The subject disclosure relates to a cascading points system for a game, within an advisory services network, that provides individual scores based upon individual contributions of a variety of players relative to overall goals of the advisory services network.
In enterprise business, the importance of information technology (IT) is ever increasing. Large enterprise organizations rely more and more on robust technology products and related services to support their businesses. Over the past several decades, a large consulting services industry has developed to support and service these large enterprise organizations. Typically, consulting organizations apply one model in executing consulting services. This model involves top-performing, senior level consultants developing customer service partnerships with large enterprise organizations. The senior level consultants leverage a large number of junior consultants to design IT solutions. This model, however, is not easily scalable, it is labor intensive and thus expensive, and does not guarantee quality results. In addition, consulting organizations attempt to leverage previous solutions, developed for other customers, as a means for raising profit margins. This approach leads to non-differentiated solutions which partially address core problems of the enterprises.
Enterprise organizations seek the assistance of consultants to identify, analyze, and solve complex business problems. Complex business problems, as the name suggests, can be extremely complex, and result from various factors. For instance, complex business problems can arise from a series of business changes, rapid growth of businesses, technology changes, and/or technological limitations.
Enterprise organizations, who understand their businesses to a greater extent than consulting firms, desire a collaborative approach in which the enterprise organizations and consulting firms work closely to develop creative business solutions for complex problems. Accordingly, it can be beneficial to leverage business knowledge, held by the enterprise organizations, to immerse a team of consultants into the problems faced by the enterprise organizations in order to develop effective solutions.
One possible immersion mechanism is “serious” games. Serious games can encompass many forms and subject matters and teach players information relating to education, health, science, law and government, computers, and/or a multitude of other subjects. Typically, computer games are designed for entertainment purposes. However, with serious games, the goal is to train and educate players through a planned curriculum and set of objectives. Players can learn new material in a fun, educational environment. Conventional serious games, while challenging, are not aimed at real-life business problems nor provide clear problem statements and solutions which can be implemented by enterprise organizations. Rather, conventional serious games are designed to look at societal weaknesses and/or extreme world disaster scenarios in the world and in the future without regard to the existence of workable solutions.
In many conventional games, a concept of a score or a point system is typically included whereby players receive points for game play. For instance, a player can receive points or lose points based upon actions or activities within the game. In massively multiplayer online role-playing games (MMORPGs), for example, players receive points for completing missions or finishing group quests. Game players can unlock additional capabilities to gain additional points, achieve new levels, use points as in-game credit to purchases items, etc. Accordingly, point systems can attract players, provide goals to players, and/or direct players into particular courses of action.
Conventional points systems for games reward players for various actions such as acquiring skills, items (e.g., weapons, armor, etc.), defeating an enemy, completing a game challenge, or the like. A player can also lose points or receive a reduced reward for actions the game wishes to discourage, e.g., failing objectives, etc. Some typical games can track player points via leaderboards, which can be user interface displays. Leaderboards, in some implementations, can includes lists of players with an all-time record for highest points, players with highest weekly points, highest daily points, highest points in a particular level, etc.
Conventional games can also include various interface elements that enable tracking of a player's own points so that the player can see a current number of points, see when points are added, and see when points are lost. In addition, such games can include mechanisms that determine when a player is to move up in rank or level. For instance, players can move up in level if the players acquire a certain amount of points, perform specific tasks, gain a certain number of hours of experience. Conventional games and points systems, however, do not enable a player to aggregate points based on ideas which are built-up or reused by other players.
The above-described deficiencies of conventional consulting solutions and game points systems are merely intended to provide an overview of some of the problems of conventional systems and techniques, and are not intended to be exhaustive. Other problems with conventional systems and techniques, and corresponding benefits of the various non-limiting embodiments described herein may become further apparent upon review of the following description.
A simplified summary is provided herein to help enable a basic or general understanding of various aspects of exemplary, non-limiting embodiments that follow in the more detailed description and the accompanying drawings. This summary is not intended, however, as an extensive or exhaustive overview. Instead, the sole purpose of this summary is to present some concepts related to some exemplary non-limiting embodiments in a simplified form as a prelude to the more detailed description of the various embodiments that follow.
In various, non-limiting embodiments, an advisory services network is provided that enables enterprise organizations to identify complex business problems from apparent business problems, immerse a diverse group of people in the businesses of the enterprise organizations, and promote collaboration to develop viable solutions to the complex business problems. An enterprise organization can supply a collection of data to enable members of the diverse group of people to immerse themselves into the problem space, participate in creative discussions, and brainstorm potential solutions. The advisory services network can include a gaming platform on which instances of serious games can be developed and deployed. Serious games deployed on the gaming platform guide players (e.g., members of the diverse group of people sourced by the advisory services network) through a thought-provoking environment in which the players uncover idiosyncrasies and complexities of the business of an enterprise organization. Through the serious games on the gaming platform, players are immersed in the problem space of the enterprise organization. The players are encouraged to identify real problems of the enterprise organization, for which solutions are currently unknown, and develop potential solutions to those real problems. The gaming platform further enables sharing of ideas among players, discussions among players, and other player interactions to facilitate compounding of perspectives and solutions among a diverse group.
In yet another embodiment, the advisory services network can employ a points system whereby players can increase individual overall points by providing innovative and creative solutions to the complex business problems. An overall score, for any player, can be aggregated over time such that the player continues to earn points, levels, or achievements when ideas are referenced, incorporated, or implemented by other players. According to an aspect, the advisory services network or, in particular, the gaming platform of the advisory services network can utilize a cascading points system that enables game players to build up points through actions and links. The cascading points system rewards players with additional points when contributed concepts or ideas are utilized by other players and/or compound into a final solution provided to the enterprise organization.
