{"schema_version":"1.0","canonical_url":"https://patentable.app/patents/US-9852581","patent":{"patent_number":"US-9852581","title":"Method awarding playtime proportional to test results","assignee":null,"inventors":[],"filing_date":"2016-10-13T00:00:00.000Z","publication_date":"2017-12-26T00:00:00.000Z","cpc_codes":["G07F","A63F","A63F","G07F","G07F","G09B","H04N"],"num_claims":16,"abstract":"A method for awarding playtime credit proportional to positive performance on educational testing. The method records correct answers to academic questions, such as math, as credits towards time allowed on an attached electronic play device. The amount of time earned or awarded is determined by the number of correct answers provided in response to displayed questions."},"analysis":{"summary":"The Method Awarding Playtime Proportional to Test Results (US-9852581) introduces a novel approach to educational motivation by directly linking academic performance with recreational rewards. At its core, this innovation describes a system that records correct answers provided by a user to academic questions, such as those found in math tests or quizzes. These correct responses are then converted into valuable playtime credits.\n\nThis technology addresses the critical problem of student disengagement and the difficulty in providing immediate, tangible rewards for academic effort. Traditional motivational techniques often lack the direct feedback loop that resonates with today's digitally-native learners. By offering playtime on an attached electronic play device, this patent leverages a highly desirable incentive to encourage sustained focus and improved performance.\n\nThe key technical approach involves an input mechanism for educational questions, an evaluation system for assessing correctness, a credit allocation module that calculates playtime proportionally to successful answers, and a device control interface that manages access to the electronic play device based on accumulated credits. This creates a seamless and automated reward system.\n\nThe business value and applications are substantial, primarily within the ed-tech sector, homeschooling, and educational software development. Companies can integrate this system to enhance their learning platforms, offering a unique selling proposition that directly addresses student motivation. It provides a measurable way to incentivize learning, potentially leading to higher adoption rates for educational tools and improved academic outcomes for users.\n\nMarket opportunity exists in the global educational technology market, which is continuously seeking innovative solutions for personalized learning and engagement. This patent opens avenues for new product development in smart learning devices, adaptive educational software, and parental control applications that promote balanced screen time linked to academic achievement. The system offers a scalable and adaptable framework for making learning more rewarding and effective.","layman_explanation":"### What Problem Does This Solve?\n\nIn today's fast-paced, digitally-driven world, getting children and young adults truly engaged in academic learning is a monumental challenge. Many parents and educators struggle with motivating students to focus on schoolwork when the allure of digital entertainment—video games, social media, streaming—is so pervasive and immediately gratifying. Traditional rewards, like good grades or future career prospects, often feel too distant or abstract to compete with the instant dopamine hit of a game. This leads to a widespread problem of disengagement, reduced academic effort, and a constant battle over screen time, ultimately hindering learning outcomes. The core business problem is finding an effective, scalable, and sustainable way to incentivize academic performance in a manner that resonates with modern learners, making 'study time' less of a chore and more of an opportunity.\n\n### How Does It Work?\n\nThe Method Awarding Playtime Proportional to Test Results offers an ingenious, yet simple, solution. Imagine a smart system that acts as a bridge between a student's academic tasks and their favorite electronic entertainment. When a student sits down to do their homework or take a quiz on a digital platform, this system is at work. As they answer questions correctly, whether it's solving a math problem, identifying a historical fact, or acing a vocabulary test, the system registers these successes. Each correct answer is converted into a measurable unit of 'playtime credit.' This credit then accumulates, directly proportional to their performance. For example, if a student gets 10 questions right, they might earn 10 minutes of play; 20 correct answers could mean 20 minutes. This earned playtime can then be used on an 'attached electronic play device' – think a gaming console, a tablet, or a computer. It's a direct 'work-to-reward' mechanism: success in learning literally unlocks access to desired recreation. There's no complex technical jargon; it's about making the connection between effort and reward crystal clear and immediate.\n\n### Why Does This Matter?\n\nThis innovation matters because it addresses a fundamental human motivator: immediate, tangible reward for effort. For businesses in the ed-tech sector, this patent represents a significant competitive advantage. It allows them to offer a unique selling proposition: a learning tool that not only educates but also intrinsically motivates. This can lead to increased product adoption, higher user retention, and stronger brand loyalty. For parents, it offers a powerful tool to manage screen time effectively, turning a point of contention into an incentive for academic excellence. For educational institutions, it provides a scalable framework to boost student engagement and improve learning outcomes, potentially leading to better standardized test scores and overall academic performance. The ROI is evident in increased student motivation, reduced parental stress, and a more positive learning environment. This approach could redefine how educational software is designed and marketed, creating new revenue streams through licensing or integration fees.