CA2631306A1 - System for encouraging repeat product purchases and renewal - Google Patents

System for encouraging repeat product purchases and renewal Download PDF

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Publication number
CA2631306A1
CA2631306A1 CA 2631306 CA2631306A CA2631306A1 CA 2631306 A1 CA2631306 A1 CA 2631306A1 CA 2631306 CA2631306 CA 2631306 CA 2631306 A CA2631306 A CA 2631306A CA 2631306 A1 CA2631306 A1 CA 2631306A1
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super
user
exclusive
item
items
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French (fr)
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Karl Joseph Borst
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Ganz
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Ganz
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Abstract

Systems and methods are provided that track purchases on a per user basis to determine whether the history of or accumulated number of purchases satisfy a threshold corresponding to a previously unsatisfied super exclusive bonus level. Thus, the systems and methods encourage repeat purchases of a product line or brand of products, thereby fostering product or brand loyalty and longevity for the vendor or manufacturer. User activity on a website or other communication network can also be monitored and rated or scored according to the type or quality of the activity. Such ratings or scores can also contribute to satisfying the threshold to reach a super exclusive bonus level.

Description

SYSTEM FOR ENCOURAGING REPEAT PRODUCT PURCHASES
AND RENEWAL

CROSS-REFERENCE TO RELATED APPLICATION

[0001] This application claims the benefit of U.S. Provisional Application Serial No. 60/938,339 entitled SYSTEM FOR ENCOURAGING REPEAT PRODUCT
PURCHASES, filed on May 16, 2007, and U.S. Provisional Application Serial No.
60/949,764 entitled ORDERING, LINKING, REGISTERING AND PROPER CARE OF
REAL TOYS AND THEIR VIRTUAL COUNTERPARTS, filed on July 13, 2007, the entireties of which is incorporated herein by reference.

TECHNICAL FIELD
[0002] The systems and methods discussed herein relate generally to brand development and marketing and more particularly to systems and methods that facilitate encouraging brand loyalty and repeat purchases by providing unique incentives based in part on prior and current purchases.

BACKGROUND
[0003] Brand development and marketing is an important aspect of most commercial businesses in order to popularize new or particular consumer goods and services and even more so, to familiarize the buying public with a brand name in order to build up brand loyalty. For example, it is not uncommon to receive a discount on a future purchase after a purchase of clothing is made today. Similarly, when new food products are introduced into the market, coupons are often offered and widely distributed regardless of demographics. However, in some industries, such as the toy market, brand development is more challenging given the fleeting trends of toys and the ever-changing opinions of both children and their parents.

SUMMARY
[0004] The subject application involves systems and methods that provide a tracking and reward mechanism in order to encourage repeat purchases of a given product line or brand of products. For example, according to one aspect of the application, a system can include a purchase analysis component that processes input data associated with at least one purchased item and that determines whether the at least one purchased item satisfies a threshold corresponding to a previously unsatisfied super exclusive bonus level; a bonus selection component that selects at least one super exclusive bonus item based at least in part on the input data processed by the purchase analysis component; and a display component that presents the one or more super exclusive bonus items to a user.
[0005] According to another aspect, a system can include a code verification component that validates or verifies the authenticity of a registration code which has been assigned to a particular item or product; an item tracking component that maintains an ongoing record of products registered on a per-user basis in part by processing the registration code of the product; an analysis component that analyzes the registration code in order to identify the product; a display component that receives data from the item tracking component and display a virtual representation of a newly registered item as well as previously registered items to allow a user's collection to be viewable; and a notification component that is triggered when the item tracking component determines that a threshold corresponding to a super exclusive level has been satisfied.
[0006] According to yet another aspect of the application, a method is provided that involves processing input data associated with at least one purchased item and determining whether the at least one purchased item satisfies a threshold corresponding to a previously unsatisfied super exclusive bonus level; selecting at least one super exclusive bonus item based at least in part on the input data; and presenting on a display unit the one or more super exclusive bonus items to a user.
[0007] The above summary presents a simplified summary in order to provide a basic understanding of some aspects of the systems and/or methods discussed herein.
This summary is not an extensive overview of the systems and/or methods discussed herein. It is not intended to identify key/critical elements or to delineate the scope of such systems and/or methods. Its sole purpose is to present some concepts in a simplified form as a prelude to the more detailed description that is presented later.
[0008] To the accomplishment of the foregoing and related ends, certain illustrative aspects of the invention are described herein in connection with the following description and the annexed drawings. These aspects are indicative, however, of but a few of the various ways in which the principles of the invention may be employed and the subject invention is intended to include all such aspects and their equivalents. Other advantages and novel features of the invention may become apparent from the following detailed description of the invention when considered in conjunction with the drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

