U.S. patent application number 15/812367 was filed with the patent office on 2018-03-08 for access to an exclusive virtual section of an online game based on past spending behavior.
The applicant listed for this patent is Kabam, Inc.. Invention is credited to Clive Henrick, John Kim, Joshua Morris.
Application Number | 20180068335 15/812367 |
Document ID | / |
Family ID | 58765550 |
Filed Date | 2018-03-08 |
United States Patent
Application |
20180068335 |
Kind Code |
A1 |
Kim; John ; et al. |
March 8, 2018 |
ACCESS TO AN EXCLUSIVE VIRTUAL SECTION OF AN ONLINE GAME BASED ON
PAST SPENDING BEHAVIOR
Abstract
This disclosure relates to a system and methodology for
obtaining information associated with spend history of a first user
in connection with playing an online game and processing the
information associated with the spend history to assign the user
spend parameter value to the first user which may be further used
to provide selective access to an exclusive virtual section
associated with an online game when the user spend parameter value
meets the spend threshold.
Inventors: |
Kim; John; (San Francisco,
CA) ; Henrick; Clive; (San Francisco, CA) ;
Morris; Joshua; (San Francisco, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Kabam, Inc. |
San Francisco |
CA |
US |
|
|
Family ID: |
58765550 |
Appl. No.: |
15/812367 |
Filed: |
November 14, 2017 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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15464173 |
Mar 20, 2017 |
9830609 |
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15812367 |
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13940159 |
Jul 11, 2013 |
9623335 |
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15464173 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G06Q 30/0222 20130101;
A63F 13/79 20140902; A63F 13/85 20140902; G06Q 30/0224 20130101;
G06Q 20/123 20130101; A63F 13/67 20140902; G06Q 30/0219 20130101;
G06Q 30/0209 20130101 |
International
Class: |
G06Q 30/02 20060101
G06Q030/02; G06Q 20/12 20060101 G06Q020/12; A63F 13/79 20060101
A63F013/79; A63F 13/85 20060101 A63F013/85; A63F 13/67 20060101
A63F013/67 |
Claims
1. A game server configured to provide access to exclusive offers
in an online game, wherein the access is provided to users that are
associated with client computing platforms, wherein the users
include a first user and a second user, wherein the game server
comprises: one or more processors configured by machine-readable
instructions to: execute an instance of the online game to
facilitate presentation of the online game to the users on the
client computing platforms by transmitting view information over a
network to the client computing platforms; determine user spend
parameters for the users including a first user spend parameter for
the first user, wherein the first user spend parameter
characterizes spending by the first user on virtual items purchased
within the online game; perform a comparison of the first user
spend parameter with a spend threshold; and responsive to the first
user spend parameter breaching the spend threshold, present,
through a shop interface, an offer to sell one or more virtual
items for use in the online game to the first user, wherein the
offer is exclusive to the users having the user spend parameters
that breach the spend threshold.
2. The game server of claim 1, wherein the shop interface is
presented providing access to an exclusive virtual section in the
online game, wherein the exclusive virtual section is presented via
views of the online game to the first user via a client computing
platform associated with the first user.
3. The game server of claim 2, wherein the one or more processors
are further configured by machine-readable instructions to
determine the first user spend parameter based on a spending
history of the first user.
4. The game server of claim 2, wherein the one or more processors
are further configured by machine-readable instructions to accept
the offer to purchase the one or more virtual items via the shop
interface.
5. The game server of claim 4, wherein the one or more virtual
items include an ability within the online game.
6. The game server of claim 3, wherein the spending history
includes a user lifetime spend history parameter or a user periodic
spend history parameter.
7. The game server of claim 1, wherein the shop interface is hidden
from the second user during gameplay.
8. The game server of claim 1, wherein the first user spend
parameter value is associated with the first user's interaction
with one or more games other than the online game.
9. The game server of claim 1, wherein the first user spend
parameter further characterizes spending by the first user on
virtual items purchased within one or more games other than the
online game.
10. A computer-implemented method for selectively providing access
to exclusive offers in an online game, wherein the access is
provided to users that are associated with client computing
platforms, wherein the users include a first user and a second
user, the method being implemented in a game server that includes
one or more physical processors and storage media storing
machine-readable instructions, the method comprising: executing an
instance of the online game to facilitate presentation of the
online game to the users on the client computing platforms by
transmitting view information over a network to the client
computing platforms; determining user spend parameters for the
users including a first user spend parameter for the first user,
wherein the first user spend parameter characterizes spending by
the first user on virtual items purchased within the online game;
performing a comparison of the first user spend parameter with a
spend threshold; and responsive to the first user spend parameter
breaching the spend threshold, presenting, through a shop
interface, an offer to sell one or more virtual items for use in
the online game to the first user, wherein the offer is exclusive
to the users having the user spend parameters that breach the spend
threshold.