\n\n### What's Next?\n\nThe Method Awarding Playtime Proportional to Test Results paves the way for a new generation of educational tools and devices. We could see 'smart' educational tablets with this system built-in, or enhanced parental control apps that leverage this methodology. Market adoption could be swift in homeschooling communities and technology-forward schools. As the concept gains traction, it could influence policy discussions around digital literacy and balanced screen time. For investors, this represents an opportunity to back a technology that solves a universal problem with a clever, impactful solution, potentially becoming a standard feature in future educational ecosystems. The future of learning could very well be one where academic success is directly and joyfully rewarded.","technical_analysis":"The Method Awarding Playtime Proportional to Test Results (US-9852581) details a sophisticated system designed to incentivize academic performance through earned playtime. This technical analysis delves into the architectural components, algorithmic specifics, and integration patterns implied by this patent, highlighting its potential within educational technology.\n\n**Technical Architecture Overview:**\nThe core architecture of this invention comprises several interconnected modules: an **Input Module** for presenting academic questions, an **Answer Evaluation Engine** for processing user responses, a **Credit Allocation System** for determining playtime, and a **Device Control Interface** for managing access to an electronic play device. This modular design suggests a client-server model, where the educational content and play device reside on the client side, while the evaluation and credit management could be centralized on a server or distributed across local devices.\n\n**Implementation Details:**\n1.  **Question Delivery & Input:** The system requires a mechanism to display academic questions. This could be implemented via a dedicated application, a web interface, or an integrated module within an existing Learning Management System (LMS). Questions can be static or dynamically generated based on curriculum and student proficiency. Input methods would include keyboard, touch, or voice, requiring robust parsing capabilities.\n2.  **Answer Evaluation:** This is critical for determining 'positive performance.' For objective questions (e.g., multiple-choice, fill-in-the-blank, numerical math problems), direct comparison algorithms would suffice. For more complex, open-ended questions, advanced techniques like Natural Language Processing (NLP) for semantic analysis or even machine learning models for grading essays could be employed. The system must accurately identify correct answers to prevent exploitation.\n3.  **Credit Allocation Algorithm:** The patent specifies 'playtime credit proportional to positive performance.' This implies a configurable algorithm. A simple implementation might award a fixed amount of time (e.g., 30 seconds) per correct answer. More advanced algorithms could factor in question difficulty, time taken, previous performance (e.g., adaptive scaling), or even subject area. This algorithm would maintain a persistent credit balance for each user, stored in a secure database.\n4.  **Device Control Interface:** This is the bridge between earned credits and actual playtime. It needs to communicate with the 'attached electronic play device.' This could be achieved via: a) **Software Agent:** An application installed on the play device that monitors and enforces playtime limits. b) **Network-Level Control:** A router or gateway that restricts internet/device access based on commands from the credit system. c) **API Integration:** If the play device (e.g., a smart TV, gaming console) offers APIs for parental controls or timers, the system could leverage these. Security and tamper-proofing are paramount to ensure the integrity of the playtime award.\n\n**Performance Characteristics & Integration:**\nThe system must be highly responsive. Answer evaluation and credit allocation should occur in near real-time to provide immediate feedback and motivation. Scalability is also a key consideration, especially if deployed across multiple users or institutions. Integration with existing educational platforms (e.g., Google Classroom, Canvas) would be crucial for market adoption, requiring well-defined APIs and data exchange protocols. Data privacy and security, particularly for student performance data, must adhere to stringent regulations (e.g., FERPA, GDPR).\n\n**Code-Level Implications:**\nDevelopers would likely employ a robust backend framework (e.g., Node.js, Python/Django, Java/Spring) for the evaluation and credit management logic, with a secure database (SQL or NoSQL). Frontend development for question presentation could utilize modern web frameworks (React, Angular, Vue) or native mobile development. The device control interface might require platform-specific development (e.g., Android/iOS APIs, desktop applications, network programming). Emphasis on robust error handling, logging, and audit trails would be critical for system reliability and accountability.