A brief description of each drawing is as follows:
[0009] Fig. 1 is general block diagram of a system that facilitates repeat purchases by providing bonus incentives to users in accordance with an aspect of the present invention.
[0010] Fig. 2 is a general block diagram of a system that facilitates repeat purchases by providing additional incentives to users based on prior registrations or purchases of items in accordance with an aspect of the present invention.
[0011] Fig. 3 is a general block diagram of a system that facilitates repeat purchases by monitoring user activity, including new registrations, to determine which bonus items the user qualifies for based on their activity and new registrations in accordance with another aspect of the present invention.

DETAILED DESCRIPTION
[0012] The subject application is directed to systems and methods that encourage repeat product purchases by providing an exclusive incentive only to those users (consumers) who have purchased a qualified number or type of products or services and/or who have been active users or members in good standing for a period of time. In particular, the exclusive incentive can allow a user who satisfies activity and/or ownership conditions to select their own prize from a vast or limited selection of prizes.
As a result, the user can use their discretion in choosing a prize that is most desirable to them or is most in-tune with their toys' needs.
[0013] For example, users who have purchased w number of items (e.g., toys) can qualify for this exclusive incentive. Alternatively or in addition, users who have purchased x number of items (e.g., toys) and q number of accessories can qualify for the exclusive incentive. Purchases made with a certain period of time can also yield the benefit as well. For instance, a user who buys 10 items over a 13 consecutive-month period may not qualify for the exclusive incentive (but may receive other less grand incentives). However, a user who buys 10 items within a 6 consecutive-month period can qualify for the exclusive incentive. It should be appreciated that all variables used herein are integers greater than zero.
[0014] The types of items that are purchased can also determine whether a user is granted the exclusive incentive. For example, this determination of whether a user is entitled to the exclusive incentive can be based on a dollar amount of each item purchased or on the category associated with such items. That is, plush items can be considered premium items whereas accessory items for the plush items may be categorized as secondary or non-premium. Consequently, the purchase of only d plush items may satisfy the conditions to qualify for the exclusive incentive whereas the purchase off total items, where f is greater than d but includes fewer than d plush items, does not qualify for the exclusive incentive.
[0015] Purchases can be tracked by the user and the manufacturer, for example, via registration of the items purchased on a communication network such as a website on the Internet. Each item purchased has a unique registration code that identifies to the system that the item has recently been purchased by a particular user. As more items are entered and successfully registered, the system can automatically give the user the exclusive incentive when it has been earned. The user can also track and view his or her purchase history in order to determine how close he or she is to reaching the exclusive incentive. By registering each item, the system can also verify the authenticity of the item purchased. As a result, the user is assured as well that he or she owns authentic and legitimate goods. The items can include any product or service. Some examples include, but are not limited to toys, clothing, furnishings, accessories, online-related services, plastic goods, plush goods, furniture, printed goods (e.g., cards, calendars, magazines, books, stickers, posters, pictures, etc.), sport-related goods, etc.
[0016] The user's activity within the virtual world environment can also be monitored and tracked and his or her activity frequency can also give way to earning the exclusive incentive. For example, a user's anniversaries as a participant or member of the virtual world environment can trigger the grant of the exclusive incentive. In particular, a user's 2 nd anniversary as a member of the virtual world environment in good standing can receive the exclusive incentive. Alternatively or in addition, the frequency with which the user logs onto or is active in the virtual world environment can be another factor that influences when the incentive is given. Again, the system can track and monitor user activity within the virtual environment and make note of verified complaints or negative reports by other users made against a particular user in order to determine whether the user has been or is in good standing. It should be appreciated that the system can include a tracking component to monitor and track user activity in the virtual environment (e.g., number of registrations, number of failed registrations, frequency of login, frequency of activity in the environment, etc.) as well as a validation component.
[0017] The validation component verifies that the complaints are legitimate and that the accused users have in fact committed the alleged offense (e.g., cheating the system, engaging, or initiating conversations on banned or forbidden topics, etc.). The system tracks the number of successful registrations as well as the number of failed registrations. Failed registrations can be qualified into at least two categories - (1) registration number that has already been entered; and (2) fake registration numbers.
Fake registration numbers can indicate that either the user is purchasing non-authentic products (e.g., knock-offs) or that the user is attempting to circumvent the system. In either situation, the system may request additional information from the user in order to further investigate.
[0018] The exclusive incentive can enhance the interaction or experience the user has with one or more previously purchased items or can be independent of the previously purchased items. In addition, the exclusive incentive can be virtual or real.
For instance, the item purchased can be associated with a virtual world environment whereby the user interacts with the item or rather a virtual replica of the item in the virtual environment via a user computer connected to a communication network. The exclusive incentive can include a virtual gift or prize of the user's choosing or can be a real gift or prize that the user can receive via home delivery, for example. Therefore, the user can choose to receive a fully furnished and accessorized house in the virtual world environment or can opt to receive a gift certificate to an actual store or a limited-edition item.
[0019] Suppose the item is a pet toy and the pet toy includes a hidden, unique registration code that gives the user admission into a virtual world environment for the user and pet toy. For illustrative purposes, below are a few exemplary gift packages that can be offered before the user has reached the level of the exclusive incentive. It should be understood that the contents of each gift package can vary and are not meant to be limited to the items listed.
[0020] THE FIRST PET