These and other embodiments are described in more detail below.
Various non-limiting embodiments are further described with reference to the accompanying drawings in which:
As discussed in the background, conventional consulting services employ a non-scalable and expensive business model that often produces non-differentiated solutions to enterprise organizations facing complex problems. In addition, a large volume of information is typically associated with the complex problems, which requires a significant effort to absorb and understand. Accordingly, conventional consulting services cannot cost effectively immerse themselves in the business of enterprise organizations in order to provide high quality, viable solutions to complex problems.
In various, non-limiting embodiments, an advisory services network is provided that enables enterprise organizations to identify complex business problems from apparent business problems, immerse a diverse group of people in the businesses of the enterprise organizations, and promote collaboration to develop viable solutions to the complex business problems. An enterprise organization can supply case studies of real-life scenarios, data, ethnographic interviews to convey multiple views of problematic areas, etc., to enable members of the diverse group of people to immerse themselves into the problem space, participate in creative discussions, and brainstorm potential solutions. In addition to immersion, the advisory services network can improve solution building processes through identification of subject matter experts. The subject matter experts, drawn from the diverse group of players interacting in the advisory services network, can collaborate, co-innovate, and problem solve in a virtual team environment fostered by the advisory services network.
According to a further embodiment, the advisory services network can include a gaming platform on which instances of serious games can be developed and deployed. Serious games deployed on the gaming platform guide players (e.g., members of the diverse group of people sourced by the advisory services network) through a thought-provoking environment in which the players uncover idiosyncrasies and complexities of the business of an enterprise organization. Through the serious games on the gaming platform, players are immersed in the problem space of the enterprise organization. The players are encouraged to identify real problems of the enterprise organization and develop potential solutions to those real problems. The gaming platform further enables sharing of ideas among players, discussions among players, and other player interactions to facilitate compounding of perspectives and solutions among a diverse group.
In yet another embodiment, the advisory services network can employ a points system whereby players can increase individual overall points by providing innovative and creative solutions to the complex business problems. An overall score, for any player, can be aggregated over time such that the player continues to earn points, levels, or achievements when ideas are referenced, incorporated, or implemented by other players. According to an aspect, the advisory services network or, in particular, the gaming platform of the advisory services network can utilize a cascading points system that enables game players to build up points through actions and links. The cascading points system rewards players with additional points when contributed concepts or ideas are utilized by other players and/or compound into a final solution provided to the enterprise organization.
In a specific, non-limiting example, the cascading points system of the advisory services network allows players to build up points in exchange for providing the most referenced or trafficked solutions, artifacts, or interactions. With the cascading points system, players receive points for actions. By way of example, actions that result in a points reward can include: reviewing evidence; adding evidence to a game dossier; adding tags to media; starting a discussion around evidence or media; engaging or commenting in a discussion; sharing a personal dossier; adding evidence or media to an on-going discussion; generating solution concepts; sharing solution concepts; discussing solution concepts; participating in discussions on solution concepts; voting on solution concepts; voting on discussion thread ideas; joining a virtual team to identify solution concepts; joining a virtual team to build a prototype; sending a prototype for approval; engaging a customer in a discussion; consideration, by a customer, of a solution for implementation; and/or acceptance of a solution by the customer. It is to be appreciated that the foregoing example actions are not exhaustive of the types of actions for which points are awarded in the advisory services network and that other actions may be apparent based upon this disclosure.
Players, whose solutions or solutions concepts become candidate solutions or winning solutions, obtain a highest number of points. Thus, the cascading points system encourages players to collaborate in developing high quality solutions to complex business problems. For instance, the cascading points system facilitates perspective compounding as described below. In addition, the cascading points system provides an intrinsic incentive to encourage players to participate often in the advisory services network and participate with creative thought.
According to an example of the cascading points system, a first player can introduce a new idea (e.g., start a discussion thread which shares the idea) and receive points. If the new idea is referenced time and time again, the first player receives additional points each time the idea is shared, referenced, discussed, implemented, etc., by other players. In this manner, the cascading point system entices players to collaborate and engage in open discussions around ideas and solution concepts shared within the game.
According to one or more aspects, solutions, discussions threads, comments, evidence items, actions results, etc., can be embodied on the gaming platform as game objects referred to herein as artifacts. Player actions that reference or build upon artifacts can result in other game objects referred to herein as interactions. It is to be appreciated, however, that interactions, as game objects, can be manipulated and treated as artifacts such that interactions can relate to other interactions. In yet another example, interactions can be links that associate one or more artifacts.
When a first player takes an action, a first game object is generated and the first player receives a number of points based upon the action taken to create the first game object. If the first game object is referenced by a second player (e.g., the second player posts or includes the first game object in a discussion thread), a second game object is generated as a result of the action taken by the second player. The first game object can be linked to the second game object such that the second player receives points for the creation of the second game object and the first player also receives points for the creation of the second game object by way of the link.
In one embodiment, a method is described herein that includes identifying a first action taken by a first player of a network game, awarding the first player a first number of points for the first action, identifying a second action taken by a second player of the network game, wherein the second action is based upon the first action taken by the first player, and awarding the first player a second number of points for the second action taken by the second player. The method can also include awarding the second player a third number of points for the second action taken by the second player. In an example, the second number of points is a percentage, less than a whole, of the third number of points.
According to another embodiment, the method can include receiving a notification that a sponsor of the network game accepts a solution developed within the network game, awarding a third player, who developed the solution, a fourth number of points, and awarding a set of players bonus points, wherein the set of players generated ideas directly referenced by the solution. The method can also include identifying a second set of players whose ideas are referenced by the set of players and conferring additional points to players of the second set of players. According to an example, the method includes recursively identifying reference sets of players and awarding additional points to the reference sets of players recursively identified until progenitor ideas are reached.