\n\nThis invention represents a significant technical step towards creating more dynamic, engaging, and data-driven educational environments. Its core components offer a flexible foundation for future adaptive learning systems that truly understand and respond to individual student needs and motivations.","business_analysis":"The Method Awarding Playtime Proportional to Test Results (US-9852581) presents a compelling business opportunity within the rapidly expanding educational technology (ed-tech) market. This innovation fundamentally reimagines student motivation, offering a direct, tangible incentive for academic performance that has significant commercial implications for various stakeholders.\n\n**Market Opportunity Size:**\nThe global ed-tech market is projected to reach hundreds of billions of dollars in the coming years, driven by increasing demand for personalized learning, remote education, and engaging content. Student disengagement remains a pervasive challenge, representing a substantial unmet need for effective motivational tools. This patent taps directly into this need, offering a solution that can be integrated into existing educational platforms, hardware, and software. The market for supplemental educational tools, parental control software, and gamified learning experiences is vast and growing.\n\n**Competitive Advantages:**\n1.  **Direct & Tangible Reward:** Unlike abstract grades or distant future benefits, this system offers immediate, desired gratification (playtime), which is a powerful motivator, especially for younger demographics. This direct link provides a significant edge over traditional motivational methods.\n2.  **Proportionality & Fairness:** The 'proportional to test results' aspect ensures fairness and reinforces the value of effort. Students understand that their playtime is directly earned, fostering a sense of agency and responsibility.\n3.  **Versatile Integration:** The system can be integrated into diverse educational contexts – from classroom settings and homeschooling to tutoring services and specialized learning apps. Its modular nature allows for flexible deployment across various hardware and software platforms.\n4.  **Data-Driven Insights:** Implementation of this technology would generate valuable data on student performance and engagement, enabling educators and parents to gain deeper insights into learning patterns and tailor interventions more effectively.\n\n**Revenue Potential & Business Models:**\nMultiple revenue streams are plausible:\n*   **Software Licensing:** Licensing the patented technology to existing ed-tech companies, LMS providers, and educational hardware manufacturers.\n*   **Subscription Service:** Offering a 'premium' motivational platform to parents or schools, potentially with advanced analytics, customizable reward settings, and broader device compatibility.\n*   **Hardware Integration:** Developing or partnering on 'smart' educational devices (e.g., tablets, smart desks) that have this system built-in, creating a unique product offering.\n*   **Content Partnerships:** Collaborating with educational content creators to integrate the reward system directly into their learning modules.\n*   **Ad-Supported Models (with caution):** Potentially, for free versions, though this would need careful consideration to maintain educational integrity.\n\n**Strategic Positioning:**\nThis innovation positions itself as a critical 'motivation layer' for the ed-tech ecosystem. It can serve as an enhancement for existing educational products or as the core feature of new ones. Strategic partnerships with major players in K-12 education, higher education, and consumer electronics could accelerate market penetration. The patent allows for a strong defensible position in the burgeoning market for 'smart' and 'adaptive' learning solutions.\n\n**ROI Projections:**\nEarly adopters could see significant ROI through improved student retention, higher engagement rates, and enhanced brand reputation as an innovator in effective learning. For investors, the potential for market disruption and the creation of new product categories makes this a high-potential investment. A moderate market penetration into the global ed-tech sector could yield substantial returns, given the per-user licensing or subscription fees. The long-term value lies in establishing a new standard for incentivized learning, creating a sticky ecosystem around academic achievement and balanced digital recreation.","faqs":[{"answer":"The Method Awarding Playtime Proportional to Test Results (US-9852581) is a groundbreaking patent that describes a system designed to motivate academic performance by linking it directly to recreational rewards. Essentially, this innovation introduces a method where a user (typically a student) earns playtime credits for an electronic play device based on their positive performance on educational tests or academic questions.\n\nThis system operates by recording the number of correct answers provided by the user in response to displayed academic questions, such as those found in math problems, science quizzes, or vocabulary tests. These correct answers are then converted into a proportional amount of time that can be used on a connected electronic play device.\n\nThe core idea behind this technology is to create a powerful and immediate incentive for learning. By making academic success a direct pathway to desired recreational activities, the Method Awarding Playtime Proportional to Test Results aims to boost student engagement, improve focus, and foster a more positive attitude towards educational tasks. It transforms the often-dreaded process of test-taking or homework into an opportunity to earn valuable leisure time.\n\n**Keywords:** patent, student motivation, academic rewards, ed-tech, gamified learning, playtime for grades.","question":"What is Method Awarding Playtime Proportional to Test Results?"