U.S. patent application number 13/244856 was filed with the patent office on 2013-03-28 for campaign messaging system.
The applicant listed for this patent is Neshay Ahmed, Rahul Kapur, Jacob Louis Rosenberg, Jane Shapiro, Tim Terence Trampedach. Invention is credited to Neshay Ahmed, Rahul Kapur, Jacob Louis Rosenberg, Jane Shapiro, Tim Terence Trampedach.
Application Number | 20130079144 13/244856 |
Document ID | / |
Family ID | 47911893 |
Filed Date | 2013-03-28 |
United States Patent
Application |
20130079144 |
Kind Code |
A1 |
Ahmed; Neshay ; et
al. |
March 28, 2013 |
CAMPAIGN MESSAGING SYSTEM
Abstract
A message is generated for communication to a set of players of
an online game for a message campaign. The players in the set of
players of the online game are identified based on a dynamic set of
attributes. The message is customized with a template based on the
dynamic set of attributes and information of each player from the
set of players.
Inventors: |
Ahmed; Neshay; (San
Francisco, CA) ; Rosenberg; Jacob Louis; (San
Francisco, CA) ; Kapur; Rahul; (Albany, CA) ;
Shapiro; Jane; (Boston, MA) ; Trampedach; Tim
Terence; (San Francisco, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Ahmed; Neshay
Rosenberg; Jacob Louis
Kapur; Rahul
Shapiro; Jane
Trampedach; Tim Terence |
San Francisco
San Francisco
Albany
Boston
San Francisco |
CA
CA
CA
MA
CA |
US
US
US
US
US |
|
|
Family ID: |
47911893 |
Appl. No.: |
13/244856 |
Filed: |
September 26, 2011 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/87 20140902;
A63F 2300/572 20130101; A63F 13/352 20140902; A63F 2300/5566
20130101; A63F 13/335 20140902; A63F 2300/5553 20130101; A63F
13/332 20140902; A63F 2300/5593 20130101; A63F 13/216 20140902;
A63F 13/795 20140902; A63F 2300/513 20130101; A63F 13/32
20140902 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A campaign messaging system comprising: at least one processor
of a computer; a campaign generator configured to generate a
message campaign corresponding to a message template associated
with a dynamic set of attributes of a player of an online game
having one or more player characters controlled by the player and
one or more in-game virtual objects controlled by a game engine; a
target player generator configured to identify a set of players of
the online game to receive a message based on the dynamic set of
attributes; and a template generator configured to generate the
message customized with the message template to the set of
players.
2. The campaign messaging system of claim 1, further comprising: a
campaign scheduler configured to schedule a time and frequency of
the customized message for communication to the set of the players
of the online game.
3. The campaign messaging system of claim 1, further comprising: a
campaign sender configured to generate and send emails based on the
customized message to the set of players of the online game.
4. The campaign messaging system of claim 1, further comprising: a
campaign archiver configured to store the message campaign and
customized messages in a storage device.
5. The campaign messaging system of claim 1, wherein the dynamic
set of attributes comprises activities in the online game of each
player from the set of players, the message to the set of players
customized based on the activities in the online game of each
player from the set of players, or based on a frequency of
activities in the online game of each player from the set of
players within a predetermined amount of time.
6. The campaign messaging system of claim 1, wherein the dynamic
set of attributes comprises a game level of the online game of each
player from the set of players, the message for communication to
the set of players customized based on the game level of the online
game of each player from the set of players, or based on a range of
game level in the online game of each player from the set of
players within a predetermined amount of time.
7. The campaign messaging system of claim 1, wherein the dynamic
set of attributes comprises a type of device from which a
corresponding player accesses the online game, the message for
communication to the set of players customized based on the type of
device of each player from the set of players.
8. The campaign messaging system of claim 1, wherein the dynamic
set of attributes comprises a measure of an active social network
of each player from the set of players in the online game, the
active social network comprises one or more other players with whom
a player has a minimum number of reciprocated messages within a
predetermined amount of time, the message to the set of players
customized based on the measure of the active social network of
each player from the set of players, each player from the set of
players having a corresponding measure of the active social network
less than a predetermined minimum number of active social networks
for the online game.
9. The campaign messaging system of claim 1, wherein the dynamic
set of attributes comprises an IP (Internet Protocol)-based
geographic location of each player from the set of players, the
message to the set of players customized based on the IP-based
geographic location of each player from the set of players.
10. The campaign messaging system of claim 1, wherein the message
campaign is configured to promote another online game, to provide
updates of the online game, or to provide rewards and bonuses of
the online game.
11. The campaign messaging system of claim 1, wherein the target
player generator is configured to identify one or more players from
the set of players, who have requested to be removed from the
message campaign.
12. A computer-implemented method comprising: generating a message
campaign corresponding to a message template associated with a
dynamic set of attributes of a player of an online game having one
or more player characters controlled by the player and one or more
in-game virtual objects controlled by a game engine; identifying,
with at least one processor, a set of players of the online game to
receive a message based on the dynamic set of attributes; and
generating the message customized with the message template to the
set of players.
13. The computer-implemented method of claim 12, further
comprising: scheduling a time and frequency of the customized
message for communication to the set of the players of the online
game; generating and sending emails based on the customized message
for communication to the set of players of the online game; and
storing the message campaign and customized messages in a storage
device.
14. The computer-implemented method of claim 12, wherein the
dynamic set of attributes comprises activities in the online game
of each player from the set of players, the message to the set of
players customized based on the activities in the online game of
each player from the set of players, or based on a frequency of
activities in the online game of each player from the set of
players within a predetermined amount of time.
15. The computer-implemented method of claim 12, wherein the
dynamic set of attributes comprises a game level of the online game
of each player from the set of players, the message for
communication to the set of players customized based on the game
level of the online game of each player from the set of players, or
based on a range of game level in the online game of each player
from the set of players within a predetermined amount of time.
16. The computer-implemented method of claim 12, wherein the
dynamic set of attributes comprises a type of device from which a
corresponding player accesses the online game, the message for
communication to the set of players customized based on the type of
device of the corresponding players.
17. The computer-implemented method of claim 12, wherein the
dynamic set of attributes comprises a measure of an active social
network of each player from the set of players in the online game,
the active social network comprises one or more other players with
whom a player has a minimum number of reciprocated messages within
a predetermined amount of time, the message for communication to
the set of players customized based on the measure of the active
social network of each player from the set of players, each player
from the set of players having a corresponding measure of the
active social network less than a predetermined minimum number of
active social networks for the online game.