In yet another embodiment, the method includes creating a first object in response to the first action taken by the first player, generating a second object in response to the second action taken by the second player, and linking the first object to the second object, wherein linking includes associating the first object and the second object in a directional manner such that the second object references the first object. In one example, creating the first object and generating the second object can include constructing the first object and the second object based upon respective action information obtained from the first player and the second player. In another example, the method includes detecting when a new object, created in response to a player action, links to the first object, and rewarding the first player with bonus points for the player action associated with the new object.
In another embodiment, the method includes analyzing a set of linked objects to generate a directed graph of linked actions that spans from the solution to initial actions, wherein objects of the set of linked objects are associated with players actions that lead to the solution, and awarding bonus points to players corresponding to action of the directed graph of linked actions, wherein awarding bonus points includes granting an amount of bonus points awarded to a particular player according to a function of graph distance from the solution to a particular action corresponding to the particular player. Further, the method can include, in an additional embodiment, generating a graph comprising artifacts and interactions, wherein artifacts are objects created from player actions and interactions are artifacts that reference other artifacts, performing graph analysis techniques on the graph to identify an inconsistency that indicates an attempt to artificially inflate a points total, and adjusting points of players corresponding to the inconsistency.
In yet another embodiment, the method includes obtaining feedback from a third player regarding an artifact resulting from an third action of a fourth player, associating the feedback obtained with the artifact, and adjusting points awarded to the fourth player for the third action based at least in part upon the feedback obtained. In an example, adjusting points awarded to the fourth player includes identifying the feedback as one of positive or negative feedback, adding points to a score of the fourth player when the feedback is identified as positive, and deducting points from the score of the fourth player when the feedback is identified as negative.
According to further embodiments, a game client of a network gaming platform is described herein that includes a display interface module configured to generate a user interface and to obtain action input from a player, an action generation module configured to generate action information based upon the action input, and a game engine interface module configured to communicate with a game engine of the network gaming platform. In an example, the game engine interface module is further configured to transmit the action information to the game engine and to receive a notification regarding a number of points rewarded to the player for performing an action specified by the action information. In another example, the display interface module is further configured to obtain navigation input from the player and the game engine interface module is configured to transmit the navigation input to the game engine as an object request. The game engine interface module is further configured to receive an object in response to the object request and the display interface module is further configured to display a representation of the object on the user interface. The action information generated by the action generation module includes a reference to the object to indicate that the object influenced the player to take the action specified in the action information. The game engine interface module is further configured to receive a second notification that indicates an amount of points rewarded to the player for actions of other players taken based upon the action, of the player, specified in the action information.
In an additional embodiment, a gaming platform of an advisory services network is described herein that includes a game engine, associated with an instance of a game, and configured to manage execution of the game, wherein the game involves a variety of players who attempt to solve a real-world problem for which a solution is yet to be found based on evidence input to the game. The gaming platform also includes a plurality of data storage locations such as an object data store configured to retain a collection of artifacts created to represent actions taken by players of the game; and a score data store configured to retain respective scores of the players of the game. The game engine can also include a point allocation module configured to give a player points for actions directly taken as well as for actions taken by disparate players based upon the action taken directly by the player and a cascade module configured to reward points to players of the game who contributed to a final solution accepted by a sponsor of the game. According to an example, the game engine can include an object generation module configured to generate an artifact from a player action and to store the artifact generated in the object data store, an object association module configured to link a first artifact to a second artifact in the object data store when a first action corresponding to the first artifact influences a second action corresponding to the second artifact, and an integrity check module configured to identify attempts by players to artificially inflate scores.
Herein, an overview of some of the embodiments for a cascading points subsystem in an advisory services network gaming platform has been presented above. As a roadmap for what follows next, an overview of exemplary, non-limiting embodiments and features of an advisory services network and/or an advisory services network gaming platform are described in more detail. Then, various exemplary, non-limiting embodiments and features for cascading points in the gaming platform are described. Finally, some non-limiting implementations and examples are given for additional illustration, followed by representative network and computing environments in which such embodiments and/or features can be implemented.
As mentioned above, in various embodiments, an advisory services network enables consulting services to be rendered to enterprise organizations facing complex problems. The advisory service network, unlike conventional consulting business models, does not rely on a handful of senior consultants maintaining customer relationships while junior consultants handle problem solving. The advisory services network provides immersion mechanisms through utilization of ethnography, capitalizes on a crowd sourcing to a diverse group and engages identified experts in a talent marketplace to develop quality solutions to enterprise organizations.
The advisory services network implements several primary aspects. First, the advisory services network facilitates transforming the problem. Transforming the problem includes methodology to immerse experts in real-life case studies to identify with complex problems faced by enterprise organizations. For instance, transforming the problem can involve the use of ethnography (e.g., real-life interviews and observations) to obtain perspective on a culture, problems, and experiences of an enterprise organization. In addition, transforming the problem can involve various immersion tactics to place the consultants within the advisory services network in the place of the enterprise organization, e.g., walk in their shoes. Further, transforming the problem can include querying a crowd to expose or uncover a core problem or identify other problems. The advisory services network can also facilitate crowd sourcing a solution, including methodology to utilize a large diverse group of individuals to solve complex problems. Finally, the advisory services network can implement a talent marketplace with methodology to leverage solution concepts and transform solution concepts into collaborative solutions.