},{"answer":"The Method Awarding Playtime Proportional to Test Results works through a series of automated steps that create a seamless link between academic effort and recreational reward. Firstly, the system presents academic questions to the user, which can be delivered via a digital interface like a tablet, computer, or dedicated educational software.\n\nSecondly, as the user provides answers, the system evaluates their correctness in real-time or near real-time. For instance, if it's a math problem, the system checks if the numerical answer is correct. If it's a multiple-choice question, it verifies the selected option. This 'positive performance' is then recorded.\n\nThirdly, based on the number of correct answers, the system's credit allocation engine calculates and awards 'playtime credits.' The crucial aspect here is proportionality: the more correct answers a student provides, the more playtime they accumulate. For example, each correct answer might earn 30 seconds of playtime.\n\nFinally, these accumulated playtime credits are then used to control access to an 'attached electronic play device.' This could involve unlocking a gaming console, enabling access to games on a tablet, or allowing recreational internet browsing on a computer for the earned duration. Once the earned time expires, access to the play device is automatically restricted, thereby reinforcing the cycle of earning through learning.\n\n**Keywords:** how it works, academic performance, electronic play device, playtime credits, educational system, proportional rewards.","question":"How does Method Awarding Playtime Proportional to Test Results work?"},{"answer":"The Method Awarding Playtime Proportional to Test Results primarily solves the pervasive problem of student disengagement and the challenge of motivating academic effort in a world filled with instant digital gratification. Traditional motivational methods, such as grades, future career prospects, or abstract praise, often lack the immediate, tangible appeal necessary to capture and sustain the attention of modern learners.\n\nMany students, particularly in younger age groups, perceive academic tasks as chores disconnected from immediate pleasure, leading to decreased motivation, reduced effort, and consequently, suboptimal learning outcomes. This often results in a constant struggle for parents and educators to encourage homework completion and focused study time, frequently exacerbated by conflicts over screen time.\n\nThis innovation addresses this by transforming the very nature of motivation. It bridges the gap between academic rigor and desired leisure by making playtime a direct, earned reward. By providing a clear, proportional incentive that resonates deeply with students' preferences for digital entertainment, the Method Awarding Playtime Proportional to Test Results helps to alleviate test anxiety, foster a positive association with learning, and significantly boost overall student engagement and academic performance.\n\n**Keywords:** student disengagement, academic motivation, screen time conflict, learning outcomes, ed-tech problem, engagement gap.","question":"What problem does Method Awarding Playtime Proportional to Test Results solve?"},{"answer":"The patent for Method Awarding Playtime Proportional to Test Results (US-9852581) was filed on October 13, 2016, and published on December 26, 2017. While the patent document itself provides the technical details and claims of the invention, the specific inventors are not detailed in the provided data. Similarly, an assignee (the entity or company to whom the patent rights might be transferred) is also not specified in the given information.\n\nHowever, the concept itself reflects a deep understanding of educational psychology and the dynamics of digital engagement. The invention's focus on creating a direct, performance-based reward system for academic achievement suggests a forward-thinking approach to integrating technology with learning incentives.\n\nRegardless of the specific individuals or entities behind its creation, the Method Awarding Playtime Proportional to Test Results represents a significant contribution to the field of educational technology. It offers a universal solution to a common problem faced by educators and parents globally, highlighting the power of innovative thinking in addressing complex challenges.\n\n**Keywords:** patent origin, inventors, assignee, patent filing, patent publication, educational innovation.","question":"Who invented Method Awarding Playtime Proportional to Test Results?"},{"answer":"The Method Awarding Playtime Proportional to Test Results offers a multitude of benefits for students, parents, and educators alike. Firstly, for students, it significantly **boosts motivation and engagement** by providing an immediate, tangible, and highly desirable reward for academic effort. This transforms learning tasks from chores into opportunities to earn desired playtime, fostering a more positive attitude towards education.\n\nSecondly, it leads to **improved academic performance**. When students are more motivated and engaged, they naturally put in more effort, leading to better focus, deeper understanding, and ultimately, higher test scores and better grades. The direct feedback loop reinforces good study habits.\n\nThirdly, for parents, this innovation provides an effective tool for **managing screen time** without constant conflict. Instead of simply restricting device usage, parents can empower their children to *earn* their recreational screen time through academic achievement, turning a common point of contention into a positive reinforcement system.