through any type of connector and may be accessed internally or externally to the device  12 . For example, in one embodiment the hardware interfaces  52  may receive a flash memory card, such as a SecureDigital (SD) card, mini- or microSD, CompactFlash card, Multimedia card (MMC), etc. In other embodiments, the hardware interfaces  52  may include ISA, PCI, PCI-X, AGP, PCI-Express, etc. Additionally, in some embodiments the hardware interfaces  52  may receive a Subscriber Identity Module (SIM) card, for use with an embodiment of the electronic device  12  that provides mobile phone capability. 
     The device  12  depicted in  FIG. 3  also includes a network device  54 , such as a network controller or a network interface card (NIC). In one embodiment, the network device  54  may be a wireless NIC providing wireless connectivity over any 802.11 standard or any other suitable wireless networking standard. The network device  54  may allow the device  12  to communicate over the network  22 , such as a cellular network, LAN, WAN, CAN, MAN, or the Internet. Further, the device  12  may connect to and send or receive data with any device on the network, such as other portable electronic devices, personal computers, printers, etc. Alternatively, in some embodiments the electronic device may not include a network device  54 . In such an embodiment, a NIC may be added into the hardware interfaces  52  to provide similar networking capability as described above. 
     The device  12  may also include or be connected to a power source  56 . In one embodiment, the power source  56  may be a battery, such as a Li-Ion battery. In such embodiments, the battery may be rechargeable, removable, and/or attached to other components of the device  12 . Additionally, in certain embodiments the power source  56  may be an external power source, such as a connection to AC power and the device  12  may be connected to the power source  56  via one or more of the I/O ports  42 . 
     As described above, a user may use the electronic device  12  to play a videogame. The videogame may be stored on a tangible computer-readable medium accessible to the electronic device  12 . The videogame may be stored on the storage  50 , and/or the memory  48 , and may be stored on removeable optical media, such as a CD, DVD, etc. During play of a videogame, a user may make choices, resolve conflicts, solve puzzles, etc. These choices, conflicts, and puzzles, and any related data may be recorded by the electronic device  12 , so that the user&#39;s performance (such as results and metrics) and other data relating to the user&#39;s play may be recorded on the storage  50 . 
       FIG. 4  is a flowchart  100  depicting a user&#39;s play of a videogame, and the various data that may be recorded at different points in the game, in accordance with an embodiment of the present disclosure. A user may play a videogame, and resume playing at a later time, such that data may be recorded throughout the play until the user completes the videogame. Further, each user&#39;s play through a videogame may result in different recorded data, resulting in a different experience for each user. 
     Initially, at the start of the videogame, the user may create a character (block  102 ) having attributes (e.g., name, appearance, etc.) and other information. After character creation, the attributes and any other character information may be written (block  104 ) as recorded data  105 . It should be appreciated that, in other embodiments, the videogame may not write the attributes immediately after character creation and may write the attributes at a later point in the videogame. As the user progresses in the videogame, the user may be confronted with a choice (block  106 ), such as a choice of dialogue, choice of action, etc. For example, the user may have the choice of selecting a first dialogue response (block  108 ), a second dialogue response (block  110 ), or a third dialogue response (block  112 ). In this particular embodiment, the user may select the third dialogue (as indicated by the bold line). The selection of the third dialogue (block  112 ) may be written to the recorded data  105 . In some embodiments, the user&#39;s progress may be periodically recorded (block  114 ), such as through a manual or automatic “save game” command. 
     As the user progresses through the videogame, the user may encounter a conflict (block  116 ), such as combat with another player character, a non-player character, etc. Depending on the user&#39;s performance, the conflict may resolve in either a first result (block  118 ) or second result (block  120 ). In the illustrated embodiment, the user may reach the first result (block  118 ) as shown by the bolded line. The first result (block  118 ), and any other data relating to the first result may be written to the recorded data  105 . In some embodiments, the user&#39;s progress in the videogame may be noted as an achievement (block  122 ), such as resolving the conflict  116 , reaching a specific point in the story of the videogame, reaching a specific character level, etc. This achievement, any other information relating to the achievement, may be written to the recorded data  105 . In some embodiments, the videogame may include a puzzle (block  124 ). As the user attempts to solve the puzzle, any metric relating to the puzzle (e.g., time taken to solve the puzzle), may be written to the recorded data  105 . The user may continue to play the videogame (line  128 ), encountering any number of choices, conflicts, achievements, puzzle, etc., any or all of which (and any related data) may be written to the recorded data  105 . Each choice, conflict, achievement, and/or puzzle may result in data specific to the user&#39;s results, metrics, and other performance written to the recorded data  105 . 