When a user adopts their first pet (enters the registration code for the pet via a communication network) they receive an initial package of three objects that can be used to learn the interface concepts of the virtual world environment.
Each user receives the same three items, and these items simply appear in the user's dock when the user arrives at the room for the first time. The objects may include: Apple, Kid's Chair, Basketball.

These objects are awarded to the user for their first pet regardless of the type of pet. These objects are only awarded for the first pet. The first pet will also be awarded a small gift package, to introduce them to the Gift Package concept. Subsequent pets adopted or registered and admitted into the virtual world environment will instead receive one of a larger gift package, as outlined below.
[0021] THE GIFT PACKAGE

For each pet registered, the user can also receive a Gift Package in their dock when they arrive in the room after the adoption. This Gift Package will appear as a 3D graphic of a present (box with ribbon and a bow) in the dock.
The Gift Package can be "opened' by either (a) dragging the present into the room or (b) double clicking on the present in the dock. Upon opening, the user will be presented with a graphic dialog box that proclaims "Congratulations! Your gift contains " with the names of the objects contained with the gift.

Gift Packages may contain, for example, a Special Object Pack or a Special Feature. Special Object Packs are awarded to any pet that is not awarded a Special Feature. For example, Special Features can be awarded for every fifth pet adopted. The first Special Object Pack awarded can contain 3 objects, while each subsequent pack can include more objects (e.g., 6 objects). These objects are described below. Upon opening, these objects are awarded to the user and placed into their dock.

Special Features can be a number of different awards - interactive objects, whole rooms, games, activities, or adventures - and therefore are displayed differently based on the specific type of award. This is described in more detail below.
[0022] ADOPTING PETS AT THE SAME TIME

The virtual world environment allows for the adoption of multiple pets at the same time. Users who do adopt multiple pets will still receive a Gift Package for each pet that they adopt. For example, if a user was to adopt three pets on their first visit, then they would find in their dock the three basic objects (Apple, Chair, Ball) and three Gift Packages upon their first visit to the room.
[0023] SPECIAL OBJECT PACKS

For the first pet, the Special Object Pack can come with the following three objects:

A Pet Specific Room Object (determined by the pet class) One Pet Specific Food (determined by the pet class) One randomly chosen Welcome Balloon room object Each subsequent Special Object Pack will come with the following six objects:
A Pet Specific Room Object A randomly chosen Special Object One Pet Specific Food Two randomly chosen food objects (taken from all potentially favorite foods) One randomly chosen Welcome Balloon room object [0024] The Pet Specific Room Objects, Special Objects, and Welcome Balloons cannot be purchased in the virtual world or anywhere and are therefore special to these rewards according to the purchasing activity of the user.
[0025] The Pet Specific Room objects, like the Pet Specific foods are selected by the animal class itself. For example, the Dog Theme furniture presents a generic dog set of furniture, while an object for a Cocker Spaniel pet could work with the Dog Theme, but can also be distinctively for the Spaniel.
[0026] Special Objects can be more decorative, work outside of any specific theme, and not be tied to real world objects. Examples might include:

A Tiger Plant - a potted plant that is orange and has black tiger stripes Super Wallpaper - wallpaper that returns to your dock if it is removed;
and/or A Bubble Blower - a wacky machine that has a built in animation of blowing bubbles.
[0027] Special Objects are awarded randomly from the pool of Special Objects at the time when the Gift Package is opened. Therefore, a user could save their package and open it after new Special Objects are added to the site and have a chance of winning one of those items.
[0028] Special Objects can also be interactive as long as that interaction happens within the object itself (i.e. turns on/off) or uses an interaction that has been added globally through the site (i.e. bathing the pet, cooking, sitting down).
[0029] The Welcome Balloon can be chosen randomly from a selection of balloons. Balloons will have one of two shapes (heart or regular), come in a number of colors, and have a number of different Welcome messages. These balloons can be placed into the room, as presentable objects, and be animated in their base state, to appear as if floating.
[0030] SPECIAL FEATURES

These prizes, awarded every fifth pet, will be far more robust than the Special Object Pack and include deeper interactivity. Special Features can be awarded in place of or in addition to the Special Object Pack. Special Features can be any of the following:

i. Advanced Objects - these are individual room objects with advanced interactive features, such as a Fish tank with swimming fish that can be fed, or a Pinball machine that can be played.

ii. Special Rooms - these are complete rooms which are fully designed and that can be added to the user's home. These rooms may contain extra interactivity or features that are not available to users who do not have such a room. These rooms can include furniture that, while pre-placed in the room, can be moved like any other piece of furniture. Examples include an outdoor Tennis Court (with Tennis game) or a Home Theatre (e.g., with ten theatre seats).

iii. Games - Special Games would be unlocked within the Arcade in this Special Feature prize.

iv. Activities - Buildings or characters within the virtual world environment can be unlocked and/or made visible to the user to allow access to specific activities. Examples include searching for Gems or a Movie Making activity (at the Video Store).

v. Adventures - Story-based activities that can be played through followed by a special bonus reward when completed.
[0031] Below is another reward scheme that is based on the number of purchases or registrations made by a user, whereby the user is made aware of purchase goals and super exclusive gifts that come as a result of meeting such goals. It should be understood that the reward scheme detailed below is merely an example and that other items can be given in place of or in addition to those listed here. Furthermore, the timing of such rewards can vary as well (e.g., second through fifth registration/adoption or every fifth adoption after the tenth adoption, etc.).
[0032] FIRST TIME PURCHASER/REGISTRANT/ADOPTER RECEIVES:
2000 in virtual currency A 7x7 room Room is colored one of several color combinations A new user pet gift Pet-specific food (e.g., favorite food) [0033] 2ND-107H REGISTRATIONS OR ADOPTIONS RECEIVE:

2500 in virtual currency (or any amount greater than 2000) A 7x7 room Room is colored one of 5 color combinations An additional pet gift (with Exclusive) [0034] 11 TH AND ON ADOPTION:

3500 in virtual currency (or any amount greater than 2500) An additional pet gift Roll on the Bonus Die or Bonus Gift [0035] (SUPER EXCLUSIVE) BONUS GIFT:

The Bonus Gift can replace the Bonus Die on a user's 10h, 15t', 20th, 25th, 30th, etc. registrations/adoptions. The Bonus Gift can include at least one Super Exclusive bonus item.
[0036] (SUPER EXCLUSIVE) BONUS DIE:

The six sides of the die are, for example:

1000 KinzCash or other virtual currency Randomly selected Special Object Coupon Pack (e.g., game coupon, 80% off store coupon) Randomly selected (Super Exclusive) Rare Item (i.e., not available to general public for purchase) When the button is pressed to roll the die, the die rolls around the window and lands on a side. The words "You've won..." can appear, then the die explodes into fireworks and is replaced by the graphic and name of the prize. If the prize is an item, it is then placed in the user's dock.
[0037] Moreover, the system and related methods promote repeat purchases of items in part by rewarding users with exclusive incentives that serve to either enhance the user's experience of previously purchased products or to provide an additional gift to the user that is separate from any of the previously purchased products.
[0038] Referring now to Fig. 1, there is illustrated a general block diagram of a system 100 that facilitates repeat purchases by providing super incentives to users in accordance with an aspect of the present invention. The system 100 includes a purchase analysis component 110 that receives input data related to a user's purchased or acquired item. The purchase analysis component 110 analyzes the input data and determines what super exclusive bonus level the user has achieved based in part on the recent input data.
This analysis component, as well as other analogous determination components, may be computer-operable components, running on a computer, e.g., a server hosting a website on which these activities take place.
[0039] For example, if the purchase analysis component 110 determines that the user has reached or surpassed a 5-item level, then a bonus selection component selects one or more super exclusive bonus items appropriate for the user. Put another way, when the user collects at least 5 qualifying items, for example, and this data is processed by the purchase analysis component 110, then the user has qualified for a super exclusive bonus item. The super exclusive bonus item can be an object that can be inanimate or animated, wearable, usable in the virtual environment, interactive, or other functional, currency, an adventure, or an opportunity to play a special game or contest or a combination thereof.
[0040] The bonus selection component 120 may choose the super exclusive bonus item or may prompt the user to choose from a subset of two or more super bonus items selected from a super exclusive bonus store 130. The super exclusive bonus items selected for or presented to the user for the user's selection can be selected according to the user's currently owned or registered items. That is, the bonus selection component 120 can receive information from the purchase analysis component 110 or from another component in the system 100 that indicates or identifies the types or classes of items the user owns (e.g., has registered with the system 100 or with another system tied to the system 100). To further increase the enjoyment and surprise factor for the user, the bonus selection component 120 can access user data to ensure that the bonus selection component 120 does not select or present a super exclusive bonus item that was previously awarded to the user. Therefore, the selection can be completely random, random with no repeats, or customized for a particular user's collection.
[0041] For example, if the user has a collection of different land animals, then the super bonus item could be a special food item or a special piece of furniture that they would enjoy in their virtual environment or a ticket into a special sub-world adventure for land animals. Likewise, if the user had a collection of fighters, then the super exclusive bonus item could be a rare piece of weaponry that could not otherwise be bought by other users (e.g., not available for sale).
[0042] Alternatively, the super exclusive bonus item can be selected independently of the user's particular collection. Thus, the super exclusive bonus items provide greater incentive to users to continue to buy more products and make repeat purchases from a particular line or brand of products in order to reach super exclusive bonus levels, or that is, to qualify for items that cannot be purchased or obtained other than from buying and/or owning an increasing collection of products. As a result, the user is further incentivized to continue their patronage and loyalty to a particular brand or line of products and is fully aware of the purchase goals in order to reach the next super exclusive bonus level.
[0043] Turning now to Fig. 2, there is depicted a general block diagram of a system 200 that facilitates repeat purchases by providing super exclusive incentives to users based on a user's collection of registrations or purchases of items in accordance with an aspect of the present invention. The system 200 includes a code verification component 210 that validates or verifies the authenticity of a registration code which has been assigned to a particular item or product. Upon purchase or receipt of the product, the registration code is entered into the code verification component 210 either by a user or automatically after purchase. In addition to facilitating the authenticity of the product (e.g., not a fake or knock-off version), the registration code also can identify to the system 200 the type or class of product as well as the exact product that the user has acquired. That is, the registration code can be unique to each individual product.
[0044] Once the authenticity of the registration code is verified, the code data can be communicated to an item tracking component 220. The item tracking component maintains an ongoing record of products registered on a per-user basis. A
separate analysis component 230 can be employed to analyze the registration code in order to identify the product and then can have this information stored in a database 240. As the items are communicated to the item tracking component 220 and they are processed therein, a display component 250 can receive data from the item tracking component 220 and display a virtual representation of the newly registered item as well as previously registered items so that the user can view his/her entire collection.
[0045] In addition to having a user's newly registered item displayed, a notification component 260 can be triggered when the item tracking component determines that the user has obtained a super exclusive level. For example, suppose that a user has just registered their lOth toy from a line or brand of products that qualify as a collection and for such super exclusive benefits. The notification component 260 can provide a visual or audio-based notification to the user to inform them that their newly registered item has qualified them for a super exclusive item. Furthermore, the notification component 260 can also let the user know how many more registrations the user needs in order to reach the next super exclusive bonus level.
[0046] It is also feasible that the purchased items (with registration codes) are classified into different classes. The registration code can indicate the class of the item and the item tracking component can track the items according to its class.
Different super exclusive bonus levels can be structured based on the class and thus different super exclusive bonus items can be offered according to the class of products that has reached a super exclusive bonus level. For example, suppose there are two sizes of products - a "full size" version and a "miniature" version that presumably costs less than the full size version. The registration code on each item can indicate if the item is a full size or miniature version and as a result, the super exclusive bonus selected for the user (or presented to the user for the user's choosing) can be based on the class of items. In this example, if a user is collecting both classes of items, then he/she will be able to receive super exclusive bonus items specific to each class when the appropriate super exclusive bonus levels are reached for each class.
[0047] Referring now to Fig. 3, there is a general block diagram of a system that facilitates repeat purchases by monitoring user activity including new registrations to determine which bonus items the user qualifies for based on their activity on the site and new registrations in accordance with another aspect of the present invention.
The system 300 includes an activity monitoring component 310 that monitors a user's activity on a particular website, for example, or activity on a communication network 340.
The monitoring component 310 can detect and log various types of information related to the user's activity on the website.
[0048] For instance, the frequency or number of times the user logs onto the website in a given period can be monitored and recorded. The user's positive activity can be translated into a point system or other rating system that is displayed to the user by way of a display component 350. For example, after the user has satisfied one or more thresholds set by the system, the user's rating (in terms of a star or flower or smiley face) can be increased. The rating may fluctuate depending on the user's activity on the site, idle time on the site, etc.
[0049] In addition, any verified complaints made against the user (by other users) as well as any warnings given to the user by the system can be recorded as well.
Complaints and warnings could relate to the user breaking a website rule or behaving on the site in a manner that is contrary to the site's user guidelines. Negative data for user can affect or influence the user's rating. More specifically, if present, this information can also be communicated to an analysis component 320.
[0050] The analysis component 320 can examine the incoming monitoring data in conjunction with any previously recorded data stored in a user historical database 330 for the particular user. The analysis component 320 can then determine the user's overall rating and whether the user is entitled to a super exclusive bonus based on the monitoring data (e.g., site activity, frequency on site, characteristics of collection, number of items in collection, classes of items in collection, etc.). When a user-rating system is activated, the user can receive notes of encouragement to improve particularly when the user's rating is likely to decrease due to complaints, etc. Thus, super exclusive bonus items can be awarded to encourage repeat purchases of particular products as well as good behavior on the website or other communication network in which the user's collection is involved.
[0051] As used herein, the terms "component" and "system" are intended to refer to a computer-related entity, either hardware, a combination of hardware and software, software, or software in execution. For example, a component may be, but is not limited to being, a process running on a processor, a processor, an object, an executable, a thread of execution, a program, and a computer. By way of illustration, both an application running on a server and the server can be a component. One or more components may reside within a process and/or thread of execution and a component may be localized on one computer and/or distributed between two or more computers.