11. The method of claim 10, wherein presenting the shop interface
includes providing access to an exclusive virtual section in the
online game, wherein the exclusive virtual section is presented via
views of the online game to the first user via a client computing
platform associated with the first user.
12. The method of claim 11, wherein determining the first user
spend parameter is based on a spending history of the first
user.
13. The method of claim 11, further comprising accepting of the
offer to purchase the one or more virtual items via the shop
interface.
14. The method of claim 13, wherein the one or more virtual items
include an ability within the online game.
15. The method of claim 12, wherein the spending history includes a
user lifetime spend history parameter or a user periodic spend
history parameter.
16. The method of claim 10, wherein the shop interface is hidden
from the second user during gameplay.
17. The method of claim 10, wherein the first user spend parameter
value is associated with the first user's interaction with one or
more games other than the online game.
18. The method of claim 10, wherein the first user spend parameter
further characterizes spending by the first user on virtual items
purchased within one or more games other than the online game.
Description
FIELD OF THE DISCLOSURE
[0001] This disclosure relates to a system and method for
selectively providing access to an exclusive virtual section of an
online game based on past spending behavior of the user.
BACKGROUND
[0002] In "free-to-play" online games, access to a game is free.
The user can play the game, if they so choose, without spending any
money. Gameplay to simply progress in level and/or power is
typically called "grinding." If a player wishes to forego
"grinding", they can purchase virtual items, such as power ups,
which will make their progression more rapid and/or efficient.
[0003] In free-to-play games, a small segment of the users spend a
surprisingly large amount of money, most players spend some money,
and a few active players spend little or no money. By allowing
every user, no matter the difference in the particular user's
spending level, to view and access virtual items or value from the
same virtual store section, an opportunity is lost to extract
additional value from users inclined to spend relatively more
money. Additionally, when the users that are less inclined to spend
money are made aware of the ability of other users to spend more to
get ahead in the game, the users that spend less may be discouraged
and thus driven out of the game.
SUMMARY OF THE DISCLOSURE
[0004] One aspect of the disclosure relates to a system configured
to provide selective access to an exclusive virtual section of an
online gaming system. In some implementations, spending history may
be characterized by a user spend parameter value. The user spend
parameter value may be compared with a spend threshold to determine
which users should be provided with access to an exclusive virtual
section of the online game. An implementation of the exclusive
virtual section may include a shop interface, which presents the
selected user with exclusive offers. Exclusive offers include
offers to purchase virtual items or value pricing. The exclusive
offers may be used to advance in the online game or for other
purposes. Making certain offers exclusive to users based on past
spending history may facilitate presentation of high-end, or
expensive virtual items to users that have demonstrated an appetite
for making purchases at a higher level. This may enhance the
in-game experience for such users by giving them access to the
types of virtual items they may wish to purchase. Restricting such
offers may enhance the in-game experience for users that do not see
these offers, as they may keep such users from feeling frustrated
and/or overwhelmed by the amount of money that other users are
spending in the game.
[0005] In exemplary implementations, providing access to an
exclusive virtual section based on spending history may be
performed by processors executing computer program modules. In some
implementations, the system may include one or more servers. The
server(s) may be configured to communicate with one or more client
computing platforms according to a client/server architecture. The
users may access the system via the client computing platforms, for
instance, to engage in one or more games.
[0006] The server(s) may be configured to execute one or more
computer program modules to provide one or more games to users (or
players). The computer program modules may include one or more of a
game module, a user profile management module, a shop module, an
exclusive virtual access module, and/or other modules. It is noted
that the client computing platforms may include one or more
computer program modules that are the same as or similar to the
computer program modules of the server(s) to facilitate
individualized content made available to the users of online
games.
[0007] The game module may be configured to execute an instance of
an online game, and to implement the instance of the online game to
facilitate participation of users in the online game. The game
module may be configured to implement access to an exclusive
virtual section determined for individual users such that the
access to the exclusive virtual section is selectively implemented
in the instance of the online game for a first user.
[0008] The user profile management module may be configured to
manage user profiles associated with the users. The user profiles
include user spend parameter values for the users characterizing
past spending histories of the users within the game. The user
profiles include a first user profile for a first user. The first
user profile includes a first user spend parameter value
characterizing a past spending history for the first user in the
game. With respect to such spending, various parameters may be
tracked and monitored by the user profile management module. Such
parameters include, for example, a user lifetime spend history
parameter, a user periodic spend history parameter, spend velocity
(money spent per unit time), typical spend profile(s) (average
spending at different points in accounts on previous games), total
spend by game or in the aggregate and others as described
herein.