       FIG. 5  is a block diagram illustrating the interaction between a videogame  130  and recorded data  105  in accordance with an embodiment of the present disclosure. The videogame  130  may be played on the electronic device  12 , and the recorded data  105  may be written to the storage  50  during or after playing of the videogame  130 . The recorded data  105  may be written to the storage  50  continuously during play of the videogame  130 , or the recorded data  105  may be written to the storage  50  at discrete points of the videogame  130 , such as at the end and/or beginning of chapters, levels, areas, etc. of the videogame  130 . 
     The videogame  130  may monitor the progress  132  of the user in the videogame  130 . For example, the progress  132  may indicate the user&#39;s current location in the videogame  130 , such as the location in a level, chapter, area, and/or narrative. This progress  132  may be written to the recorded data  105 , such that the recorded data  105  includes a recorded progress  134 . Thus, a user may resume the videogame  130  at the point indicated by the recorded progress  134 . Additionally, as described below, the recorded progress  134  may be used to cross-reference other recorded data to aid placement of the recorded data in a narrative data structure. 
     As mentioned above, the videogame  130  may write various other data to the recorded data  105 . In some embodiments, the videogame  130  may record data suitable for conversion into a narrative data structure and generation of a book, e-book, comic book, etc. from the narrative data structure. In other embodiments, the videogame  130  may be updated to enable recording of other data suitable for conversion into a narrative data structure, such as by a software update (e.g., a “patch”). In yet other embodiments, implementation of the recording of data for use in a narrative data structure may be performed at the design and development stage of the videogame  130 . 
     In some embodiments, data written to the recorded data  105  may include any data that reflect a user&#39;s progress, choices, results, metrics and other performance in a videogame  130 . For example, the videogame  130  may create and use attributes  136 , such as attributes of the user&#39;s character in the videogame  130 . Such attributes  136  may include the appearance of the character (e.g., apparel, color of hair, skin, eyes, age, size, etc.), statistics of the character (e.g., numerical representations of health, strength, intelligence, agility/dexterity, charisma, luck, or any other statistic), skills possessed by the character and the corresponding statistics of those skills, inventory of the character (e.g., possessions such as items, weapons, etc.). These attributes  136  may be written to the recorded data  105  as character information  138 . Any modified or new attributes  136  may replace the recorded character information  138 , or any modified or new attributes  136  may be appended to the recorded character information  138 . For example, modified or new attributes  136  may be appended to the recorded character information  138  in chronological order, reflecting change of the user&#39;s character as the user progresses through the videogame  130 . Additionally, in some embodiments, the recorded character information  138  may be cross-referenced with the recorded progress  134 , such as by mapping recorded character information  138  to a point in the recorded progress  134 . 
     Additionally, the user may modify and/or add user settings  140  of the videogame  130 . These user settings  140  may include gameplay settings (e.g., difficulty), graphical settings, audio settings, control settings, etc. The user settings  140  may also be written to the recorded data  105  as recorded user settings  142 . 
     As mentioned above, the videogame  130  may present to the user one or more choices  144  during play of the videogame  130 . The choices  144  may include any choices relating to the gameplay and/or the narrative of the videogame  130 . For example, such choices  144  may include dialogue choices, such as a dialogue branch (e.g., during interaction with player characters or non-player characters), path choices (e.g., selection of a location and/or direction within a two or three-dimensional virtual world), and/or any other choice. Each choice  144  and any data relating to the choice may be written to the recorded data  105 . For example, as shown in  FIG. 5 , the recorded data  105  may include recorded dialogue  146  (e.g., text and/or audio), results  148  (e.g., the selection made by the user), metrics  150  (e.g., time taken to select). The results  148  and metrics  150  may be a part of the recorded performance  152  of the user. The recorded performance  152  may include the results  148 , metrics  150 , or any other data indicative of the user&#39;s performance in the videogame. In some embodiments, the choices  144  and related data may be saved in a specified order, e.g., chronological order. The dialogue  146 , results  148 , metrics  150 , and performance  152  of the choices  144  may be cross-referenced with the recorded progress  134 , such as by mapping the dialogue  146  and/or results  148  made by the user to a point in the recorded progress  134 . Similarly, the dialogue  146 , results  148 , metrics  150  and any other performance  152  may be cross-referenced with the recorded character information  138 , such as by mapping the dialogue  146  and/or results  148  to character information  138  to indicate the impact of a choice  144  on the character information. 