In a specific, non-limiting embodiment, the advisory services network can be implemented as a gaming platform to coordinate transforming the problem, crowd sourcing problem solving, and engaging experienced talent to develop real world solutions. A serious game, e.g., a game with a primary objective to be fun and educational, can be developed on the gaming platform. The game can be based around one or more complex problems plaguing an enterprise organization. In particular, the developed game can include a back story, a plurality of narratives, and evidence (e.g., videos, graphics, documents, data, etc.).
The game immerses players (e.g., members of a diverse source group of the advisory services network) into the problem space of the enterprise organization. The game challenges players to identify real problems from apparent problems and develop possible solution to the real problems. The game encourages players to share ideas with other players who can provide fresh perspectives and additional input based upon their own, individual findings. As the game pushes more and more players to offer viewpoints and solutions concepts, the game provides mechanisms to enable players to interact, exchange ideas, and discuss ideas. In this manner, the players can modify their own ideas based upon the viewpoints of other players, collaborate together on solutions, and otherwise uncover high quality and robust solutions via perspective compounding.
With respect to one or more non-limiting aspects of the advisory services network as described above,
Sourced group 110 can include diverse group of experts, consultants, and other people. Diversity with sourced group 110 can exist in a variety of ways. For instance, members of sourced group 110 can exhibit diversity in terms of geography, culture, ethnicity, age, education, career, skills, background, experience, etc. Sourced group 110 can be built to achieve, intentionally, diversity in one or more characteristics. It is also to be appreciated that, as sourced group 110 grows in size, diversity in a variety of aspects inevitably occurs.
At 210, the initial problem statement is transformed to generate multiple perspectives, sub-problems, and/or alternative problems. The problem can be transformed by a diverse group of participants in the advisory services network through direct observations, ethnographic interviews, support documents, etc., which capture various viewpoints of the initial problem statement from employees and associates of the organization. Participants in the advisory services network can build dossiers to provide multiple perspectives or views of the problems faced by the organization, to articulate root problems of the organization, and/or to present focused opportunities for the organization in the future. During this phase, the participants immerse themselves in the problem space, review qualitative and quantitative data, and provide a wide variety of insights and perspectives as a result.
At 220, the transformed problem is crowd sourced to a diverse group. Crowd sourcing is a model that leverages collective insights and experience of the diverse group to produce quality results. At 230, the diverse group is engaged to develop solutions. In a specific, non-limiting example, a rewards-based model can be employed to entice members of the diverse group to participate and develop solution concepts. For instance, as described in greater detail below, members of the diverse group can earn points for participation. At 240, solution concepts are built and implemented. For example, in the previous phases, subject matter experts can be identified in the diverse group. Virtual teams can be constructed around these subject matter experts. The virtual teams can collaborate to translate solution concepts, submitted by the diverse group sourced by the advisory service network, into solution designs and architectures. The organization can select one or more solution designs and architectures for implementation and deployment. At 250, implemented solutions are provided to the organization for deployment.
Turning to
As illustrated in
The set of players 304, via the established setting, carry out the steps of the advisory services network process described in
In another example, the input can be a solution or a solution concept developed by the player. At 450, the solution or solution concept, provided by the player, is obtained. At 460, the solution or solution concept is submitted for review and/or approval by, for example, an organization whose complex problem is modeled within the game. In yet another example, the input can be navigational input to transition the user to a discussion thread hosted within the game. At 470, in response to navigational input obtained from the player, the discussion thread can be retrieved and displayed. The player can read, respond, collaborate, or otherwise participate in the discussion thread. At 480, player input (e.g., posts, etc.) can be incorporated into the discussion thread.
While
Referring to
At 502, an indication of time remaining in the game can be displayed. The organization with the complex problem can have a time limit by which it would desire a potential solution to be presented. Such time limit can translate into time duration of the game as shown at 502. At 504, a header portion with header information can be presented. In
At 508, various game support functions can be presented as a series of buttons. For instance, support functions, when selected, can open up modal displays with appropriate controls. As shown in
In
At 524, a related evidence tab is displayed, which can be activated to display a list of evidence supporting the current scene. The tab label, as shown in
Turning to
Advisory services network 600 can include a game instance management module 602 configured to administer the set of game instances 604. According to a specific, non-limiting example, the game instance management module 602 can instantiate new game instances. The game instance management module 602 can generate a new game instance from received information provided by a sponsor of the new game instance (e.g., an organization with a complex problem) or developed, by a provider of the advisory services network, based upon information obtained from the sponsor. Specifically, game instance management module 602 creates game instance 606 based upon a collection of data 622 and scenario information 624 provided to the advisory services network 600. The collection of data 622 can include various items of evidence, e.g., photos, videos, audio clips, documents, etc., which support or explain aspects of a complex problem providing the setting of game instance 606. Scenario information 624 can include a series of narratives divided into scenes which organize the collection of data 622 in a meaningful manner to provide a player with a fun and thought-provoking journey through the complex problem of game instance 606. Scenario information 624 can be created so as to the immerse players 620 in the world of the sponsor of game instance 606 while playing the game.
Game instance management module 602 instantiates game instance 606 and populates various data stores therein with data based upon the collection of data 622 and the scenario information 624. For example, when creating game instance 606, game instance management module 602 can store the collection of data 622 into an evidence store 610. In addition, game instance management module 602 can save scenario information 624 into a game information store 614. Further, game instance management module 602 configures a game controller 608, which maintains a user interface for players 620, handles input from players 620, progresses game play in accordance with game information stored in the game information store 614, manages access and storage of data to the various data stores of game instance 606, and performs a variety of other functions. As players 620 engage the serious game provided by game instance 606, game controller 608 appropriate responses. As described above, players 620 can navigate through scenes and narratives, view supporting evidence, and select items of evidence to be added to dossiers respectively associated with the players 620. Game controller 608 receives navigation input from players 620, retrieves requested scene information from game information store 614, and generates a corresponding user interface presented to players 620. Moreover, game controller 608 can receive the evidence selection and update dossier information in a dossier store 612 appropriately.