18. The computer-implemented method of claim 12, wherein the
dynamic set of attributes comprises an IP (Internet Protocol)-based
geographic location of each player from the set of players, the
message for communication to the set of players customized based on
the IP-based geographic location of each player from the set of
players.
19. The computer-implemented method of claim 12, wherein the
message campaign is configured to promote another online game, to
provide updates of the online game, or to provide rewards and
bonuses of the online game.
20. The computer-implemented method of claim 12, further
comprising: identifying one or more players from the set of
players, who have requested to be removed from the message
campaign.
21. A non-transitory computer-readable storage medium storing a set
of instructions that, when executed by one or more processors,
cause the one or more processors to perform operations, comprising:
generating a message campaign corresponding to a message template
associated with a dynamic set of attributes of a player of an
online game having one or more player characters controlled by the
player and one or more in-game virtual objects controlled by a game
engine; identifying a set of players of the online game to receive
a message based on the dynamic set of attributes; and generating
the message customized with the message template to the set of
players.
Description
TECHNICAL FIELD
[0001] The present disclosure generally relates to games and
applications in general and, in particular embodiments, to
communicating with players of online games.
BACKGROUND
[0002] Online social games are becoming widespread. The success of
an online social game depends on the number of players and how
often these players visit the online social game. As such, the
retention of online players to maintain visiting the online social
games is an important factor towards the success of online social
games.
[0003] Existing games (e.g., online games) send communications
(e.g., messages) directly to players of the game to help the
players maintain visiting their online social games. As a result, a
player of a game may receive multiple communications from the game
within a predetermined time period. These communications may cause
violations in a communication policy for a publisher of the game,
communication preferences for the players of the game, and/or local
laws relating to communications (e.g., anti-SPAM laws). This
problem is further exacerbated if the player of the game plays
multiple games from the game publisher.
BRIEF DESCRIPTION OF THE DRAWINGS
[0004] The present invention is illustrated by way of example, and
not by way of limitation, in the figures of the accompanying
drawings in which:
[0005] FIG. 1 is a block diagram of an example of a network system
for implementing particular disclosed embodiments;
[0006] FIG. 2 is a block diagram illustrating data and events that
are passed between computer systems in the network system,
according to some embodiments;
[0007] FIG. 3 is a block diagram illustrating a campaign messaging
system, according to some embodiments;
[0008] FIG. 4 is a block diagram illustrating a target player
generator, according to some embodiments;
[0009] FIG. 5 is a flow diagram illustrating one embodiment of a
method for a campaign messaging system;
[0010] FIG. 6 is a flow diagram illustrating another embodiment of
a method for a campaign messaging system;
[0011] FIG. 7 illustrates an example network environment; and
[0012] FIG. 8 illustrates an example of a computer system
architecture.
DETAILED DESCRIPTION
[0013] Although embodiments of the present invention have been
described with reference to specific example embodiments, it will
be evident that various modifications and changes may be made to
these embodiments without departing from the broader spirit and
scope of the invention. Accordingly, the specification and drawings
are to be regarded in an illustrative rather than a restrictive
sense.
[0014] An example campaign messaging system is described. A message
may be generated to a set of players of an online game for a
message campaign. The set of players of the online game to receive
the message is, for example, identified based on a dynamic set of
attributes. The message may then be customized with a template
based on the dynamic set of attributes and information of each
player from the set of players.
[0015] In one embodiment, the campaign messaging system schedules a
time and frequency of the customized message to be sent to the set
of the players of the online game. The campaign messaging system
then generates and sends emails based on the customized message to
the set of players of the online game. The message campaign and
corresponding customized messages are stored in a storage
device.
[0016] In another example embodiment, the dynamic set of attributes
includes activities in the online game of each player from the set
of players. The message to the set of players may be customized
based on the activities in the online game of each player from the
set of players, or based on a frequency of activities in the online
game of each player from the set of players within a predetermined
amount of time.
[0017] In another example embodiment, the dynamic set of attributes
includes a game level of the online game of each player from the
set of players. The message to the set of players is customized
based on the game level of the online game of each player from the
set of players, or based on a range of game level in the online
game of each player from the set of players within a predetermined
amount of time.
[0018] In another embodiment, the dynamic set of attributes
includes a type of device from which a corresponding player
accesses the online game. The message to the set of players is
customized based on the type of device of the corresponding
players.
[0019] In another embodiment, the dynamic set of attributes
includes a measure of an active social network of each player from
the set of players in the online game. The active social network
includes one or more other players with whom a player has a minimum
number of reciprocated messages within a predetermined amount of
time. The message to the set of players is customized based on the
measure of the active social network of each player from the set of
players. Each player from the set of players has a corresponding
measure of the active social network less than a predetermined
minimum number of active social networks for the online game.
[0020] In another embodiment, the dynamic set of attributes
includes an IP (Internet Protocol)-based geographic location of
each player from the set of players. The message to the set of
players is customized based on the IP-based geographic location of
each player from the set of players.
[0021] In another embodiment, the message campaign is configured to
promote another online game, to provide updates of the online game,
or to provide rewards and bonuses.
[0022] In another embodiment, a group of players from the set of
players are excluded from the message campaign. The group of
players includes one or more players who requested to be removed
from the message campaign.
Campaign Messaging Networking System
[0023] FIG. 1 is a block diagram illustrating network system 100,
according to some example embodiments. The network system 100
includes a network 120. The network 120 can generally include any
type of wired or wireless communication channel capable of coupling
together computing nodes (e.g., computer systems 106, 110). This
includes, but is not limited to, a local area network (LAN), a wide
area network (WAN), a portion of the Public Switched Telephone
Network (PSTN), a cellular telephone network, another type of
network, or a combination of networks. In some embodiments, the
network 120 includes the Internet.
[0024] A campaign messaging system 102, a social networking system
103, a game networking system 104, and computer systems 106 and 110
are coupled to the network 120 and may communicate with each over
via network 120.
[0025] In some embodiments, the campaign messaging system 102
generates and sends a message to a set of players of an online game
hosted on the game networking system 104 based at least in part on
a dynamic set of attributes. The message may be customized with a
template based on the dynamic set of attributes and information of
each player from the set of players. The dynamic set of attributes
may be based on data from the game networking system 104 and/or
data from the social networking system 103. These embodiments are
described in more detail below, by way of example, with respect to
FIGS. 2-8.