     As mentioned above, the videogame  130 , the user may present to the user one or more conflicts  154 , such as combat with other player characters or non-player characters. These conflicts  154  may be resolved by the user in real-time, turn-based, or any other suitable gameplay type. For example, a real-time conflict may involve the user&#39;s reflexes and hand-eye-coordination (such as through the mouse and keyboard, controller, etc.) to resolve the conflict. In such embodiments, data related to the conflicts  154  may be written to the recorded data  105 . For example, the results of the conflicts  154  (e.g., if the user was successful or unsuccessful, the degree of success or failure, if a player character or non-player character was killed, etc.), and the user&#39;s performance and metrics of the conflicts (e.g., time to complete the conflict, points scored, points lost, and/or any other statistical data) may be written to the recorded data  105 . As discussed above, the results  148 , metrics  150 , and any other performance  152  relating to the conflicts  154  may be saved in chronological order or any other order in the recorded data  105 . Additionally, the recorded results  148 , metrics  150  and any other performance  152  may be cross-referenced with the recorded character information  138 , recorded dialogue  146 , and/or the recorded progress  134 . 
     The videogame  130  may also include puzzles  156 , such as hand-eye coordination puzzles, timed puzzles, logic puzzles, and/or any other type of puzzle. In some embodiments, the videogame  130  may exclusively include the puzzles  156 , and in other embodiments the puzzles  156  may be implemented into other gameplay types and/or a narrative of the videogame  130 . The puzzles  156  and data relating to the puzzles  156  may be written to the recorded data  105 . The results  148  of the puzzle  156  (e.g., solved, unsolved, etc.) metrics  150  (e.g., time elapsed, number of moves), and any other performance  152  may be written to the recorded data  105 . As mentioned above, the data relating to the puzzles  156  may be saved in chronological order or any other order in the recorded data  105 . Additionally, the recorded results  148 , metrics  150 , and any other performance  152  may be cross-referenced with the recorded character information  138 , recorded dialogue  146 , and/or the recorded progress  134 . 
     In yet other embodiments, screenshots  158  of the videogame  130  may be written to the recorded data  105 . The screenshots  158  may be a capture of a frame  160  of the displayed data of the videogame  130 . The screenshots  158  may be captured at any point during play of the videogame  130 . For example, the screenshots  158  may be taken any time that data is written to the recorded data  105 , upon the modification or addition of any attributes  136 , the selection of any of the choices  144 , the resolution of any of the conflicts  154 , the completion of any of the puzzles  156 , etc. Further, screenshots  158  may be cross-referenced to any other recorded data  105 , such as the recorded character information  138 , recorded dialogue  146 , recorded results  148 , recorded metrics  150 , and any other recorded performance  152 , and/or the recorded progress  134 . For example, during recording of character information  138 , a screenshot of the user&#39;s character may be written to the recorded data  105 . In another example, after a user reaches a specific progress  132  in the videogame  130 , a screenshot illustrating the progress  132  (e.g., a screenshot of the level, chapter, etc.) may be written to the recorded data 
     Additionally, the user may complete specific achievements  162  in the videogame  130 . These achievements may correlate to any specific accomplishments reached by the user in the videogame  130 . It should be appreciated the achievements  162  may include the “Achievement” points available for the Xbox 360® manufactured by Microsoft, Inc. For example, the achievements  162  may include solving a specific number of puzzles, resolving a specific number of conflicts (e.g., killing a threshold number of “enemies), finding a specific type or number of “items” in the videogame  130 , etc. These achievements  162  may also be written to the recorded data  105 , as shown by recorded achievements  164 . The recorded achievements  164  may also be cross-referenced to any other recorded data  105 , such as the recorded character information  138 , recorded dialogue  146 , recorded results  148 , recorded metrics  150  and any other recorded performance  152 , and/or the recorded progress  134 . 