As described above, an aspect of serious games provided by advisory services network 600 is the ability of players 620 to suggest, develop, collaborate, etc. on solutions to the complex problem of the sponsor. As players 620 generate solutions and/or solution concepts, game controller 608 retains the solutions and solutions concepts in a solution store 616. While
As shown in
The aforementioned embodiments of an advisory service network and associated gaming platform are intended to provide a general overview of a potential environment in which to implement and deploy the embodiments and features of a cascading points system described below.
As mentioned above, a cascading points system is a mechanism of the advisory services network in which a player's score is not merely a result of the player's action but is also a function of independent actions of other players. Such game scoring scheme incentivizes players to participate in the game since players can acquire meaningful amounts of points from minimal time investment by providing creative ideas and concepts which are incorporated into actual solutions accepted by a game sponsor. Accordingly, players need not invest extended hours in game play to achieve high levels or strong reputations.
In a specific, non-limiting example, with the cascading points system, players of a serious game receive points for individual actions. In addition, a player receives points for individual actions of other players that reference, incorporate, or build upon ideas of the player. Further, actions and ideas which culminate in a final solution, accepted by the game sponsor (e.g., an organization or customer with a complex problem), can trigger a final cascade of points. In an aspect, an objective of the game is to identify a solution to the complex problem of the sponsor. Accordingly, when the final solution is accepted, a large portion of points can be awarded. The large portion of points is awarded not only to the player(s) responsible for the final solution, as accepted, but also other players whose actions or ideas influenced the players to generate the final solution. In short, upon acceptance of a final solution, points cascade from the final solution down links to previous actions, recursively, until progenitor actions are reached. Players respectively associated with the actions from progenitor actions to final solution all receive points. Thus, the cascading points system award players not only for actions, but additionally awards players for actions which ultimately lead to accepted solutions.
For context of an application of cascading points, consider an exemplary, non-limiting scenario, in which a player, having a background in film-making and directing, can register and log into an advisory services network gaming instance. The gaming instance, or game, incorporates a primary objective of solving a complex problem of an organization (e.g., an enterprise, a customer, a sponsor, etc.), for which a solution is currently unknown. Accordingly, the player logs in with the purpose of trying to solve the complex problem. In the exemplary, non-limiting scenario, the player reviews a narrative story that includes various files, documents, videos, and other evidence related to a hospital experiencing difficulty triaging patients entering an emergency room. In particular, in the emergency room, amidst the chaos and people vying for attention, the hospital nurses struggle to quickly diagnose and prioritize patients to determine which patient should be seen first. Due to this difficulty, the nurses triage on a first come, first serve basis unless a patient arrives on a gurney. The player enters the game and comes to understand this issue through immersion in the narrative story and evidence. The player develops a solution that draws upon the player's background in film directing.
The solution devised by the player is based upon a diagram of the emergency room included as evidence in the game. The player would partition the emergency room into areas like a stage. Each area can be assigned a triage title based on information, e.g., evidence, provided in the game. According to the solution, a patient is to be quickly moved into one of the areas and subsequently diagnosed. The player provides these solution concepts through the game, e.g., via a questionnaire, discussion thread, etc., and waits for feedback. For providing the solution, the player receives 20 points. Several days later, the player returns to the game to observe that the player's score has increased to 100 points. The player reviews the solution to discover that 10 other players referenced the solution concepts, added additional details, provided additional thoughts, etc. regarding ways to enhance the player's suggestion. The additional points that the player gains are aggregated by the other players or cascade to the player based upon the actions of the other players.
With respect to one or more non-limiting aspects of the advisory services network game with a cascading points system as described above,
At 710, a type of the action taken by the first player is identified. For instance, by identifying a type of the action, an action of adding evidence to a dossier can be distinguished from an action of submitting a solution, for example. At 720, a number of points to be awarded for the action type identified is determined. According to an example, different types of actions are granted varying point values. Thus, actions which more heavily achieve the objectives of the games can be awarded a greater number of points. At 730, the first player is awarded the number of points determined at 720. At 740, a notification is received of an action taken by a second player which is influenced at least in part on the action taken by the first player. At 750, an amount of points are awarded to the second player, wherein the number of points are in line with the action taken by the second player. At 760, the first player is awarded a percentage of the amount of points awarded to the second player for the action taken by the second player.
As further depicted in
Turning now to
At 920, points can be awarded to players associated with respective actions based at least in part upon respective contributions of the actions to the solutions. A variety of distribution schemes can be utilized when cascading points from an accepted solution. For example, players associated with objects (e.g., artifacts, actions, interactions, etc.), which the solution references, can receive a fixed and predetermined amount of points for being referenced by the solution. The predetermined amount of points for a given object can be based upon a distance on the graph of linked objects. For instance, a first player associated with a first object referenced by the solution receives a larger predetermined amount of points than a second player associated with a second object referenced by the first object. In other words, object closer to the solution receive higher rewards. It is to be appreciated that a percentage of points rather than fixed amounts can be cascaded. For example, an object reference by the solution can receive 40% of the points given to the player associated with the solution.
The mapping of distance (or depth) of a reference object from the solution to an amount or percentage of points can follow either a linear or non-linear progression. In one example, for a linear progression, an amount or percentage of points decreases by a discrete amount for each increase in depth. For a non-linear progression, the amount or percentage of points can decrease exponentially, logarithmically, parabolically, etc., as depth increases.