[0026] Although only one instance of the campaign messaging system
102, the game networking system 104, the social networking system
103 is illustrated in FIG. 1, each of the campaign messaging system
102, the social networking system 103, the game networking system
104 may include more than one computer system. For example, the
campaign messaging system 102 may include a plurality of
distributed computer systems (e.g., a plurality of computer systems
distributed within a data center, a plurality of computer systems
distributed across multiple geographic locations) that provide load
balancing and/or low-latency access points at various geographic
locations.
[0027] The game networking system 104 may include a game server
that hosts one or more computer games for a game publisher.
Although FIG. 1 illustrates a single instance of the game
networking system 104, the network system 100 may include a game
server for each of a plurality of game publishers. Furthermore,
each game publisher may operate a plurality of distributed game
servers (e.g., a plurality of game servers distributed within a
data center, a plurality of game servers distributed across
multiple geographic locations) that provide load balancing and/or
low-latency access points at various geographic locations.
[0028] The computer system 106 may be a computer system for a
player 108 of a game hosted by the game networking system 104. In
some embodiments, the game is a network-based game. For example,
the network-based game may be a game that is played on a social
networking website. The computer system 106 may include a laptop
computer system, a desktop computer system, a mobile phone, a smart
phone, a personal digital assistant (PDA), a gaming console, a set
top box, and the like. A player 108 may use the computer system 106
to play a game hosted by the game networking system 104. As
illustrated in FIG. 1, the network system 100 may include a
plurality of computer systems (e.g., a computer system 110) for a
plurality of players (e.g., a player 112) of the game hosted by the
game server of the game networking system 104.
[0029] The social networking system 103 may be a
network-addressable computing system that can host one or more
social graphs. The social networking system 103 can generate,
store, receive, and transmit social networking data. The social
networking system 103 can be accessed by the other components of
system 100 either directly or via network 120.
[0030] In an online game, a game engine manages the game state of
the game. Game state comprises all game play parameters, including
player character state, non-player character (NPC) state, in-game
object state, game world state (e.g., internal game clocks, game
environment), and other game play parameters. Each player 108
controls one or more player characters (PCs). The game engine
controls all other aspects of the game, including non-player
characters (NPCs), and in-game objects. The game engine also
manages game state, including player character state for currently
active (online) and inactive (offline) players.
[0031] The online game can be hosted by the game networking system
104, which can be accessed using any suitable connection with a
suitable client (e.g, computer system 106). The player 108 may have
a game account on the game networking system 104, wherein the game
account can contain a variety of information associated with the
player (e.g., the player's personal information, financial
information, purchase history, player character state, game state).
In some embodiments, the player 108 may play multiple games on the
game networking system 104, which may maintain a single game
account for the player 108 with respect to all the games, or
multiple individual game accounts for each game with respect to the
player 108. In some embodiments, the game networking system 104 can
assign a unique identifier to each player 108 of an online game
hosted on game networking system 104. Game networking system 104
can determine that the player 108 is accessing the online game by
reading the user's cookies, which may be appended to HTTP requests
transmitted by computer system 106 and/or by the player 108 logging
onto the online game.
[0032] In particular embodiments, the player 108 may access an
online game and control the game's progress via computer system 106
(e.g., by inputting commands to the game at a client device).
Computer system 106 can display the game interface, receive inputs
from player 108, transmit user inputs or other events to the game
engine, and receive instructions from the game engine. The game
engine can be executed on any suitable system (such as, for
example, the computer system 106, the social networking system 103,
or the game networking system 104). As an example and not by way of
limitation, the computer system 106 can download client components
of an online game, which are executed locally, while a remote game
server, such as the game networking system 104, provides backend
support for the client components and may be responsible for
maintaining application data of the game, processing the inputs
from the player, updating and/or synchronizing the game state based
on the game logic and each input from the player, and transmitting
instructions to computer system 106. As another example and not by
way of limitation, each time the player 108 provides an input to
the game through the computer system 106 (such as, for example, by
typing on the keyboard or clicking the mouse of computer system
106), the client components of the game may transmit the player's
input to the game networking system 104.
Game Systems, Social Networks, and Social Graphs
[0033] In an online multiplayer game, players may control player
characters (PCs), a game engine controls non-player characters
(NPCs) and game features, and the game engine also manages player
character state and game state and tracks the state for currently
active (i.e., online) players and currently inactive (i.e.,
offline) players. A player character can have a set of attributes
and a set of friends associated with the player character. As used
herein, the term "player character state" can refer to any in-game
characteristic of a player character, such as location, assets,
levels, condition, health, status, inventory, skill set, name,
orientation, affiliation, specialty, and so on. Player characters
may be displayed as graphical avatars within a user interface of
the game. In other implementations, no avatar or other graphical
representation of the player character is displayed. Game state
encompasses the notion of player character state and refers to any
parameter value that characterizes the state of an in-game element,
such as a non-player character, a virtual object (such as a wall or
castle), etc. The game engine may use player character state to
determine the outcome of game events, sometimes also considering
set or random variables. Generally, a player character's
probability of having a more favorable outcome is greater when the
player character has a better state. For example, a healthier
player character is less likely to die in a particular encounter
relative to a weaker player character or non-player character. In
some embodiments, the game engine can assign a unique client
identifier to each player.
[0034] In particular embodiments, the player 108 may access
particular game instances of an online game. A game instance is
copy of a specific game play area that is created during runtime.
In particular embodiments, a game instance is a discrete game play
area where one or more players 108, 112 can interact in synchronous
or asynchronous play. A game instance may be, for example, a level,
zone, area, region, location, virtual space, or other suitable play
area. A game instance may be populated by one or more in-game
objects. Each object may be defined within the game instance by one
or more variables, such as, for example, position, height, width,
depth, direction, time, duration, speed, color, and other suitable
variables. A game instance may be exclusive (i.e., accessible by
specific players) or non-exclusive (i.e., accessible by any
player). In particular embodiments, a game instance is populated by
one or more player characters controlled by one or more players
108, 112 and one or more in-game objects controlled by the game
engine. When accessing an online game, the game engine may allow
the player 108 to select a particular game instance to play from a
plurality of game instances. Alternatively, the game engine may
automatically select the game instance that the player 108 will
access. In particular embodiments, an online game comprises only
one game instance that all players 108, 112 of the online game can
access.