Claims (20)

1. A system comprising:

a purchase analysis component that processes input data associated with at least one purchased item and that determines whether the at least one purchased item, in combination with other purchased items that have previously been purchased, satisfies a threshold corresponding to a previously unsatisfied super exclusive bonus level, where said threshold represents a numerical value indicative of purchased items that must be purchased in order for said super exclusive bonus level to be reached;

a bonus selection component that selects at least one super exclusive bonus item based at least in part on the input data processed by the purchase analysis component and at least in part on the user's collection of items; and a display component that presents the one or more super exclusive bonus items selected by said bonus selection component to a user only after said threshold has been satisfied.
2. The system of claim 1, wherein the purchase analysis component receives the input data and performs analysis thereon for each of a plurality of users individually.
3. The system of claim 1 further comprising a super exclusive bonus store that stores a plurality of super exclusive bonus items which are available for selection by the bonus selection component.
4. The system of claim 1, wherein the bonus selection component selects one or more super exclusive items in a random manner and based at least in part on the input data processed by the purchase analysis component and at least in part on the user's collection of items.
5. The system of claim 1, wherein the input data comprises a registration code that is unique to each purchased item.
6. The system of claim 1, wherein the input data identifies at least one of a type or class of items currently in the user's collection.
7. The system of claim 1, wherein the at least one super exclusive item comprises at least one of the following: an object, a presentable object, an interactive object, a functional object, currency, an adventure, or an opportunity to play a special game or contest, or a combination thereof.
8. The system of claim 1, wherein the bonus selection component selects one super exclusive item for the user.
9. The system of claim 1, wherein the bonus selection component selects a plurality of super exclusive items and presents them via the display component to the user for final selection by the user.
10. A system comprising:

a code verification component that validates or verifies the authenticity of a registration code which has been assigned to a particular item or product;