     In accordance with embodiments of the disclosure, during play or after completion of the videogame  130 , the recorded data  105  may be combined with other data (such as pregenerated text) and converted into a narrative data structure. This narrative data structure may be the basis of a book, e-book, comic book, etc., which reflects the user&#39;s videogame experience. As noted above, because of the user&#39;s character and the various choices, conflicts, puzzles, etc., presented to the user, each user&#39;s videogame experience may be different, resulting in a different book, e-book, or comic book for each user. 
       FIG. 6  is a block diagram illustrating conversion of the recorded data  105  into a narrative data structure  170 . The narrative data structure  170  may include different sections  172 , (e.g., beginning  174 , middle  176 , end  178 , chapters, etc.). Each section  172  may include pregenerated text  180  (represented as “TEXT 1 ,” “TEXT 2 ,” “TEXT 3 ,” etc.). The pregenerated text  180  may be natural-language text relating to the videogame  130 , such as describing the gameplay and/or story of the videogame  130 . For example, in the first section  172 , TEXT 1  may include an introduction to a narrative describing the videogame  130 . Similarly, in section  178 , TEXT 11  may include a conclusion to a narrative describing the videogame  130 . In some embodiments, the pregenerated text  180  may be specific to the gameplay and/or narrative of the videogame  130 . In other embodiments, the pregenerated text may be include or may be generic text (e.g., one or more sections  172  of the narrative data structure  170  may form a generic beginning, middle, and end useable with any recorded data  105 ). 
     The recorded data  105  may be inserted into the narrative data structure  170  to complete generation of the narrative data structure  170 . Portions of the recorded data  105  may be inserted before, after, or between the pregenerated text  180 . In one embodiment, placeholders  182  or any other indicators may be used to indicate those portions of the narrative data structure  170  that receive portions of the recorded data  105 . In other embodiments, portions of the recorded data  105  may be inserted by reference to the pregenerated text  180 . For example, in the first section  172  of the narrative data structure  170 , the recorded character information  138  from the recorded data  105  may be inserted into a placeholder  184 , and in the second section  174 , the recorded character information  138  may be inserted into placeholder  186 , as shown by arrows  188  and  190  respectively. Similarly, recorded dialogue  146  may be inserted into a placeholder  192  as shown by arrow  194 , recorded results  148 , may be inserted into a placeholder  196  as shown by arrow  198 , etc. In other embodiments, the pregenerated text  180  may also be inserted into placeholders  182 . For example, a narrative data structure  170  may be generated by inserting both pregenerated text  180  and recorded data  105  into the narrative data structure  170 . 
     Alternatively, in some embodiments the recorded data  105  may be used as the basis for selecting among pregenerated text  180 . For example, as shown in  FIG. 6 , the selection between TEXT 2 , TEXT 3 , or TEXT 4 , may be based on the recorded character information  138 , as shown by arrow  200 . Thus, depending on the text, value, or other data of the character information  138 , either TEXT 2 , TEXT 3 , or TEXT 4  may be selected and added to the narrative data structure  170 . In another example, the selection between TEXT 7  or TEXT 8  may be based on recorded results  148 , as shown by arrow  202 . For example, if a recorded result  148  indicates “success” or “failure”, TEXT 7  may include text corresponding to “success” and TEXT 8  may include text corresponding to “failure.” In this manner, pregenerated text may be selected based on the recorded data  105 , creating portions of the narrative data structure that are customized based on the user&#39;s videogame experience. Any number of pregenerated text may be available and selected based on the prerecorded text  105 . 
     In some embodiments, the narrative data structure  170  may include illustrations  204 . Similar to the pregenerated text  180 , the illustrations  204  may include a pregenerated illustration  206 . For example, as discussed above, the pregenerated illustration  206  may be related to the videogame  130 , such as illustrating the gameplay and/or story of the videogame  130 . In other embodiments, the illustration  204  may be a generic illustration. The illustrations  204  may also include a screen shot generated from the recorded screenshots  158 . The narrative data structure  170  may include an illustration placeholder  208 , and a screenshot from the recorded data  105  may be inserted into the narrative data structure  170  at the placeholder  208 , as indicated by arrow  210 . 