[0035] In particular embodiments, a specific game instance may be
associated with one or more specific players. A game instance is
associated with a specific player when one or more game parameters
of the game instance are associated with the specific player. As an
example and not by way of limitation, a game instance associated
with a first player may be named "First Player's Play Area." This
game instance may be populated with the first player's PC and one
or more in-game objects associated with the first player. In
particular embodiments, a game instance associated with a specific
player may only be accessible by that specific player. As an
example and not by way of limitation, a first player may access a
first game instance when playing an online game, and this first
game instance may be inaccessible to all other players. In other
embodiments, a game instance associated with a specific player may
be accessible by one or more other players, either synchronously or
asynchronously with the specific player's game play. As an example
and not by way of limitation, a first player may be associated with
a first game instance, but the first game instance may be accessed
by all first-degree friends in the first player's social network.
In particular embodiments, the game engine may create a specific
game instance for a specific player when that player accesses the
game. As an example and not by way of limitation, the game engine
may create a first game instance when a first player initially
accesses an online game, and that same game instance may be loaded
each time the first player accesses the game. As another example
and not by way of limitation, the game engine may create a new game
instance each time a first player accesses an online game, wherein
each game instance may be created randomly or selected from a set
of predetermined game instances. In particular embodiments, the set
of in-game actions available to a specific player may be different
in a game instance that is associated with that player compared to
a game instance that is not associated with that player. The set of
in-game actions available to a specific player in a game instance
associated with that player may be a set, superset, or independent
of the set of in-game actions available to that player in a game
instance that is not associated with him. As an example and not by
way of limitation, a first player may be associated with Blackacre
Farm in an online farming game. The first player may be able to
plant crops on Blackacre Farm. If the first player accesses a game
instance associated with another player, such as Whiteacre Farm,
the game engine may not allow the first player to plant crops in
that game instance. However, other in-game actions may be available
to the first player, such as watering or fertilizing crops on
Whiteacre Farm.
[0036] In particular embodiments, a game engine can interface with
a social graph. Social graphs are models of connections between
entities (e.g., individuals, users, contacts, friends, players,
player characters, non-player characters, businesses, groups,
associations, concepts, etc.). These entities are considered
"users" of the social graph; as such, the terms "entity" and "user"
may be used interchangeably when referring to social graphs herein.
A social graph can have a node for each entity and edges to
represent relationships between entities. A node in a social graph
can represent any entity. In particular embodiments, a unique
client identifier can be assigned to each user in the social graph.
This disclosure assumes that at least one entity of a social graph
is a player or player character in an online multiplayer game,
though this disclosure may pertain to any suitable social graph
users.
[0037] The minimum number of edges to connect a player (or player
character) to another user is considered the degree of separation
between them. For example, where the player and the user are
directly connected (one edge), they are deemed to be separated by
one degree of separation. The user would be a so-called
"first-degree friend" of the player. Where the player and the user
are connected through one other user (two edges), they are deemed
to be separated by two degrees of separation. This user would be a
so-called "second-degree friend" of the player. Where the player
and the user are connected through N edges (or N-1 other users),
they are deemed to be separated by N degrees of separation. This
user would be a so-called "Nth-degree friend." As used herein, the
term "friend" means only first-degree friends, unless context
suggests otherwise.
[0038] Within the social graph, each player (or player character)
has a social network. A player's social network includes all users
in the social graph within Nmax degrees of the player, where Nmax
is the maximum degree of separation allowed by the system managing
the social graph (such as, for example, the social networking
system 103 or the game networking system 104). In one embodiment,
Nmax equals 1, such that the player's social network includes only
first-degree friends. In another embodiment, Nmax is unlimited and
the player's social network is coextensive with the social
graph.
[0039] In particular embodiments, the social graph is managed by
the game networking system 104, which is managed by the game
operator. In other embodiments, the social graph is part of a
social networking system 103 managed by a third-party (e.g.,
Facebook Inc., Myspace Inc.). In yet other embodiments, player 108
has a social network on both game networking system 104 and social
networking system 103, wherein player 108 can have a social network
on the game networking system 104 that is a subset, superset, or
independent of the player's social network on social networking
system 103. In such combined systems, game networking system 104
can maintain social graph information with edge type attributes
that indicate whether a given friend is an "in-game friend," an
"out-of-game friend," or both. The various embodiments disclosed
herein are operable when the social graph is managed by social
networking system 103, game networking system 104, or both.
[0040] FIG. 2 is a block diagram 200 illustrating data and events
that are passed between computer systems in the network system,
according to some embodiments. While the player 108 plays the game,
the computer system 106 and the game networking system 104 exchange
game data 201. The game data 201 may include user interface
elements for the game, a state of the game for the player 108, game
mechanics, actions performed by the player 108 in the game,
messages sent by the player 108 to other players of the game (e.g.,
via chat, via an in-game messaging mechanism), in-game task data
for the player 108 (e.g., in-game tasks performed by the player
108, in-game tasks to be performed by the player 108), in-game
transactions (e.g., purchases or sales of assets by the player 108,
interactions between the player 108 and other players of the game,
completion of tasks by the player 108), and the like. Similarly,
while the player 112 plays the game, the computer system 110 and
the game networking system 104 exchange game data 201.
[0041] Furthermore, game data 201 may also be communicated to a
campaign messaging system 102 for purposes of generating a targeted
message campaign with a customized message to be broadcasted to a
set of players of the online game based on a set of attributes. The
set of players may be identified by submitting queries against the
real-time database 202. For example, when certain conditions based
on the set of attributes are satisfied, the campaign messaging
system 102 may broadcast messages to players of the game. For
example, the campaign messaging system 102 may inform the player
108 of game related promotions pertaining to the online game or
another online game. Promotions may include discounts on virtual
goods, bonuses, rewards, and so forth. The bonus or reward may be
redeemed when the player 108 performs a certain task (e.g.,
visiting the online game) in the online game or another online
game. In another example, the campaign messaging system 102 may
inform players that a time-limited task needs to be performed
(e.g., harvesting crops in the game before the crops wither). In
yet another example, the campaign messaging system 102 may notify
the player of another online game that may be of interest to the
player 108 based on player activities 208 and player profiles 206.
In another example, the campaign messaging system 102 encourages
the player 108 to return to the online game if the player 108 has
not played the game for a predetermined time period (e.g., 5 days)
by enticing the player 108 with rewards and bonuses to be redeemed
for the online game.
[0042] The campaign messaging system 102 generates and sends
customized communications (e.g., campaign messages 210) directly to
players of the online game based on message templates 204, player
profiles 206, and player activities 208 stored in a storage device
(e.g, database 202). The database 202 may be internal or external
to the campaign messaging system 102.