As shown in the example depicted in
In addition to objects being referenced by multiple objects, an object can also reference multiple objects. As shown in
For instance, an action by player A can be registered by action processing module 1102, which can instruct an object generation module 1104 to create an in-game object that represents the action by player A. The in-game object can be stored, for example, as object 1112 in an object store 1110. The in-game object or artifact can be a data structure created and managed with the game controlled by game engine 1100. The in-game object can include a variety of information related the action taken by player A. In an example, the in-game object can include an identifier that identifies the object within the game, a type identifier that indicates a type of action associated with the object, content information associated with the object (e.g., comment text when the action involves commenting on a discussion thread), or any other information that game engine 1100 manages in connection with player actions. In another example, the in-game object can be simply a marker to memorialize an action by a player, without further details. In this example, in-game objects operate to map player actions and relationships therebetween such that the map can be traced while awarding points according to aspects described herein.
In a specific, non-limiting example, object generation module 1104 can create object 1112 to correspond to the action taken by player A. Object 1112, once created, can be retained in object store 1110 along with a plurality of other objects. Game engine 1100 further includes a point allocation module 1106 that rewards players for actions. Action processing module 1102 can inform point allocation module 1106 of the action taken by player A. Point allocation module 1106 can access a leaderboard 1120 that maintains scores for each player, including entry 1122 that stores a score for player A and an entry 1124 that retains a score for player B. Point allocation module 1106, based upon the action taken by player A, can increase the score of player A. The amount of score increase can be determined in part upon the type of action taken by player A as determined by the action processing module 1102. The mapping of type of action and amount of points rewarded can be configurable and provided to game engine 1100 as points configuration 1130.
Further to this example, action processing module 1102 can receive an action taken by player B. Similar to the processing, by game engine 1100, of the actions by player A, action processing module 1102 can analyze the action taken by player B to enable the object generation module 1104 to create corresponding object 1114. Further, evaluation of the action by the action processing module 1102 enables point allocation module 1106 to update entry 1124 of leaderboard 1120, retaining a score of player B, to reward player B for the action. In addition, the action taken by player B can be based upon the action taken by player A. Accordingly, point allocation module 1106 also updates entry 1122 to reward player A for the action of player B.
The action of player B, according to the non-limiting example of
A game sponsor (not shown) can accept the solution embodied in object 1116. Such acceptance, as described above, can trigger a cascade of point rewards starting from the player who created the solution down to players, actions, artifacts, etc., referenced by the player in developing the solution. The points can further cascade from the players referenced by the player developing the solution to even more players who have been referenced by the players referenced by the player developing the solution. Game engine 1100 includes a cascade module 1132 configured to update scores stored in leaderboard 1120 in accordance with the cascade. Cascade module 1132 can traverse the graph of links created between objects by the object association module 1108. For instance, cascade module 1132 can start at object 1116, the solution, and award points to the corresponding player. Cascade module 1132 can additionally follow the links from object 1116 to object 1112 and object 1114 to reward points to players A and B, respectively. Further, cascade module 1132 can follow the link from object 1114 to object 1112 and, accordingly, reward more points to player A.
At the start of the point aggregation process, Player A creates a solution concept. Within the game engine, Object A is created and Player A is awarded points. After creation of the solution concept, Player A has 10 points according to the example depicted by
After reviewing the solution concepts, discussions, and insights of other players, Player D builds a prototype bases thereupon. Building the prototype creates Object D in the game engine and all players receive points. At this stage, Player A has 40 points. In a final step shown in
In a further embodiment, the pyramid, illustrated in
Turning now to
The player, upon reviewing object 1522 via the user interface provided by the display interface module 1502, can initiate an action which can be expressed by action input 1524 obtained by the game client 1500. An action generation module 1504 of game client 1500 can generate action information 1532 which specifies a type of action, action content, etc. based upon action input 1524 provided by the player. In a specific, non-limiting example, when action input 1524 is influenced by a player generated content from the game (e.g., object 1522 is a player generated object), the action information 1532 includes a reference to object 1522 to enable proper accreditation in accordance with the cascading point system described herein. The game engine interface module 1506 can transmit action information 1532 to the game engine 1510, and, in response, the game engine interface module 1506 can receive a notification from the game engine 1510 that indicates rewarded points 1526 gained by the player for performing the action indicated by action input 1524 and action information 1532.
Turning now to
At 1710, an example of a redundancy is illustrated. An artifact 1712 can be included in the graph of objects as a result of a player action. A redundancy occurs when an artifact 1714, identical to artifact 1712, is incorporated into the graph by another player action. Since redundant information typically does not facilitate finding a solution, the action creating the duplicate artifact can receive no points and/or be removed from the gaming environment altogether.
At 1720, an example of outliers is shown. One type of outlier, shown at 1722, is an interaction reference an artifact of a main portion of the object graph, but is otherwise unconnected. In other words, this type of outlier is an artifact which is created from an action of player that references an artifact of another player, but does not, in itself, seem to embody a valuable contribution within the broader goals of the game. An outlier, such as that 1722, would not be included in a cascade of points resulting from an accepted solution, as described herein, nor would the outlier receive aggregated points from downstream activity as the outlier is not linked via incoming references.
Another type of outlier can be created when an artifact, at 1724, is placed in the stream but remains unconnected. Such outliers can be seen as spam as the actions that result in outlier artifacts do not contribute to the objective of the game (e.g., finding a solution to a problem). In addition, such isolated outliers would not participate in aggregation or cascading of points. Points for outliers can be reduced to discourage meaningless contributions from polluting the object stream. In another aspect, outliers can be removed, e.g., garbage collected.