     In some embodiments, the recorded data  105  may be inserted directly into the narrative data structure  170 . In such an embodiment, numbers, text, and images may be read from the recorded data  105  and placed into the placeholders  182  without additional processing. In other embodiments, the recorded data  105  may be formatted, converted, or undergo any other processing or combination thereof before or during insertion into the narrative data structure  170 . In one embodiment, the recorded data  105  may be converted into natural-language text before insertion into the placeholders  182  of the narrative data structure  170 . As shown in  FIG. 6 , for example, some recorded results  148  may undergo natural-language conversion (block  212 ) before insertion into a placeholder  214 . It should be appreciated that numerical data may also be converted into natural-language text. For example, as shown by arrow  216 , a numerical health value of the recorded character information  138  may be compared to a threshold (block  218 ) and natural-language text may be substituted for the numerical health value (e.g., a health value below a threshold may be “dying” and a health value above a threshold may be “healthy”). 
     Any other recorded data  105  may be similarly processed before insertion into the narrative data structure  170 . Conversion of the recorded data  105  into natural-language text may improve integration with the pregenerated text  180  and readability of the narrative data structure  170 . In some embodiments, recorded data  105  may be inserted into the narrative data structure  170  both directly and with some natural-language text conversion or other processing. 
     In some embodiments, the recorded progress  132  of the recorded data  105  may be used to aid insertion of other recorded data  105  into the narrative data structure  170 . For example, the electronic device  12  may read the recorded progress  132  and corresponding recorded character information  138 , recorded dialogue  146 , recorded results  148 , recorded metrics  150 , and any other recorded performance  152  cross-referenced with the progress  132  to determine the point or time of the videogame  130  at which the data was recorded. This information may be used, either alone or in combination with the placeholders  182 , to determine the insertion of the recorded data  105  into the narrative data structure  170 . For example, recorded progress  132  indicating character information  138  correlating to the beginning of the user&#39;s play of the videogame  130  (and/or the story of the videogame  130 ) may be used to control insertion of such character information into the first section  172  (e.g., beginning) of the narrative data structure  170 . Similarly, recorded progress  132  indicating character information  138  correlating to the end of the user&#39;s play of the videogame  130  (and/or the story of the videogame  130 ) may be used to control insertion of such character information into the third section  176  (e.g., end) of the narrative data structure  170 . 
     In some embodiments, generation of the narrative data structure  170  may be performed on the electronic device  12 , and an e-book, book, or comic book may be generated on the electronic device  12 . In such an embodiment, the generation of the narrative data structure  170  and a book, e-book, or comic book may be referred to as being provided at the “system-level.”  FIG. 7  depicts a process  300  for generating a narrative data structure from the recorded data  105  of the videogame  130  in accordance with an embodiment of the present disclosure. The process  300  may be implemented in hardware, software (such as instructions encoded on a computer-readable storage media) or a combination thereof. As described above, a user plays a videogame (block  302 ), during which data is recorded (block  304 ), such as the recorded character information  138 , recorded dialogue  146 , recorded results  148 , recorded metrics  150  and any other recorded performance  152 , recorded progress  132 , and/or recorded screenshots  158  discussed above. The recorded data  105  may be stored on the storage  50  of the electronic device  12 . 
     During the videogame  130 , or after completion of the videogame  130 , the user may initiate a request for a book, e-book, comic book, etc. (block  306 ). In some embodiments, the user may initiate this request from within the videogame  130 . In other embodiments, the user may initiate this request from the operating system of the electronic device  12  or any other software. Alternatively, the electronic device  12  may automatically initiate the request for a book, e-book, comic book, etc. (block  308 ), such as after completion of the videogame  130  or after a specific amount of progress by the user. The electronic device  12  may then generate the narrative data structure  170  from the recorded data  105  (block  310 ), using the pregenerated text and placing portions of the recorded data  105  into sections of the narrative data structure  170  as described above in  FIG. 6 . The pregenerated text  180  may be stored on the electronic device  12  and may be installed as a part of the videogame  130 . Alternatively, the electronic device  12  may download the pregenerated text  180  from a server on the network  22  after initiation of the request. 
     After generation of the narrative data structure  170 , the electronic device  12  may perform one or more actions. In some embodiments, these actions may be selected and/or specified by the user, such that the action only occurs if the user has enabled that particular action after generation of the narrative data structure  170 . The electronic device  12  may send an electronic copy of the book (e.g., an e-book) to the user (block  312 ), such as via email or other electronic communication. The electronic device  12  may have the capability to send email directly, or it may send the e-book to a server with email capability. Additionally, the electronic device  12  may send the e-book to the user&#39;s contacts (block  314 ), such as via email or other electronic communication. For example, a user may maintain a “network” of other users who interact with the user via their own electronic devices. These users are often referred to as “friends,” “buddies,” etc., and may be maintained through the electronic device  12 . The electronic device  12  may automatically retrieve a list of the user&#39;s “friends” and send the e-book to these contacts. Additionally, the narrative data structure  170  may be saved to the electronic device  12  as an e-book (block  316 ), such as by writing the e-book to the storage  50 . 