[0043] In some embodiments, the campaign messaging system 102 may
identify a set of players to be excluded from the message campaign
based at least in part on the player profiles 206 (e.g, messaging
campaign optout player preference). Player profiles 206 may store
demographic and/or identity information for each player of the game
(e.g., name, email address, phone number, sex, age, occupation,
income, and the like for each player of the game), social network
data (e.g, name of friends and/or players, number of friends and/or
players, communications with friends and/or players), and active
social network data (e.g, name and number of friends and/or players
with whom the player has a minimum predetermined number of
reciprocated communications within a predetermined amount of
time).
[0044] Thus, a player may be removed from a set of players if the
communication preferences for the player indicate that the player
has opted out of receiving communications from the game networking
system 104 and/or the campaign messaging system 102 (e.g., via the
player profiles 206). In general, the player profiles 206 may
indicate the frequency (e.g., instantaneously, daily digest, weekly
digest) with which a player desires to receive communications from
the campaign messaging system 102 (e.g., the game), a desired
format of the communication (e.g., HTML, plain text), and a
preferred communication channel (e.g., email, SMS message). Also
note that the player profiles 206 and/or the player activities 208
may be for one, several, or all online games for which the campaign
messaging system 102 handles communications.
[0045] The player activities 208 include a log of players'
activities on the online game of the game networking system 104.
For example, players' activities may include a state or level of
the online game for the player 108, actions performed by the player
108 in the online game, messages sent by the player 108 to other
players of the online game (e.g., via chat, via an in-game
messaging mechanism), in-game task data for the player 108 (e.g.,
in-game tasks performed by the player 108, in-game tasks to be
performed by the player 108), in-game transactions (e.g., purchases
or sales of assets by the player 108, interactions between the
player 108 and other players of the game, completion of tasks by
the player 108), and the like.
[0046] The campaign messaging system 102 may then generate the
campaign message 210 to the set of players using a message template
from message templates 204, the player profiles 206, and the player
activities 208 stored in the database 202. In some embodiments, the
message templates 204 may correspond to a message campaign for a
particular class of players. For example, the message templates 204
may correspond to a reward of a virtual good to a player of a
predetermined level of an online game. In another example, the
message templates 204 may correspond to a news update of the online
game offering new features to all or certain players. In another
example, the message templates 204 may include pictures and
graphics specific to an online game (e.g., picture of a farmer for
a farming online game).
[0047] The message templates 204 may include common content (e.g.,
text, graphics, video, audio) that is used for all players in the
set of players and/or dynamic content (e.g., text, graphics, video,
audio) that are populated using the player profiles 206 and player
activities 208 for each player of the online game. Thus, the
campaign message 210 communicated to the computer system 106 for
the player 108 may be different from the campaign message 211
communicated to the computer system 110 for the player 112. For
example, the campaign message 210 and the campaign message 211 may
be in a different language. In particular, the campaign message 210
may be translated to a language associated with a geographic
location of the player 108 determined, for example, with the IP
address of the computer system 106. For example, a player from
South America will likely receive a campaign message in Spanish
while a player in North American will likely receive a campaign
message in English.
[0048] The generated campaign messages may be archived and stored
for future usage in database 202.
[0049] The operations performed by the campaign messaging system
102 are described in more detail below with respect to FIGS.
3-6.
[0050] FIG. 3 is a block diagram illustrating the campaign
messaging system 102, according to some embodiments. The campaign
messaging system 102 includes a campaign generator 302, a target
player generator 308, a template generator 310, a campaign
scheduler 312, a campaign sender 314, and a campaign archiver
316.
[0051] The campaign generator 302 generates a message to a set of
players of an online game for a message campaign. In one
embodiment, the message campaign may be based on two categories:
rewards and bonuses 304 and game updates 306. Rewards and bonuses
304 include messages providing an incentive for the player to
return to the online game. The incentive may be a discount on
virtual goods, virtual goods rewards, and virtual goods bonuses.
The rewards and bonuses 304 may be redeemed with or without any
actions from the player. Game updates 306 include messages
providing information to the player of new features or updates
related to the online game or another online game.
[0052] The target player generator 308 identifies the set of
players of the online game to receive the message based on a
dynamic set of attributes. The dynamic set of attributes may
include, for example, online activities, game level, type of
device, active social network, IP-based geography, and excluded
players. These modules are described in more detail below with
respect to FIG. 4.
[0053] The template generator 310 customizes the message with a
template based on the dynamic set of attributes and information of
each player from the set of players. For example, the template may
be an announcement message of new features of an online game. The
template generator 310 will customize the announcement message
using the template based on, for example, the geographic location
of the player, the game level of the player of the online game, and
the number of active social networks of the player, among others.
For example, a player with an advanced level in an online game from
South America may receive an announcement message in Spanish to try
new advanced features of the online game.
[0054] The campaign scheduler 312 schedules a time and frequency of
the customized message to be sent to the set of the players of the
online game. For example, the customized message may be set on a
period basis (e.g., every week). Also, the customized message may
be sent over a period of time, or a strategic time to avoid
overloading the email servers used by the campaign sender 314.
[0055] The campaign sender 314 generates and sends emails based on
the customized message to the set of players of the online
game.
[0056] The campaign archiver 316 stores the message campaign and
corresponding customized messages in a storage device.
[0057] FIG. 4 is a block diagram illustrating the target player
generator 308, according to some embodiments. The target player
generator 308 identifies the set of players of the online game to
receive the message based on a dynamic set of attributes. In one
embodiment, the target player generator 308 includes an online
activities module 402, a game level module 404, a type of player
device module 406, an active social network module 408, an IP-based
geography module 410, and excluded players module 412.
[0058] The online activities module 402 retrieves the player
activities 208 from database 202 of FIG. 2. The player activities
208 include activities of the player on the online game of the game
networking system 104 of FIG. 2. For example, The player activities
208 may include actions performed by a player in the online game,
messages sent by a player to other players of the online game
(e.g., via chat, via an in-game messaging mechanism), in-game task
data for the player (e.g., in-game tasks performed by a player,
in-game tasks to be performed by a player), in-game transactions
(e.g., purchases or sales of assets by a player, interactions
between a player and other players of the game, completion of tasks
by the player), and the like. Thus, the set of players may be
identified based on the activities of the player.
[0059] The game level module 404 retrieves a state or level of the
online game for a player from database 202 of FIG. 2. Thus, the set
of players may be identified by the level of the online game of the
player.
[0060] The type of player device module 406 determines the type of
computer system from which the player is accessing the online game.
For example, the player may be accessing the online game with a
mobile device, such as a smart phone, a tablet, or a laptop
computer. Thus, the set of players may be identified based on the
type of computer system of the player.