[0009] The shop module may be configured to present offers to sell
virtual items for use in a game to users through a shop interface.
The shop module may be configured such that the offers to sell
virtual items include one or more exclusive offers that are only
presented to selected users. The selected users may be deemed as
being part of an exclusive club in the online game community.
[0010] The exclusive virtual access module may be configured to
determine which users should be presented the one or more exclusive
offers by the shop module such that a determination as to whether
the first user should be presented the one or more exclusive offers
by the shop module is made based on a comparison of the first user
spend parameter value with a spend threshold. In certain
implementations, user spend history determinations are made, and a
user spend parameter value based thereupon is assigned to a user
based on the one or more of the spending parameters noted
herein.
[0011] In certain implementations, access by a first user to the
exclusive virtual section including the shop interface is
imperceptible to a second user or other users during gameplay.
Implementation of the access to the exclusive virtual section, such
as the shop interface, is perceptible to the first user or a
selected user.
[0012] One aspect of the disclosure relates to a
computer-implemented method for selectively providing access to an
exclusive virtual section of an online gaming system based upon a
user spend parameter value. The method may be implemented in a
computer system that includes one or more physical processors and
storage media storing machine-readable instructions. The method
includes obtaining information associated with spend history of a
first user in connection with playing an online game and processing
the information associated with the spend history to assign the
user spend parameter value to the first user. The method further
includes determining when the user spend parameter value meets a
spend threshold and allowing access to the exclusive virtual
section when the user spend parameter value meets the spend
threshold.
[0013] These and other features, and characteristics of the present
technology, as well as the methods of operation and functions of
the related elements of structure and the combination of parts and
economies of manufacture, will become more apparent upon
consideration of the following description and the appended claims
with reference to the accompanying drawings, all of which form a
part of this specification, wherein like reference numerals
designate corresponding parts in the various figures. It is to be
expressly understood, however, that the drawings are for the
purpose of illustration and description only and are not intended
as a definition of the limits of the invention. As used in the
specification and in the claims, the singular form of "a", "an",
and "the" include plural references unless the context clearly
dictates otherwise.
BRIEF DESCRIPTION OF THE DRAWINGS
[0014] FIG. 1 illustrates a system for providing access to an
exclusive virtual section of an online gaming system, in accordance
with one or more implementations.
[0015] FIG. 2 illustrates a method for providing access to an
exclusive virtual section of an online gaming system, in accordance
with one or more implementations.
DETAILED DESCRIPTION
[0016] FIG. 1 illustrates a system 100 configured to provide a
virtual space. System 100 is only one example of a suitable
computing environment and is not intended to suggest any limitation
as to the scope of use or functionality of the features described
herein. Providing the virtual space may include hosting the virtual
space over a network.
[0017] In some implementations, system 100 may include one or more
servers 102. The server 102 may be configured to communicate with
one or more client computing platforms 104 according to a
client/server architecture. The users may access system 100 and/or
the virtual space via client computing platforms 104, for instance,
to engage in one or more games.
[0018] The server(s) 102 may be configured to execute one or more
computer program modules. The computer program modules may include
one or more of a game module 106, a user profile management module
108, a user spend parameter module 110, an exclusive virtual access
module 112, a shop module 114, and/or other modules. As noted, the
client computing platform(s) 104 may include one or more computer
program modules that are the same as or similar to the computer
program modules of the server(s) 102 to facilitate in-game
actions.
[0019] The computer program modules may make up a system 140, which
is configured to provide select users with access to an exclusive
virtual section of an online gaming system. An implementation of
the system includes one or more of a game module 106, a user
profile management module 108, a user spend parameter module 110,
an exclusive virtual access module 112, a shop module 114, and/or
other modules.
[0020] In an implementation, an advantage of providing select
access to a separate exclusive virtual section or a very important
person (VIP) store section may be that it prevents much of the
negative publicity that comes with introducing and featuring
relatively ultra-expensive virtual items for use in the online
game. An implementation of providing the select access may also not
discourage lower spenders from paying to advance in the game. In an
implementation, the exclusivity of the store section may also
provide a psychological benefit to users that are high spenders and
may provide an incentive to some medium-sized spenders to hit
relevant thresholds.