     In some embodiments, a book, comic book, or any other publication may be created from the generated narrative data structure  170 . In such an embodiment, data, such as generated narrative data structure, may be sent to a server (block  318 ), such as over the network  22 . The electronic device  12  may also send other information about the user to the server, such as the user&#39;s identify, billing information, shipping information, etc. The server may have the capability to print the book (block  320 ) or cause the book to be printed from a printing location. After printing, the book may be mailed to the user (block  322 ) and/or the user&#39;s friends (block  324 ). 
     In other embodiments, the generation of the narrative data structure  170  from recorded data may not be performed on the electronic device  12 . Instead, the electronic device  12  may send the recorded data  105  to a remote location for processing. In such an embodiment, the generation of the narrative data structure and book, e-book, or comic book may be referred to as being provided at the “service-level.” The service may be offered to a user of an electronic device  12  as a free service, a pay-as-you-go service, or as a subscription service. 
       FIG. 8  depicts a process  400  for generating the narrative data structure  170  from the recorded data  105  at a remote location in accordance with an embodiment of the present disclosure. The process  400  may be implemented in hardware, software (such as instructions encoded on a computer-readable storage media) or a combination thereof. As described above, a user plays a videogame (block  402 ), during which data is recorded (block  404 ), such as the recorded character information  138 , recorded dialogue  146 , recorded results  148 , recorded metrics  150  any other recorded performance  152 , recorded progress  132 , and/or recorded screenshots  158  discussed above. The recorded data  105  may be stored on the storage  50  of the electronic device  12 . 
     During the game, or after completion of the videogame  130 , the user may initiate a request for a book, e-book, comic book, etc. from the service (block  406 ). For example, in some embodiments, a user may initiate this request from within the videogame  130 . In some embodiments, the user may externally initiate the request from a web page (block  408 ) or an application (block  410 ). The user may request the book from same electronic device  12  on which the user played the videogame  130  or on a different electronic device. 
     Alternatively, the electronic device  12  may automatically request a book, e-book, comic book, etc. from the service (block  412 ), such as after completion of the videogame or a specific amount of progress by the user. After the request, the electronic device  12  may send the recorded data  105  to a server (block  414 ), such as over the network  22  to the server  30 . The server  30  receives the recorded data  105  and generates the narrative data structure  170  from the recorded data (block  416 ). As described above in  FIG. 6 , the server  30  may insert portions of the recorded data  105  into the narrative data structure  170  and may convert portions of the recorded data  105  into natural-language text during or before insertion into the narrative data structure  170 . After generation of the narrative data structure  170  from the recorded data  105 , the server  30  may perform one or more actions with the generated narrative data structure  170 . In some embodiments, the server  30  may send an electronic copy of the book (e.g., an e-book) back to the electronic device  12  that sent the recorded data  105  (block  418 ). After receiving the e-book, the electronic device  12  may then send the book to a user, save the book, etc. In other embodiments, the server  30  may also send an e-book to the user (block  420 ), such as via email, instant messaging, text messaging, or other electronic communication. In yet other embodiments, the server  30  may also print, or initiate printing, a book or other printed publication (block  422 ). After printing, the book may be mailed to the user (block  424 ) and/or the user&#39;s contacts (block  426 ). 
     In one embodiment, the videogame may be Mass Effect® published by Electronic Arts, Inc. The videogame Mass Effect® is an RPG that includes many dialogue choices, conflicts, and other gameplay sequences that may be recorded and used in the generation of a book, e-book, or comic book in accordance with an embodiment of the present disclosure. 
       FIGS. 9A-9G  depict screenshots of a Mass Effect® gameplay session, illustrating the data that may be recorded and inserted into the narrative data structure  170  for generation into a book, e-book, or comic book.  FIG. 9A  is a first screenshot of Mass Effect® depicting the attributes of a user&#39;s player character. As shown in  FIG. 9A , the attributes (shown as part of the character&#39;s profile) may include the Name, Origin, Reputation, and Class of the player character. Each of these attributes may be selected by a user. For example, as shown in  FIG. 9B , a user may select an Origin (“Pre-Service History”) of “Spacer,” “Colonist,” or “Earthborn.” As shown in  FIG. 9C , a user may select a Reputation (“Psychological Profile) as “Sole Survivor,” “War Hero,” or “Ruthless.” Similarly, as shown in  FIG. 9D , a user may select from a Class (“Military Specialization”) as “Soldier,” “Engineer,” “Adept,” etc. Finally, as shown in  FIG. 9E , a user may customize the appearance of the player character. 