\n\nFourthly, for educators and educational institutions, it offers a **scalable and objective motivational framework**. This system can be integrated into various curricula and learning platforms, providing a fair and transparent way to incentivize learning and track student progress based on measurable outcomes. It also generates valuable data that can inform personalized learning strategies.\n\n**Keywords:** key benefits, student engagement, academic success, screen time management, educational motivation, positive reinforcement.","question":"What are the key benefits of Method Awarding Playtime Proportional to Test Results?"},{"answer":"The Method Awarding Playtime Proportional to Test Results distinguishes itself significantly from prior art in several key ways, particularly in its approach to motivation and reward. Traditional methods often include abstract academic rewards (grades, scholarships), restrictive parental controls, or in-app gamification.\n\nUnlike abstract academic rewards, this patent offers **immediate and tangible gratification**. Grades and future benefits are often too distant to provide the strong, short-term motivation that digital playtime offers. The direct, proportional link makes the reward concrete and instant.\n\nCompared to restrictive parental controls, this innovation is **proactive and incentive-based**, rather than punitive. Instead of simply limiting screen time, it empowers students to *earn* it through academic achievement, transforming a source of conflict into a motivational tool. This shifts the dynamic from 'no play' to 'earned play.'\n\nCrucially, it differs from typical in-app gamification (points, badges, leaderboards within a learning app) because it provides **external, highly desirable rewards**. While in-app gamification can enhance engagement *within* a learning platform, the Method Awarding Playtime Proportional to Test Results grants access to *external* electronic play devices, which often hold greater motivational power for students. It bridges the gap between learning applications and dedicated entertainment systems, a critical distinction that enhances its effectiveness.\n\n**Keywords:** prior art, competitive advantage, unique features, gamification vs. rewards, external incentives, educational innovation.","question":"How is Method Awarding Playtime Proportional to Test Results different from prior art?"},{"answer":"The Method Awarding Playtime Proportional to Test Results (US-9852581) is poised to significantly impact several industries, primarily centered around education and technology. The most direct and substantial impact will be felt within the **Educational Technology (Ed-Tech) industry**.\n\nEd-tech companies developing learning management systems (LMS), educational apps, and digital curricula can integrate this patented system to dramatically enhance student engagement and differentiate their products. It offers a powerful unique selling proposition that directly addresses a core challenge in education.\n\nBeyond ed-tech, the **Consumer Electronics industry** will also see significant implications. Manufacturers of tablets, gaming consoles, smart TVs, and other electronic play devices could integrate this technology, offering 'learning-enabled' versions of their products or partnering to ensure compatibility. This creates new market segments for devices that promote balanced digital habits.\n\nFurthermore, the **Parental Control Software and Hardware sector** will be transformed. Existing parental control solutions, which are often restrictive, can evolve into sophisticated motivational tools that empower children to earn their digital leisure. This shifts the focus from limitation to achievement.\n\nFinally, the **Publishing and Content Creation industry** for educational materials will be impacted. Content creators can design materials specifically optimized for integration with this reward system, creating more engaging and effective learning experiences across various subjects and age groups. This broad reach underscores the transformative potential of the Method Awarding Playtime Proportional to Test Results.\n\n**Keywords:** industry impact, ed-tech, consumer electronics, parental control, educational software, market disruption.","question":"What industries will Method Awarding Playtime Proportional to Test Results impact?"},{"answer":"The patent for Method Awarding Playtime Proportional to Test Results, identified by the number US-9852581, was officially filed on **October 13, 2016**. This date marks the point at which the invention's details were submitted to the patent office for examination.\n\nFollowing the examination process, the patent was subsequently published, and the publication date for this invention is **December 26, 2017**. At this point, the patent's full specifications, claims, and drawings (if any) became publicly accessible, providing detailed information about the method for awarding playtime credit proportional to positive performance on educational testing.\n\nThese dates are significant as they establish the legal timeline for the patent. The filing date is crucial for determining prior art and the novelty of the invention, while the publication date signifies when the innovation became part of the public record, allowing others to understand and potentially license or build upon the technology (while respecting the patent holder's rights). The relatively quick turnaround from filing to publication highlights the innovative nature and potential relevance of this particular educational technology.\n\n**Keywords:** filing date, publication date, patent timeline, US-9852581, patent history, intellectual property.","question":"When was Method Awarding Playtime Proportional to Test Results filed/granted?"