[0061] The active social network module 408 determines the active
social network of a player of an online game based on the game
state information of players and the social state information of
friends of the player. The active social network comprises friends
of the player having a minimum predefined number of closed-loop
communications with the player within a predetermined duration. In
other words, the active social network of the player of the online
game is based on a frequency of a reciprocated communication with
other friends within a predefined duration. For example, the active
social network of the player includes friends with whom the player
has had at least one closed loop communication within the last one
week. The closed loop communication may include a reciprocated
communication between the player and another player/friend. The
reciprocated communication may include a message sent from the
player to another player and a message reply from the other player
to the player within the predefined duration. For example, another
player who replied back to the player after the predefined duration
of seven days would not be part of the active social network of the
player. Thus, the set of players may be identified based on a
predetermined measure of active social network of the player.
[0062] The IP-based geographic module 410 determines a geographic
location of the player based on an IP address of the computer
system of the player. Thus, the set of players may be identified
based on geographic location.
[0063] The excluded players module 412 determines players who opted
out of the campaign messaging system 102. Thus, the set of players
may exclude or remove players who opted out of the campaign
messaging system 102.
[0064] FIG. 5 is a flow diagram illustrating one embodiment of a
method for a campaign messaging system. At operation 502, a message
is generated to a set of players of an online game for a message
campaign. In one embodiment, the message campaign is configured to
promote another online game, to provide updates of the online game,
or to provide rewards and bonuses for the online game.
[0065] At operation 504, the set of players of the online game to
receive the message is identified based on a dynamic set of
attributes. In one embodiment, a group of players from the set of
players are excluded from the message campaign. The group of
players includes one or more players who have requested to be
removed from the message campaign.
[0066] In one embodiment, the dynamic set of attributes includes
activities in the online game of each player from the set of
players. The set of players is thus identified based on activities
in the online game of each player from the set of players, or
activities in other online games of each player from the set of
players.
[0067] In another embodiment, the dynamic set of attributes
includes a game level of the online game of each player from the
set of players. The set of players is thus identified based on the
game level of the online game of each player from the set of
players, or based on a range of game level in the online game of
each player from the set of players within a predetermined amount
of time.
[0068] In another embodiment, the dynamic set of attributes
includes a type of device from which a corresponding player
accesses the online game. The set of players is thus identified
based on the type of device from which a corresponding player
accesses the online game.
[0069] In another embodiment, the dynamic set of attributes
includes a measure of an active social network of each player from
the set of players in the online game. The active social network
includes one or more other players with whom a player has a minimum
number of reciprocated messages within a predetermined amount of
time. The set of players is thus identified based on a measure of
the active social network of each player from the set of players.
Each player from the set of players may have a corresponding
measure of the active social network less than a predetermined
minimum number of active social networks for the online game.
[0070] In another embodiment, the dynamic set of attributes
includes an IP (Internet Protocol)-based geographic location of
each player from the set of players. The set of players is thus
identified based on IP-based geographic location of each player
from the set of players.
[0071] At operation 506, the message is customized with a template
based on the dynamic set of attributes and information of each
player from the set of players. The information of each player from
the set of players may include player profiles and activities of a
game networking system.
[0072] In one embodiment, the message to the set of players is
customized based on the activities in the online game of each
player from the set of players, or based on a frequency of
activities in the online game of each player from the set of
players within a predetermined amount of time.
[0073] In another embodiment, the message to the set of players is
customized based on the game level of the online game of each
player from the set of players, or based on a range of game levels
in the online game of each player from the set of players within a
predetermined amount of time.
[0074] In another embodiment, the message to the set of players is
customized based on the type of device of the corresponding
players.
[0075] In another embodiment, the message to the set of players is
customized based on the measure of the active social network of
each player from the set of players.
[0076] In another embodiment, the message to the set of players is
customized based on the IP-based geographic location of each player
from the set of players.
[0077] FIG. 6 is a flow diagram illustrating another embodiment of
a method for a campaign messaging system. At operation 602, the
campaign messaging system schedules a time and frequency of the
customized message to be sent to the set of the players of the
online game. At operation 604, the campaign messaging system then
generates and sends emails based on the customized message to the
set of players of the online game. At operation 606, the message
campaign and corresponding customized messages are stored in a
storage device.
[0078] FIG. 7 illustrates an example network environment 700 in
which various example embodiments may operate. In particular
embodiments, one or more described webpages may be associated with
a networking system or networking service. However, alternate
embodiments may have application to the retrieval and rendering of
structured documents hosted by any type of network-addressable
resource or web site. Additionally, as used herein, a user may be
an individual, a group, or an entity (such as a business or
third-party application).
[0079] Network cloud 760 generally represents one or more
interconnected networks over which the systems and hosts described
herein can communicate. Network cloud 760 may include packet-based
wide area networks (such as the Internet), private networks,
wireless networks, satellite networks, cellular networks, paging
networks, and the like. As FIG. 7 illustrates, particular
embodiments may operate in a network environment comprising one or
more networking systems, such as social networking system 720a,
game networking system 720b, and one or more client systems 730.
The components of social networking system 720a and game networking
system 720b operate analogously; as such, hereinafter they may be
referred to simply as networking system 720. Client systems 730 are
operably connected to the network environment 700 via a network
service provider, a wireless carrier, or any other suitable
means.
[0080] Networking system 720 is a network-addressable system that,
in various example embodiments, comprises one or more physical
servers 722 and data stores 724. The one or more physical servers
722 are operably connected to computer network cloud 760 via, by
way of example, a set of routers and/or networking switches 726. In
an example embodiment, the functionality hosted by the one or more
physical servers 722 may include web or HTTP servers, FTP servers,
as well as, without limitation, webpages and applications
implemented using Common Gateway Interface (CGI) script, PHP
Hyper-text Preprocessor (PHP), Active Server Pages (ASP), Hyper
Text Markup Language (HTML), Extensible Markup Language (XML),
Java, JavaScript, Asynchronous JavaScript and XML (AJAX), Flash,
ActionScript, and the like.
[0081] Physical servers 722 may host functionality directed to the
operations of networking system 720. Hereinafter servers 722 may be
referred to as server 722, although server 722 may include numerous
servers hosting, for example, networking system 720, as well as
other content distribution servers, data stores, and databases.