     Each of these exemplary attributes (Name, Origin, Reputation, Class, and appearance of the character) may be written to the recorded data  105  and used in the generation of the narrative data structure  170 . For example, the player character&#39;s name may be inserted into the narrative data structure  170  during the introduction of the character in the narrative data structure  170 . In another example, a character&#39;s Origin may affect the selection from among multiple pregenerated text  180 . Each pregenerated text may convey a different background based on character&#39;s Origin as “Spacer,” “Colonist,” or “Earthborn.” It should be appreciated that in this embodiment, the videogame Mass Effect may also include pregenerated text for each Origin that may be used as (or may be the basis of) some of the pregenerated text  180  of the narrative data structure  170 . 
       FIGS. 9F and 9G  depict choices presented to a user playing Mass Effect that enable the selection of dialogue that may be written to the recorded data  105  in accordance with an embodiment of the present disclosure. As shown in  FIG. 9F , a non-player character (“Navigator Pressly”) asks the user a question (“You heading down to see the captain?”). The user is provided with the dialogue responses: “I heard you arguing”; or “He wants to see me.” To respond to the non-player character, the user selects one of these dialogue responses. The selection of one of these dialogue responses may be written to the recorded data  105  so that the dialogue may be inserted into the narrative data structure. Additionally, in games such as Mass Effect, the selection of a dialogue response may make available additional or different dialogue responses. Thus, the entire conversation between the user&#39;s player character and the non-player character may be written to the recorded data  105  and may vary during each gameplay session. 
       FIG. 9G  illustrates a more complex choice presented to a user playing Mass Effect, allowing the selection of one or multiple dialogue responses. As shown in  FIG. 9F , a non-player character (“Navigator Pressly”) is conversing with a user. The user is provided with multiple dialogue responses: “What do you mean?”; “I&#39;ll look into it.”; “Goodbye”; and “Just do your job.” Again, the selection of one (or more) of these dialogue responses may be written to the recorded data  015 . During generation of the narrative data structure  170 , any one of these dialogue responses may be inserted, and combined with pregenerated text  170 , to create the narrative data structure  170 . For example, a dialogue response may be combined with the pregenerated text as follows: “&lt;character&#39;s name&gt; angrily responded &lt;dialogue response&gt;” wherein the &lt;character&#39;s name&gt; and &lt;dialogue response&gt; may be inserted from the recorded character information  138  and recorded dialogue  146  of the recorded data  105 . In this manner, an entire conversation based on the user&#39;s choices of the dialogue responses and pregenerated text may be generated into the narrative data structure  170 .

Metadata:
Filing Date: 20090206
Publication Date: 20130423
Grant Date: 20130423
Priority Date: 20090206
Inventors: HOPE ERIC JAMES
Assignee: APPLE INC
CPC Classifications: [{"code": "A63F2300/807", "inventive": false, "first": false, "tree": "[]"}, {"code": "A63F2300/6018", "inventive": false, "first": false, "tree": "[]"}, {"code": "A63F2300/65", "inventive": false, "first": false, "tree": "[]"}, {"code": "A63F2300/807", "inventive": false, "first": false, "tree": "[]"}, {"code": "A63F2300/8094", "inventive": false, "first": false, "tree": "[]"}, {"code": "G06F16/4393", "inventive": true, "first": true, "tree": "[]"}, {"code": "A63F2300/6018", "inventive": false, "first": false, "tree": "[]"}, {"code": "A63F2300/554", "inventive": false, "first": false, "tree": "[]"}, {"code": "A63F2300/554", "inventive": false, "first": false, "tree": "[]"}, {"code": "G06F16/4393", "inventive": true, "first": true, "tree": "[]"}, {"code": "A63F2300/65", "inventive": false, "first": false, "tree": "[]"}, {"code": "A63F2300/8094", "inventive": false, "first": false, "tree": "[]"}]
Family ID: 42540887