Another form of suspicious behavior is collusion, shown at 1730. Detecting collusions involves monitoring of interactions between groups of players over time. As shown in
Integrity check module 1800, in an embodiment, includes a graph analysis module 1804 that evaluates the graph of objects created by the graph generation module 1802 to identify a suspicious or disingenuous action of a player. For example, the graph analysis module 1804 can identify redundancies, outliers, collusions, or cycles as described above. A points correction module 1806 can render score adjustments 1822 to scores in a score database 1820 based upon suspicious or disingenuous actions of players as discovered by the graph analysis module 1804.
Turning now to
At 2010, a label or tag included in the feedback information, which can be optionally applied to the game object, is identified. The tag or label can provide an additional dimension to the point system and/or the feedback information. Some examples of possible tags include, without limitation, “informative”, “spam”, “incomplete”, “duplicate”, “off-topic”, “helpful”, “revealing”, etc. Such labels provide additional mechanism to identify and reward sufficiently compelling ideas.
At 2020, points awarded to a player associated with the game object can be adjusted based upon the type of feedback information and the optional label. For example, negative feedback can trigger a negative adjustment, positive feedback can trigger a positive adjustment, and neutral feedback can result in no adjustment. Further, bonus points or additional punishment can result in response to optional labels. For example, object labeled as “informative”, “helpful”, etc., can receive bonus points while an object labeled as spam or a duplicate can trigger a deduction of points and/or removal of the object.
At 2030, a point adjustment on an object made on the basis of feedback information can optionally cascade to other objects. According to an aspect, the cascade proceeds in an appropriate direction according to the feedback to either reward other players for influencing a player to produce a positively regarded object or to punish players for attempting to benefit from a negatively regarded object. Specifically, objects referenced by a positively regarded object (as well as more objects referenced by the referenced objects, etc.) can receive bonus points whereas objects referencing a negatively regarded object can have points deducted.
The serious game 2310 can include a game engine 2312 configured to manage execution of the serious game. The serious game 2310 further includes a plurality of data stores such as a game information store 2314, an object store 2316, and a score data store 2318. The game information store 2314 can store data game-related information such as scene information on a plurality of scenes of serious game 2310 and associated narrative information. The object store 2316 retains a collection of artifacts created to represent actions taken by players of serious game 2310. Finally, the score data score 2318 can retain respective scores of the players of serious game 2310. Game engine 2312 can include a cascading points subsystem 2320 configured to award a player points for actions directly taken as well as for actions taken by disparate players based upon the action taken directly by the player and to reward points to players of the game who contributed to a final solution accepted by the sponsor of serious game 2310.
One of ordinary skill in the art can appreciate that the various embodiments of cascading points systems and methods described herein can be implemented in connection with any computer or other client or server device, which can be deployed as part of a computer network or in a distributed computing environment, and can be connected to any kind of data store. In this regard, the various embodiments described herein can be implemented in any computer system or environment having any number of memory or storage units, and any number of applications and processes occurring across any number of storage units. This includes, but is not limited to, an environment with server computers and client computers deployed in a network environment or a distributed computing environment, having remote or local storage.
Distributed computing provides sharing of computer resources and services by communicative exchange among computing devices and systems. These resources and services include the exchange of information, cache storage and disk storage for objects, such as files. These resources and services also include the sharing of processing power across multiple processing units for load balancing, expansion of resources, specialization of processing, and the like. Distributed computing takes advantage of network connectivity, allowing clients to leverage their collective power to benefit the entire enterprise. In this regard, a variety of devices may have applications, objects or resources that may participate in the cascading points mechanisms as described for various embodiments of the subject disclosure.
Each computing object 2410, 2412, etc. and computing objects or devices 2420, 2422, 2424, 2426, 2428, etc. can communicate with one or more other computing objects 2410, 2412, etc. and computing objects or devices 2420, 2422, 2424, 2426, 2428, etc. by way of the communications network 2440, either directly or indirectly. Even though illustrated as a single element in
There are a variety of systems, components, and network configurations that support distributed computing environments. For example, computing systems can be connected together by wired or wireless systems, by local networks or widely distributed networks. Currently, many networks are coupled to the Internet, which provides an infrastructure for widely distributed computing and encompasses many different networks, though any network infrastructure can be used for exemplary communications made incident to the systems as described in various embodiments.
Thus, a host of network topologies and network infrastructures, such as client/server, peer-to-peer, or hybrid architectures, can be utilized. The “client” is a member of a class or group that uses the services of another class or group to which it is not related. A client can be a process, i.e., roughly a set of instructions or tasks, that requests a service provided by another program or process. The client process utilizes the requested service without having to “know” any working details about the other program or the service itself.
In a client/server architecture, particularly a networked system, a client is usually a computer that accesses shared network resources provided by another computer, e.g., a server. In the illustration of
A server is typically a remote computer system accessible over a remote or local network, such as the Internet or wireless network infrastructures. The client process may be active in a first computer system, and the server process may be active in a second computer system, communicating with one another over a communications medium, thus providing distributed functionality and allowing multiple clients to take advantage of the information-gathering capabilities of the server.
In a network environment in which the communications network 2440 or bus is the Internet, for example, the computing objects 2410, 2412, etc. can be Web servers with which other computing objects or devices 2420, 2422, 2424, 2426, 2428, etc. communicate via any of a number of known protocols, such as the hypertext transfer protocol (HTTP). Computing objects 2410, 2412, etc. acting as servers may also serve as clients, e.g., computing objects or devices 2420, 2422, 2424, 2426, 2428, etc., as may be characteristic of a distributed computing environment.