Data store 724 may store content and data relating to, and
enabling, operation of networking system 720 as digital data
objects. A data object, in particular embodiments, is an item of
digital information typically stored or embodied in a data file,
database, or record. Content objects may take many forms,
including: text (e.g., ASCII, SGML, HTML), images (e.g., jpeg, tif
and gif), graphics (vector-based or bitmap), audio, video (e.g.,
mpeg), or other multimedia, and combinations thereof. Content
object data may also include executable code objects (e.g., games
executable within a browser window or frame), podcasts, etc.
Logically, data store 724 corresponds to one or more of a variety
of separate and integrated databases, such as relational databases
and object-oriented databases, that maintain information as an
integrated collection of logically related records or files stored
on one or more physical systems. Structurally, data store 724 may
generally include one or more of a large class of data storage and
management systems. In particular embodiments, data store 724 may
be implemented by any suitable physical system(s) including
components, such as one or more database servers, mass storage
media, media library systems, storage area networks, data storage
clouds, and the like. In one example embodiment, data store 724
includes one or more servers, databases (e.g., MySQL), and/or data
warehouses. Data store 724 may include data associated with
different networking system 720 users and/or client systems
730.
[0082] Client system 730 is generally a computer or computing
device including functionality for communicating (e.g., remotely)
over a computer network. Client system 730 may be a desktop
computer, laptop computer, personal digital assistant (PDA), in- or
out-of-car navigation system, smart phone or other cellular or
mobile phone, or mobile gaming device, among other suitable
computing devices. Client system 730 may execute one or more client
applications, such as a web browser (e.g., Microsoft Internet
Explorer, Mozilla Firefox, Apple Safari, Google Chrome, and Opera),
to access and view content over a computer network. In particular
embodiments, the client applications allow a user of client system
730 to enter addresses of specific network resources to be
retrieved, such as resources hosted by networking system 720. These
addresses can be Uniform Resource Locators (URLs) and the like. In
addition, once a page or other resource has been retrieved, the
client applications may provide access to other pages or records
when the user "clicks" on hyperlinks to other resources. By way of
example, such hyperlinks may be located within the webpages and
provide an automated way for the user to enter the URL of another
page and to retrieve that page.
[0083] A webpage or resource embedded within a webpage, which may
itself include multiple embedded resources, may include data
records, such as plain textual information, or more complex
digitally encoded multimedia content, such as software programs or
other code objects, graphics, images, audio signals, videos, and so
forth. One prevalent markup language for creating webpages is the
Hypertext Markup Language (HTML). Other common web
browser-supported languages and technologies include the Extensible
Markup Language (XML), the Extensible Hypertext Markup Language
(XHTML), JavaScript, Flash, ActionScript, Cascading Style Sheet
(CSS), and, frequently, Java. By way of example, HTML enables a
page developer to create a structured document by denoting
structural semantics for text and links, as well as images, web
applications, and other objects that can be embedded within the
page. Generally, a webpage may be delivered to a client as a static
document; however, through the use of web elements embedded in the
page, an interactive experience may be achieved with the page or a
sequence of pages. During a user session at the client, the web
browser interprets and displays the pages and associated resources
received or retrieved from the website hosting the page, as well
as, potentially, resources from other websites.
[0084] When a user at a client system 730 desires to view a
particular webpage (hereinafter also referred to as target
structured document) hosted by networking system 720, the user's
web browser, or other document rendering engine or suitable client
application, formulates and transmits a request to networking
system 720. The request generally includes a URL or other document
identifier as well as metadata or other information. By way of
example, the request may include information identifying the user,
such as a user ID, as well as information identifying or
characterizing the web browser or operating system running on the
user's client system 730. The request may also include location
information identifying a geographic location of the user's client
system or a logical network location of the user's client system.
The request may also include a timestamp identifying when the
request was transmitted.
[0085] Although the example network environment 700 is described
above and illustrated in FIG. 7 with respect to social networking
system 720a and game networking system 720b, this disclosure
encompasses any suitable network environment using any suitable
systems. As an example and not by way of limitation, the network
environment may include online media systems, online reviewing
systems, online search engines, online advertising systems, or any
combination of two or more such systems.
[0086] FIG. 8 illustrates an example computing system architecture,
which may be used to implement a server of a game networking system
or a client system of a player computer system. In one embodiment,
hardware system 800 comprises a processor 802, a cache memory 804,
and one or more executable modules and drivers, stored on a
tangible computer readable medium, directed to the functions
described herein. Additionally, hardware system 800 may include a
high performance input/output (I/O) bus 806 and a standard I/O bus
808. A host bridge 810 may couple processor 802 to high performance
I/O bus 806, whereas I/O bus bridge 812 couples the two buses 806
and 808 to each other. A system memory 814 and one or more
network/communication interfaces 816 may couple to bus 806.
Hardware system 800 may further include video memory (not shown)
and a display device coupled to the video memory. Mass storage 818
and I/O ports 820 may couple to bus 808. Hardware system 800 may
optionally include a keyboard, a pointing device, and a display
device (not shown) coupled to bus 808. Collectively, these elements
are intended to represent a broad category of computer hardware
systems, including but not limited to general purpose computer
systems based on the x86-compatible processors manufactured by
Intel Corporation of Santa Clara, Calif., and the x86-compatible
processors manufactured by Advanced Micro Devices (AMD), Inc., of
Sunnyvale, Calif., as well as any other suitable processor.
[0087] The elements of hardware system 800 are described in greater
detail below. In particular, network interface 816 provides
communication between hardware system 800 and any of a wide range
of networks, such as an Ethernet (e.g., IEEE 802.3) network, a
backplane, etc. Mass storage 818 provides permanent storage for the
data and programming instructions to perform the above-described
functions implemented in servers 722 of FIG. 7, whereas system
memory 814 (e.g., DRAM) provides temporary storage for the data and
programming instructions when executed by processor 802. I/O ports
820 are one or more serial and/or parallel communication ports that
provide communication between additional peripheral devices, which
may be coupled to hardware system 800.
[0088] Hardware system 800 may include a variety of system
architectures and various components of hardware system 800 may be
rearranged. For example, cache 804 may be on-chip with processor
802. Alternatively, cache 804 and processor 802 may be packed
together as a "processor module," with processor 802 being referred
to as the "processor core." Furthermore, certain embodiments of the
present disclosure may not require nor include all of the above
components. For example, the peripheral devices shown coupled to
standard I/O bus 808 may couple to high performance I/O bus 806. In
addition, in some embodiments, only a single bus may exist, with
the components of hardware system 800 being coupled to the single
bus. Furthermore, hardware system 800 may include additional
components, such as additional processors, storage devices, or
memories.