[0021] In an implementation, the game module 106 may be configured
to execute an instance of an online game, and to implement the
instance of the online game to facilitate participation of users in
the online game. The game module 106 may be further configured to
implement access to an exclusive virtual section, such as may be
implemented by shop module 114. The exclusive virtual section may
be determined for individual users such that the access to the
exclusive virtual section is implemented in the instance of the
online game for a first user.
[0022] The game module 106 may be configured to execute an instance
of an online game to facilitate presentation of the online game to
users. The game module 106 may be configured to implement in-game
actions in the instance of the game, in response to action requests
for the in-game actions by the users.
[0023] The game may be provided via a virtual space, and may
include a plurality of resource types and/or maps. An instance of
the virtual space may be executed by computer modules to determine
views of the virtual space. The views may then be communicated
(e.g., via streaming, via object/position data, and/or other
information) from server(s) 102 and/or sources to client computing
platforms 104 for presentation to users. The view determined and
transmitted to a given client computing platform 104 may correspond
to a location in the virtual space (e.g., the location from which
the view is taken, the location the view depicts, and/or other
locations), a zoom ratio, a dimensionality of objects, a
point-of-view, and/or view parameters. One or more of the view
parameters may be selectable by the user.
[0024] The instance of the virtual space may comprise a simulated
space that is accessible by users via clients (e.g., client
computing platform(s) 104) that present the views of the virtual
space to a user. The simulated space may have a topography, express
ongoing real-time interaction by one or more users, and/or include
one or more objects positioned within the topography that are
capable of locomotion within the topography. In some instances, the
topography may be a 2-dimensional topography. In other instances,
the topography may be a 3-dimensional topography. The topography
may include dimensions of the space, and/or surface features of a
surface or objects that are "native" to the space. In some
instances, the topography may describe a surface (e.g., a ground
surface) that runs through at least a substantial section of the
space. In some instances, the topography may describe a volume with
one or more bodies positioned therein (e.g., a simulation of
gravity-deprived space with one or more celestial bodies positioned
therein). The instance executed by the computer modules may be
synchronous, asynchronous, and/or semi-synchronous.
[0025] The above description of the manner in which views of the
virtual space are provided is not intended to be limiting. The
virtual space may be expressed in a more limited, or more rich,
manner. For example, views determined for the virtual space may be
selected from a limited set of graphics depicting an event in a
given place within the virtual space. The views may include
additional content (e.g., text, audio, pre-stored video content,
and/or other content) that describes particulars of the current
state of the place, beyond the relatively generic graphics. For
example, a view may include a generic battle graphic with a textual
description of the opponents to be confronted. Other expressions of
individual places within the virtual space are contemplated.
[0026] Within the instance(s) of the virtual space, users may
control characters, objects, simulated physical phenomena (e.g.,
wind, rain, earthquakes, and/or other phenomena), and/or other
elements within the virtual space to interact with the virtual
space and/or each other. The user characters may include avatars.
As used herein, the term "user character" may refer to an object
(or group of objects) present in the virtual space that corresponds
to an individual user. The user character may be controlled by the
user with which it is associated.
[0027] User-controlled element(s) may move through and interact
with the virtual space (e.g., non-user characters in the virtual
space, other objects in the virtual space). The user-controlled
elements controlled by and/or associated with a given user may be
created and/or customized by the given user. The user may have an
"inventory" of virtual goods and/or currency (e.g., resources of a
plurality of resource types) that the user can use (e.g., by
manipulation of a user character or other user-controlled element,
and/or other items) to perform in-game actions within the virtual
space.
[0028] The users may participate in the instance of the virtual
space by controlling one or more of the available user-controlled
elements in the virtual space. Control may be exercised through
control inputs and/or commands input by the users through client
computing platforms 104. The users may interact with each other
through communications exchanged within the virtual space. Such
communications may include one or more of textual chat, instant
messages, private messages, voice communications, and/or other
communications. Communications may be received and entered by the
users via their respective client computing platforms 104.
Communications may be routed to and from the appropriate users
through server(s) 102. In implementations, the game module 106 may
also be configured to implement the access to the exclusive virtual
section determined for the individual users as described
herein.
[0029] The user profile management module 108 may be configured to
manage user profiles of the users. The user profiles may include
user spend parameter values for the users. The spend parameter
values characterize past spending histories of the users within at
least the game. The user profiles may include a first user profile
of a first user. The first user profile may include a first user
spend parameter value characterizing a past spending history of the
first user in at least the game. Each user may be associated with
their own respective past spending history and user spend parameter
value.