an item tracking component that maintains an ongoing record of products registered to each of a plurality of different users, at least a part of said record including processing the registration code associated with the product;

an analysis component that analyzes the registration code in order to identify the product;

a display component that receives data from the item tracking component and displays a virtual representation of a newly registered item as well as previously registered items to allow plural registered items which collectively comprises a user's collection to be viewable; and a notification component that is triggered when the item tracking component determines that a threshold corresponding to a super exclusive level has been satisfied, said notification component providing at least one additional viewable information when said super exclusive level is satisfied, which viewable information is not provided when said super exclusive level is not satisfied.
11. The system of claim 10, wherein the notification component provides a visual- or audio-based notification to inform that the newly registered item satisfies the threshold corresponding to a super exclusive bonus level, thus qualifying the user for a super exclusive bonus item.
12. The system of claim 10 further comprising a bonus selection component that selects at least one super exclusive bonus item based at least in part on the input data processed by the analysis component.
13. The system of claim 12, wherein the bonus selection component selects at least one super exclusive item based at least in part on a complete count of a user's collection of items.
14. The system of claim 10, wherein the item tracking component identifies at least one of a type or class of items currently in the user's collection.
15. The system of claim 10 further comprising an activity monitoring component that that monitors a user's activity on a particular website, wherein the activity monitoring component detects and logs various types of information related to the user's activity on the website, the activity comprising login frequency, length of idle time, length of active activity.
16. The system of claim 15, wherein monitored activity is translated into a point system or other rating system that is displayed via the display component and that assists in satisfying the threshold that corresponds to a subsequent super exclusive bonus level, whereby points or rating earned depends at least in part on length of active activity, the length of idle time, and login frequency.
17. A method comprising:

processing input data associated with at least one purchased item and determining whether the at least one purchased item, in combination with other purchased items that have previously been purchased, satisfies a threshold corresponding to a previously unsatisfied super exclusive bonus level, where said threshold represents a numerical value indicative of purchased items that must be purchased in order for said super exclusive bonus level to be reached;

selecting at least one super exclusive bonus item based at least in part on the input data and at least in part on the user's collection of items; and presenting on a display unit the one or more super exclusive bonus items that have been selected by said said selecting.
18. The method of claim 17, wherein the input data comprises a unique registration code assigned to each item and wherein processing the input data comprises:

verifying an authenticity of the registration code;

analyzing the registration code in order to identify the item; and analyzing previously registered items to determine whether the at least one purchased item satisfies the threshold corresponding to a previously unsatisfied super exclusive bonus item.
19. The method of claim 17 further comprising monitoring activity on a particular website on a per-user basis, wherein the monitoring comprises detecting and logging various types of information related to the activity monitored on the website, the activity comprising login frequency, length of idle time, length of active activity.
20. The method of claim 19, wherein activity monitored is translated into a point system or other rating system that is displayed wherein such points or rating facilitates satisfying the threshold that corresponds to a subsequent super exclusive bonus level, wherein points or rating earned depends at least in part on length of active activity, the length of idle time, and login frequency.
CA 2631306 2007-05-16 2008-05-13 System for encouraging repeat product purchases and renewal Abandoned CA2631306A1 (en)

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US93833907P 2007-05-16 2007-05-16
US60/938,339 2007-05-16
US94976407P 2007-07-13 2007-07-13
US60/949,764 2007-07-13
US5393908A 2008-03-24 2008-03-24
US12/053,939 2008-03-24

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US5056019A (en) * 1989-08-29 1991-10-08 Citicorp Pos Information Servies, Inc. Automated purchase reward accounting system and method
US6609104B1 (en) * 1999-05-26 2003-08-19 Incentech, Inc. Method and system for accumulating marginal discounts and applying an associated incentive
JP2002041983A (en) * 2000-07-24 2002-02-08 Nec Corp Operating system and method for corporation mileage
US7467096B2 (en) * 2001-03-29 2008-12-16 American Express Travel Related Services Company, Inc. System and method for the real-time transfer of loyalty points between accounts
US20030009374A1 (en) * 2001-05-04 2003-01-09 Moodie Justin Charles Schemes employing mobile communications
US20030046157A1 (en) * 2001-08-31 2003-03-06 International Business Machines Corp. Method and system for providing incentive award information to a customer
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JP4639903B2 (en) * 2005-03-30 2011-02-23 セイコーエプソン株式会社 Sales support apparatus, method thereof, program, and recording medium

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