[0089] An operating system manages and controls the operation of
hardware system 800, including the input and output of data to and
from software applications (not shown). The operating system
provides an interface between the software applications being
executed on the system and the hardware components of the system.
Any suitable operating system may be used, such as the LINUX
Operating System, the Apple Macintosh Operating System, available
from Apple Computer Inc. of Cupertino, Calif., UNIX operating
systems, Microsoft.RTM. Windows.RTM. operating systems, BSD
operating systems, and the like. Of course, other embodiments are
possible. For example, the functions described herein may be
implemented in firmware or on an application-specific integrated
circuit.
Miscellaneous
[0090] Furthermore, the above-described elements and operations can
be comprised of instructions that are stored on non-transitory
storage media. The instructions can be retrieved and executed by a
processing system. Some examples of instructions are software,
program code, and firmware. Some examples of non-transitory storage
media are memory devices, tape, disks, integrated circuits, and
servers. The instructions are operational when executed by the
processing system to direct the processing system to operate in
accord with the disclosure. The term "processing system" refers to
a single processing device or a group of inter-operational
processing devices. Some examples of processing devices are
integrated circuits and logic circuitry. Those skilled in the art
are familiar with instructions, computers, and storage media.
[0091] Certain embodiments described herein may be implemented as
logic or a number of modules, engines, components, or mechanisms. A
module, engine, logic, component, or mechanism (collectively
referred to as a "module") may be a tangible unit capable of
performing certain operations and configured or arranged in a
certain manner. In certain example embodiments, one or more
computer systems (e.g., a standalone, client, or server computer
system) or one or more components of a computer system (e.g., a
processor or a group of processors) may be configured by software
(e.g., an application or application portion) or firmware (note
that software and firmware can generally be used interchangeably
herein as is known by a skilled artisan) as a module that operates
to perform certain operations described herein.
[0092] In various embodiments, a module may be implemented
mechanically or electronically. For example, a module may comprise
dedicated circuitry or logic that is permanently configured (e.g.,
within a special-purpose processor, application specific integrated
circuit (ASIC), or array) to perform certain operations. A module
may also comprise programmable logic or circuitry (e.g., as
encompassed within a general-purpose processor or other
programmable processor) that is temporarily configured by software
or firmware to perform certain operations. It will be appreciated
that a decision to implement a module mechanically, in dedicated
and permanently configured circuitry, or in temporarily configured
circuitry (e.g., configured by software) may be driven by, for
example, cost, time, energy-usage, and package size
considerations.
[0093] Accordingly, the term "module" should be understood to
encompass a tangible entity, be that an entity that is physically
constructed, permanently configured (e.g., hardwired), or
temporarily configured (e.g., programmed) to operate in a certain
manner or to perform certain operations described herein.
Considering embodiments in which modules or components are
temporarily configured (e.g., programmed), each of the modules or
components need not be configured or instantiated at any one
instance in time. For example, where the modules or components
comprise a general-purpose processor configured using software, the
general-purpose processor may be configured as respective different
modules at different times. Software may accordingly configure the
processor to constitute a particular module at one instance of time
and to constitute a different module at a different instance of
time.
[0094] Modules can provide information to, and receive information
from, other modules. Accordingly, the described modules may be
regarded as being communicatively coupled. Where multiples of such
modules exist contemporaneously, communications may be achieved
through signal transmission (e.g., over appropriate circuits and
buses) that connect the modules. In embodiments in which multiple
modules are configured or instantiated at different times,
communications between such modules may be achieved, for example,
through the storage and retrieval of information in memory
structures to which the multiple modules have access. For example,
one module may perform an operation and store the output of that
operation in a memory device to which it is communicatively
coupled. A further module may then, at a later time, access the
memory device to retrieve and process the stored output. Modules
may also initiate communications with input or output devices and
can operate on a resource (e.g., a collection of information).
[0095] One or more features from any embodiment may be combined
with one or more features of any other embodiment without departing
from the scope of the disclosure.
[0096] A recitation of "a", "an," or "the" is intended to mean "one
or more" unless specifically indicated to the contrary. In
addition, it is to be understood that functional operations, such
as "awarding", "locating", "permitting" and the like, are executed
by game application logic that accesses, and/or causes changes to,
various data attribute values maintained in a database or other
memory.
[0097] The present disclosure encompasses all changes,
substitutions, variations, alterations, and modifications to the
example embodiments herein that a person having ordinary skill in
the art would comprehend. Similarly, where appropriate, the
appended claims encompass all changes, substitutions, variations,
alterations, and modifications to the example embodiments herein
that a person having ordinary skill in the art would
comprehend.
[0098] For example, the methods, game features and game mechanics
described herein may be implemented using hardware components,
software components, and/or any combination thereof. By way of
example, while embodiments of the present disclosure have been
described as operating in connection with a networking website,
various embodiments of the present disclosure can be used in
connection with any communications facility that supports web
applications. Furthermore, in some embodiments the term "web
service" and "website" may be used interchangeably and additionally
may refer to a custom or generalized API on a device, such as a
mobile device (e.g., cellular phone, smart phone, personal GPS,
personal digital assistance, personal gaming device, etc.), that
makes API calls directly to a server. Still further, while the
embodiments described above operate with business-related virtual
objects (such as stores and restaurants), the embodiments of the
invention can be applied to any in-game asset around which a
harvest mechanic is implemented, such as a virtual stove, a plot of
land, and the like. The specification and drawings are,
accordingly, to be regarded in an illustrative rather than a
restrictive sense. It will, however, be evident that various
modifications and changes may be made thereunto without departing
from the broader spirit and scope of the disclosure as set forth in
the claims and that the disclosure is intended to cover all
modifications and equivalents within the scope of the following
claims.
[0099] The Abstract of the Disclosure is provided to comply with 37
C.F.R. .sctn.1.72(b), requiring an abstract that will allow the
reader to quickly ascertain the nature of the technical disclosure.
It is submitted with the understanding that it will not be used to
interpret or limit the scope or meaning of the claims. In addition,
in the foregoing Detailed Description, it can be seen that various
features are grouped together in a single embodiment for the
purpose of streamlining the disclosure. This method of disclosure
is not to be interpreted as reflecting an intention that the
claimed embodiments require more features than are expressly
recited in each claim. Rather, as the following claims reflect,
inventive subject matter lies in less than all features of a single
disclosed embodiment. Thus the following claims are hereby
incorporated into the Detailed Description, with each claim
standing on its own as a separate embodiment.
* * * * *