[0030] The shop module 114 may be configured to present offers to
sell virtual items for use in the game to users through a shop
interface. The shop module 114 may be configured such that the
offers to sell virtual items include one or more exclusive offers
that are only presented to selected users. In an implementation,
the shop interface provides for purchasing of the one or more
exclusive offers. For example, a virtual item includes a resource
that is used within the online game, such as a virtual good or
currency. In an implementation, the shop interface may be a pop up
window interface that is triggered by events during the game. In
another implementation, the user may receive a notice of the
existence of exclusive offers and the user may initiate the viewing
of the exclusive offer presentation. There exists numerous
implementations for presenting the exclusive offer to the user.
[0031] For example, the implementation of the access to the
exclusive virtual section including the shop interface may be
imperceptible to a second user during gameplay. For example,
implementation of the access to the exclusive virtual section
including the shop interface may be perceptible to the first user
during gameplay. For example, implementation of the access to the
exclusive virtual section including the shop interface may be
imperceptible to users other than the first user during
gameplay.
[0032] The exclusive virtual access module 112 may be configured to
determine which users should be presented the one or more exclusive
offers by the shop module 114. A determination as to whether the
first user should be presented the one or more exclusive offers by
the shop module 114 may be based on a comparison of the first user
spend parameter value with a spend threshold.
[0033] The user spend parameter module 110 may be configured to
determine the user spend parameter value based on the past spending
history. For example, the user spend parameter value may be a user
lifetime spend history parameter or a user periodic spend history
parameter. For example, the periodic spend history parameter may be
a past purchasing amount that the user spent per a unit time. An
example of a unit time includes any one or more of the last hour,
last day, last week, last month, etc. or the last day after the
user added value to the user's account. For example, the user
lifetime spend history parameter may be the amount spent by the
user for a particular account or character in a single game or all
characters in one or more games, etc.
[0034] In an implementation, the user spend parameter value
comprises one or more parameters associated with a spend velocity
profile associated with the first user. In other implementations,
the unit time may be used to determine a spend velocity profile per
the user account. For example, the online game module may keep
track of when the user spends at a fast rate or spend velocity. For
example, the spend velocity may be highest when the user reaches a
certain level or a time within a level, such as the last actions
before reaching a new level in the online game. The online game
module may keep track of all the information about the user,
especially when the spend velocity is determined to be over a
particular level. The user profile management module 108 or the
user spend parameter module 110 may keep track of the spend history
of the user. For example, the user profile management module 108
may be configured to obtain and maintain information about the
spend history of a user. The user profile management module 108 may
also be configured to determine a user spend parameter value. In an
implementation, a user spend parameter module 110 may execute the
functionality for determining the user spend parameter value alone
or in combination with the user profile management module 108. For
example, when the amount of information monitored by the user
profile management module 108 is great, then the user spend
parameter module 110 may be used to distribute some of the
processing. The distribution of the processing described herein may
configured according to a specific hardware and software
implementation of a system that implements the disclosure described
herein. As such, when the term user spend parameter module 110 is
used herein it may be replaced with the more general user profile
management module 108. As stated above, FIG. 1 illustrates an
implementation of the system described herein and, as such, is not
to be limiting to the disclosure.
[0035] Referring back to FIG. 1, the user profile management module
108 or the user spend parameter 110 module may be configured to
track historical spend information associated with a user. In an
implementation, user spend parameter module 110 is configured to
monitor and assess spend history information for users in
connection with game play for one or more games. This may include,
for example, the subject game which is to provide select users with
access to the exclusive virtual section as described herein.
[0036] In an implementation, historical spend information
associated with other games either alternatively or in addition to
the subject game may be considered. For example, the user spend
parameter value associated with the first user may be associated
only with the first user's interaction with the online game. For
example, the user spend parameter value associated with the first
user may be associated with the first user's interaction with one
or more games other than the online game. For example, the user
spend parameter value associated with the first user may be
associated with the first user's interaction with the online game
and with one or more games other than the online game. In another
implementation, the spend history associated with the user for
purchases other than with respect to games may also be
considered.
[0037] Referring back to FIG, 1, the user profile management module
108 or the user spend parameter module 110 may monitor and track
various characteristics associated with the user's spend history.
For example, spend velocity may be tracked and considered. Spend
velocity may equate to the amount of money spent by the user per
unit time. In an implementation, the user spend parameter module
110 may use the spend velocity to an assess an average spending
velocity by the user at different points in time during game play.
Alternatively or in addition, this may equate to average spending
by the user at content driven points in one or more games. Examples
of this may include, average spend during quest related in-game
activities, average spend during player to player battles, etc. In
other implementations, the user spend parameter module 110 may
determine total spend, either on a game by game basis or total game
spend in the aggregate, or both to generate a user spend parameter
value, which may be compared to a respective spend threshold as
described herein.