},{"answer":"The commercial applications of the Method Awarding Playtime Proportional to Test Results are extensive and diverse, primarily focused on enhancing educational engagement and providing innovative solutions for digital parenting. One primary application is its integration into **educational software and platforms**.\n\nEd-tech companies can license this patent to embed the system directly into their learning apps, online courses, and digital curricula, making their products significantly more appealing and effective for students. This could be a premium feature for subscription-based educational services.\n\nAnother significant application lies in **hardware development**. Manufacturers of children's tablets, smart desks, or even general-purpose computing devices could incorporate this technology as a built-in feature, creating 'learning-enabled' devices that offer a unique selling proposition to parents and schools. This could also extend to gaming consoles that integrate educational modules.\n\nFurthermore, the patent has strong relevance for **parental control solutions**. Software and hardware designed for managing children's device usage can evolve to incorporate this incentive-based approach, offering a more positive and effective alternative to purely restrictive methods. This creates a new market for 'smart' parental control systems.\n\nFinally, the concept could be adapted for **corporate training and vocational skill acquisition**. By rewarding successful completion of training modules or certifications with digital leisure time, companies could boost employee engagement and learning outcomes. The versatility of the Method Awarding Playtime Proportional to Test Results makes it a powerful commercial tool across various sectors.\n\n**Keywords:** commercial applications, ed-tech products, hardware integration, parental control apps, corporate training, market opportunities.","question":"What are the commercial applications of Method Awarding Playtime Proportional to Test Results?"},{"answer":"Looking ahead, the Method Awarding Playtime Proportional to Test Results is expected to inspire several exciting future developments, pushing the boundaries of educational technology and motivational systems. One key area of evolution will be **enhanced personalization and adaptive learning**.\n\nFuture iterations could integrate advanced AI and machine learning algorithms to dynamically adjust the difficulty of questions, the type of educational content presented, and even the proportionality of the playtime reward based on a student's individual learning pace, preferences, and progress. This would create a truly tailored and optimized learning experience.\n\nAnother development could involve **broader device and platform integration**. While the patent mentions an 'attached electronic play device,' future systems could seamlessly control access across a wider ecosystem of smart devices, including smart home systems, VR/AR educational experiences, and even physical toys that unlock based on academic achievement. This expands the scope of 'playtime' considerably.\n\nWe can also anticipate **deeper analytics and insights** for parents and educators. Future versions of the Method Awarding Playtime Proportional to Test Results could provide granular data on student performance trends, engagement levels, and the effectiveness of different reward strategies, offering actionable insights to optimize learning environments.\n\nFinally, the underlying principle of performance-based, proportional rewards could see **application beyond traditional academics**. This includes using the system to incentivize physical activity, healthy eating habits, or even social-emotional learning, transforming it into a versatile tool for holistic development. The Method Awarding Playtime Proportional to Test Results is truly a foundation for a more intelligent and engaging future.\n\n**Keywords:** future developments, adaptive learning, AI in education, device integration, personalized learning, holistic development.","question":"What are the future developments expected for Method Awarding Playtime Proportional to Test Results?"}],"topics":["Method Awarding Playtime Proportional to Test Results","patent US-9852581","ed-tech innovation","gamified learning","student motivation","intersection","educational","psychology"],"tech_cluster":null},"seo":{"title":"Method Awarding Playtime Proportional to Test Results - US-9852581","description":"Discover the Method Awarding Playtime Proportional to Test Results patent (US-9852581) which links academic success to earned playtime. Boost student engagement and learning outcomes.","keywords":["Method Awarding Playtime Proportional to Test Results","patent US-9852581","ed-tech innovation","gamified learning","student motivation","academic rewards","educational technology","playtime for grades","learning engagement","smart education","patent analysis","adaptive learning","digital parenting"]},"attribution":{"source":"Patentable","source_url":"https://patentable.app","canonical_url":"https://patentable.app/patents/US-9852581","license":"CC-BY-4.0-like","license_terms":"AI-generated analysis on this page (summary, layman_explanation, technical_analysis, business_analysis, faqs) may be reused with attribution and a visible link back to the canonical URL above. Patent abstracts, claims, and bibliographic data are USPTO public domain.","required_link":"https://patentable.app/patents/US-9852581","citation_suggestion":"Patentable. \"Method awarding playtime proportional to test results\" (US-9852581). https://patentable.app/patents/US-9852581","copyright_holder":"Nomic Interactive Technology LLC"},"links":{"html":"https://patentable.app/patents/US-9852581","json":"https://patentable.app/api/llm-context/US-9852581","site":"https://patentable.app","llms_txt":"https://patentable.app/llms.txt"},"generated_at":"2026-06-06T06:43:34.040Z"}