As mentioned, advantageously, the techniques described herein can be applied to any device where it is desirable to cascade incentives in a points system of a computing environment. It can be understood, therefore, that handheld, portable and other computing devices and computing objects of all kinds are contemplated for use in connection with the various embodiments, i.e., anywhere where players of a game can contribute. Accordingly, the below general purpose remote computer described below in
Embodiments can partly be implemented via an operating system, for use by a developer of services for a device or object, and/or included within application software that operates to perform one or more functional aspects of the various embodiments described herein. Software may be described in the general context of computer-executable instructions, such as program modules, being executed by one or more computers, such as client workstations, servers or other devices. Those skilled in the art will appreciate that computer systems have a variety of configurations and protocols that can be used to communicate data, and thus, no particular configuration or protocol is considered limiting.
With reference to
Computer 2510 typically includes a variety of computer readable media and can be any available media that can be accessed by computer 2510. The system memory 2530 may include computer storage media in the form of volatile and/or nonvolatile memory such as read only memory (ROM) and/or random access memory (RAM). By way of example, and not limitation, system memory 2530 may also include an operating system, application programs, other program modules, and program data. According to a further example, computer 2510 can also include a variety of other media (not shown), which can include, without limitation, RAM, ROM, EEPROM, flash memory or other memory technology, compact disk (CD)-ROM, digital versatile disk (DVD) or other optical disk storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or other tangible and/or non-transitory media which can be used to store desired information.
A user can enter commands and information into the computer 2510 through input devices 2540. A monitor or other type of display device is also connected to the system bus 2522 via an interface, such as output interface 2550. In addition to a monitor, computers can also include other peripheral output devices such as speakers and a printer, which may be connected through output interface 2550.
The computer 2510 may operate in a networked or distributed environment using logical connections to one or more other remote computers, such as remote computer 2570. The remote computer 2570 may be a personal computer, a server, a router, a network PC, a peer device or other common network node, or any other remote media consumption or transmission device, and may include any or all of the elements described above relative to the computer 2510. The logical connections depicted in
As mentioned above, while exemplary embodiments have been described in connection with various computing devices and network architectures, the underlying concepts may be applied to any network system and any computing device or system in which it is desirable to provide incentives for gaming input.
Also, there are multiple ways to implement the same or similar functionality, e.g., an appropriate API, tool kit, driver code, operating system, control, standalone or downloadable software object, etc. which enables applications and services to take advantage of the techniques provided herein. Thus, embodiments herein are contemplated from the standpoint of an API (or other software object), as well as from a software or hardware object that implements one or more embodiments as described herein. Thus, various embodiments described herein can have aspects that are wholly in hardware, partly in hardware and partly in software, as well as in software.
The word “exemplary” is used herein to mean serving as an example, instance, or illustration. For the avoidance of doubt, the subject matter disclosed herein is not limited by such examples. In addition, any aspect or design described herein as “exemplary” is not necessarily to be construed as preferred or advantageous over other aspects or designs, nor is it meant to preclude equivalent exemplary structures and techniques known to those of ordinary skill in the art. Furthermore, to the extent that the terms “includes,” “has,” “contains,” and other similar words are used, for the avoidance of doubt, such terms are intended to be inclusive in a manner similar to the term “comprising” as an open transition word without precluding any additional or other elements when employed in a claim.
As mentioned, the various techniques described herein may be implemented in connection with hardware or software or, where appropriate, with a combination of both. As used herein, the terms “component,” “module,” “system” and the like are likewise intended to refer to a computer-related entity, either hardware, a combination of hardware and software, software, or software in execution. For example, a component may be, but is not limited to being, a process running on a processor, a processor, an object, an executable, a thread of execution, a program, and/or a computer. By way of illustration, both an application running on computer and the computer can be a component. One or more components may reside within a process and/or thread of execution and a component may be localized on one computer and/or distributed between two or more computers.
The aforementioned systems have been described with respect to interaction between several components. It can be appreciated that such systems and components can include those components or specified sub-components, some of the specified components or sub-components, and/or additional components, and according to various permutations and combinations of the foregoing. Sub-components can also be implemented as components communicatively coupled to other components rather than included within parent components (hierarchical). Additionally, it can be noted that one or more components may be combined into a single component providing aggregate functionality or divided into several separate sub-components, and that any one or more middle layers, such as a management layer, may be provided to communicatively couple to such sub-components in order to provide integrated functionality. Any components described herein may also interact with one or more other components not specifically described herein but generally known by those of skill in the art.
In view of the exemplary systems described supra, methodologies that may be implemented in accordance with the described subject matter can also be appreciated with reference to the flowcharts of the various figures. While for purposes of simplicity of explanation, the methodologies are shown and described as a series of blocks, it is to be understood and appreciated that the various embodiments are not limited by the order of the blocks, as some blocks may occur in different orders and/or concurrently with other blocks from what is depicted and described herein. Where non-sequential, or branched, flow is illustrated via flowchart, it can be appreciated that various other branches, flow paths, and orders of the blocks, may be implemented which achieve the same or a similar result. Moreover, some illustrated blocks are optional in implementing the methodologies described hereinafter.
In addition to the various embodiments described herein, it is to be understood that other similar embodiments can be used or modifications and additions can be made to the described embodiment(s) for performing the same or equivalent function of the corresponding embodiment(s) without deviating therefrom. Still further, multiple processing chips or multiple devices can share the performance of one or more functions described herein, and similarly, storage can be effected across a plurality of devices. Accordingly, the invention is not to be limited to any single embodiment, but rather is to be construed in breadth, spirit and scope in accordance with the appended claims.