[0038] In an implementation, the user spend parameter module 110
may generate a user spend parameter value, based on one or more
characteristics, as described above. This user spend parameter
value may then be used by the exclusive virtual access module 112,
as described below, to implement access to an exclusive virtual
section of the online game. Alternatively, in other
implementations, the user spend parameter module 110 may generate a
more detailed "spending pattern profile" which represents the
various spend history patterns associated with a user. In this
case, this profile may be mapped to one or more particular user
spend parameter values as described below so that multiple levels
of access are adjusted based on one or more aspects of the user
spend characteristics.
[0039] In this disclosure, previous spending histories associated
with users of online games, are detected, and various game
characteristics relating to the game play and access to virtual
items that may assist game play may be adjusted based on this
information. Accordingly, implementations may be configured for
determination and detection of previous spending characteristics of
users such as spending velocity which is represented as money spent
per unit time during game play. Other implementations may be
configured such that spending history determination takes into
account a typical spend profile of a user. In this case, average
spending at different points of game play is monitored and
assessed. For example, these points of game play may be related to
temporal progress during game play or in the alternative, they may
be driven by specific content which is active and/or available
during gameplay.
[0040] In an implementation, the user spend parameter value
comprises one or more parameters associated with a temporal
historical spend profile associated with the first user. For
example, the temporal historical spend profile characterizes
spending at content driven points in the online game. A spend
profile for the user may be monitored and tracked during game play.
This may equate to an assessment of average spending by the user at
different points in time during game play. Alternatively or in
addition, this may equate to average spending by the user at
content driven points in one or more games. Examples of this may
include, average spend during quest related in game activities,
average spend during player to player battles, etc. In other
implementations, total spend, either on a game by game basis or
total game spend in the aggregate, or both, may be considered. For
example, the user spend parameter value may comprise one or more
parameters associated with a total spend profile associated with
the first user with respect to the online game. In other
implementations, total spend history for the user, such as on an
aggregate basis or on a game by game basis, may be tracked and
assessed in order to make a determination concerning overall user
spending history.
[0041] Implementations further provide access to an exclusive
virtual section. The virtual section includes access to a shop
module 114 that is configured to present offers to sell virtual
items for use in the online game. In an implementation, the offers
may be presented in a shop interface. The offers to sell virtual
items include one or more exclusive offers that are only presented
to selected users. A selected user may purchase an exclusively
presented offer from the shop interface to progress further in the
online game. For example, the exclusive offer may include the
ability to execute a power of attacks, to provide resistance to
attacks, to acquire speed and/or responsiveness of controlled units
and/or spawn rates for units and/or resources as well as health
recharge rates and other parameters.
[0042] In an implementation, an exclusive virtual access module 112
determines whether to provide a user with access to the exclusive
virtual section depending upon whether the user has met a spend
threshold. In an implementation, the exclusive virtual access
module 112 compares a particular user spend parameter value with
the associated spend threshold. For example, one type of user spend
parameter value is determined by how much a user has spent during
the lifetime of the user account. When the lifetime spend history
parameter meets a respective spend threshold, the exclusive virtual
access module 112 provides the user be with access to a virtual
store.
[0043] In an implementation, the exclusive virtual access module
112 makes the virtual store visible only to the users that have met
the particular spend threshold. In an implementation, the exclusive
virtual access module 112 may associate each of the users that have
met the particular spend threshold to a respective spend level. For
example, the access to the exclusive virtual section may include
different access levels based on a respective user spend parameter
value. The shop module 114 may present exclusive offers that are
associated with the particular spend level. For example, the
exclusive offers associated with the different spend levels may be
set to entice each of the different types of spenders to purchase
at price points that have succeeded historically or that are
determined to have succeeded by market or statistical research.
[0044] In an implementation, the exclusive virtual access module
112 provides access to the shop module 114. The shop module 114 is
an implementation of access to the exclusive virtual section that
comprises access to the shop interface including access to the
purchase of virtual items at price ranges associated with a spend
velocity profile. For example, exclusive virtual access module 112
may determine a user spend parameter value that is based upon a
spend velocity profile as described above. The shop module 114 may
provide access to the purchase of virtual items for use in the
online game. The shop module 114 may present price ranges to the
selected users based on the particular user's spend velocity
profile. For example, a user with a high spend velocity profile may
be provided with an exclusive offer for a virtual item at a
particular price point or may be provided with an exclusive offer
of a value pricing. In an implementation, access to the exclusive
virtual section comprises access to value pricing An implementation
of value pricing includes sale prices for the virtual items or a
discount rate or a bonus or a user reward program, etc. An
implementation of value pricing includes changing the pricing or
valuation of virtual currency. The price change may be based on
payer bands, each may be determined by spend levels achieved based
on the particular user spend parameter value of the respective
user. Exclusive offers or value pricing may be a method of
optimizing total payer conversion and overall revenue.
[0045] In some implementations, server(s) 102, client computing
platforms 104, and/or external resources 116 may be operatively
linked via one or more electronic communication links. For example,
such electronic communication links may be established, at least in
part, via a network such as the Internet and/or other networks. The
network may be a wired or wireless network such as the Internet, an
intranet, a LAN, a WAN, a cellular network or another type of
network. It will be understood that the network may be a
combination of multiple different kinds of wired or wireless
networks. It will be appreciated that this is not intended to be
limiting, and that the scope of this disclosure includes
implementations in which server(s) 102, client computing platforms
104, and/or external resources 116 may be operatively linked via
some other communication media.
[0046] A given client computing platform 104 may include one or
more processors configured to execute computer program modules. The
computer program modules may be configured to enable an expert or
user associated with the given client computing platform 104 to
interface with system 100 and/or external resources 116, and/or
provide other functionality attributed herein to client computing
platforms 104. By way of non-limiting example, the given client
computing platform 104 may include one or more of a desktop
computer, a laptop computer, a handheld computer, a tablet
computing platform, a netbook, a smartphone, a gaming console,
and/or other computing platforms.
[0047] External resources 116 may include sources of information,
hosts and/or providers of virtual environments outside of system
100, external entities participating with system 100, and/or other
resources. In some implementations, some or all of the
functionality attributed herein to external resources 116 may be
provided by resources included in system 100.
[0048] Server 102 may include electronic storage 118, one or more
processors 120, and/or other components. Server 102 may include
communication lines, or ports to enable the exchange of information
with a network and/or other computing platforms. Illustration of
server 102 in FIG. 1 is not intended to be limiting. Server 102 may
include a plurality of hardware, software, and/or firmware
components operating together to provide the functionality
attributed herein to server 102. For example, server 102 may be
implemented by a cloud of computing platforms operating together as
server 102.
[0049] Electronic storage 118 may comprise non-transitory storage
media that electronically stores information. The electronic
storage media of electronic storage 118 may include one or both of
system storage that is provided integrally (i.e., substantially
non-removable) with server 102 and/or removable storage that is
removably connectable to server 102 via, for example, a port (e.g.,
a USB port, a firewire port, etc.) or a drive (e.g., a disk drive,
etc.). Electronic storage 118 may include one or more of optically
readable storage media (e.g., optical disks, etc.), magnetically
readable storage media (e.g., magnetic tape, magnetic hard drive,
floppy drive, etc.), electrical charge-based storage media (e.g.,
EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive,
etc.), and/or other electronically readable storage media.
Electronic storage 118 may include one or more virtual storage
resources (e.g., cloud storage, a virtual private network, and/or
other virtual storage resources). Electronic storage 118 may store
software algorithms, information determined by processor 120,
information received from server 102, information received from
client computing platforms 104, and/or other information that
enables server 102 to function as described herein.
[0050] Processor(s) 120 is configured to provide information
processing capabilities in server 102. As such, processor 120 may
include one or more of a digital processor, an analog processor, a
digital circuit designed to process information, an analog circuit
designed to process information, a state machine, and/or other
mechanisms for electronically processing information. Although
processor 120 is shown in FIG. 1 as a single entity, this is for
illustrative purposes only. In some implementations, processor 120
may include a plurality of processing units. These processing units
may be physically located within the same device, or processor 120
may represent processing functionality of a plurality of devices
operating in coordination. The processor 120 may be configured to
execute modules 106, 108, 110, 112, and 114. Processor 120 may be
configured to execute modules 106, 108, 110, 112, and 114 by
software; hardware; firmware; some combination of software,
hardware, and/or firmware; and/or other mechanisms for configuring
processing capabilities on processor 120. As used herein, the term
"module" may refer to any component or set of components that
perform the functionality attributed to the module. This may
include one or more physical processors during execution of
processor readable instructions, the processor readable
instructions, circuitry, hardware, storage media, or any other
components.
[0051] It should be appreciated that although modules 106, 108,
110, 112, and 114 are illustrated in FIG. 1 as being implemented
within a single processing unit, in implementations in which
processor 120 includes multiple processing units, one or more of
modules 106, 108, 110, 112, and 114 may be implemented remotely
from the other modules. The description of the functionality
provided by the different modules 106, 108, 110, 112, and 114
described above is for illustrative purposes, and is not intended
to be limiting, as any of modules 106, 108, 110, 112, and 114 may
provide more or less functionality than is described. For example,
one or more of modules 106, 108, 110, 112, and 114 may be
eliminated, and some or all of its functionality may be provided by
other ones of modules 106, 108, 110, 112, and 114. As another
example, processor 120 may be configured to execute one or more
additional modules that may perform some or all of the
functionality attributed below to one of modules 106, 108, 110,
112, and 114.
[0052] FIG. 2 illustrates a method for selectively providing access
to an exclusive virtual section of an online gaming system based
upon a user spend parameter value, in accordance with one or more
implementations. For example, method 200 includes obtaining
information associated with spend history of a first user in
connection with playing an online game and processing the
information associated with the spend history to assign the user
spend parameter value to the first user. Method 200 further
includes determining when the user spend parameter value meets a
spend threshold and allowing access to the exclusive virtual
section when the user spend parameter value meets the spend
threshold. The operations of method 200 presented below are
intended to be illustrative. In some implementations, method 200
may be accomplished with one or more additional operations not
described, and/or without one or more of the operations discussed.
Additionally, the order in which the operations of method 200 are
illustrated in FIG. 2 and described below is not intended to be
limiting.
[0053] In some implementations, method 200 may be implemented in
one or more processing devices (e.g., a digital processor, an
analog processor, a digital circuit designed to process
information, an analog circuit designed to process information, a
state machine, and/or other mechanisms for electronically
processing information). The one or more processing devices may
include one or more devices executing some or all of the operations
of method 200 in response to instructions stored electronically on
an electronic storage medium. The one or more processing devices
may include one or more devices configured through hardware,
firmware, and/or software to be specifically designed for execution
of one or more of the operations of method 200.
[0054] At an operation 202, information associated with the spend
history associated with a user in connection with game play is
obtained. In an implementation, the user spend parameter value
comprises a user lifetime spend history parameter or a user
periodic spend history parameter. In an implementation, spend
velocity may be tracked and considered. This may equate to the
amount of money spent by the user per unit time. In an
implementation, as describe above, a unit of time may be the
lifetime of the user account or game character. In another
implementation the unit of time may be a periodic unit of time. In
implementations, a typical spend profile for the user may be
monitored and tracked. This may equate to an assessment of average
spending by the user at different points in time during game play.
Alternatively or in addition, this may equate to average spending
by the user at content driven points in one or more games. Examples
of this may include, average spend during quest related in game
activities, average spend during player to player battles, etc. In
other implementations, total spend, either on a game by game basis
or total game spend in the aggregate, or both, may be
considered.
[0055] In some implementations, a single user spend parameter value
may be generated based on one or more of the above described
characteristics. Alternatively, in other implementations, a more
detailed "spending pattern profile" which represents the various
spend history patterns associated with a user may be generated.
Operation 202 may be performed by a user profile management module,
in accordance with one or more implementations. User profile
management module may be the same as or similar to user profile
management module 108.
[0056] At an operation 204, based on the information received as a
result of operation 202, the user is assigned a user spend
parameter value which is indicative of the spend history determined
in operation 202. Operation 204 may be performed by a user profile
management module or a user spend parameter module or a combination
of the two modules, in accordance with one or more implementations.
User profile management module may be the same as or similar to
user profile management module 108. User spend parameter module may
be the same as or similar to user spend parameter module 110.
[0057] At an operation 206, the user spend parameter value
associated with the user is used to determine whether the value
meets a spend threshold. Operation 206 may be performed by an
exclusive virtual access module, in accordance with one or more
implementations. Exclusive virtual access module may be the same as
or similar to exclusive virtual access module 112.
[0058] At an operation 208, access to an exclusive virtual section
of the online game may be provided to a user that is associated
with a user spend parameter value that meets a spend threshold.
Operation 208 may be performed by an exclusive virtual access
module 112, in accordance with one or more implementations.
Exclusive virtual access module may be the same as or similar to
exclusive virtual access module 112.
[0059] Although the present technology has been described in detail
for the purpose of illustration based on what is currently
considered to be the most practical and preferred implementations,
it is to be understood that such detail is solely for that purpose
and that the technology is not limited to the disclosed
implementations, but, on the contrary, is intended to cover
modifications and equivalent arrangements that are within the
spirit and scope of the appended claims. For example, it is to be
understood that the present technology contemplates that, to the
extent possible, one or more features of any implementation can be
combined with one or more features of any other implementation.
* * * * *