WO2015179450A1 - Mystery boxes that adjust due to past spending behavior - Google Patents

Mystery boxes that adjust due to past spending behavior Download PDF

Info

Publication number
WO2015179450A1
WO2015179450A1 PCT/US2015/031642 US2015031642W WO2015179450A1 WO 2015179450 A1 WO2015179450 A1 WO 2015179450A1 US 2015031642 W US2015031642 W US 2015031642W WO 2015179450 A1 WO2015179450 A1 WO 2015179450A1
Authority
WO
WIPO (PCT)
Prior art keywords
user
probability
users
distribution
individual
Prior art date
Application number
PCT/US2015/031642
Other languages
French (fr)
Inventor
Sam Mclellan
Luc Pieron
Dylan SWIFT
Stephanie SCHULTZ
Thomas Baxter
Henry Rull
Original Assignee
Kabam, Inc.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from US14/282,788 external-priority patent/US9744446B2/en
Priority claimed from US14/297,368 external-priority patent/US10307666B2/en
Application filed by Kabam, Inc. filed Critical Kabam, Inc.
Publication of WO2015179450A1 publication Critical patent/WO2015179450A1/en

Links

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/06Buying, selling or leasing transactions

Definitions

  • This disclosure relates to mystery item boxes, also known as probability item bundles, in virtual worlds.
  • the distribution probabilities of the individual potential awards associated with probability item bundles vary depending on the purchase history of the user activating a probability item bundle.
  • Probability item bundles in a game space are known; however, conventional systems do not modify the distribution probabilities of the individual potential awards associated with probability item bundles based on the purchase history of the user activating a probability item bundle.
  • Online games may include the ability for players to purchase collections of virtual items that are typically associated with gameplay. These collections may be referred to as "mystery boxes" or other names. Typically, these collections are provided in a random fashion such that a purchasing player will not know what virtual items are included in the collection until after that player makes the purchase and "opens" the box.
  • Some of the virtual items contained in the collection may be associated with a high value and some items may be associated with less value.
  • items that provide an enhanced competitive benefit in game play may be valued significantly more than items that are non-functional such as badges, costumes, etc.
  • the drop rates/probabilities associated with these items are typically random, provided that high value items in the collection may be specifically limited in occurrence to maintain value.
  • One aspect of the disclosure relates to a system configured to provide a game space, in accordance with one or more implementations.
  • Users of game spaces may redeem probability item bundles associated with individual sets of potential awards.
  • One or more of the individual potential awards of a probability item bundle may be based on a distribution probability.
  • a distribution probability may be based on a purchase history of a user.
  • One or more actual awards associated with a probability item bundle may be stochastically chosen based on one or more distribution
  • the actual awards may be chosen when the probability item bundle is activated.
  • 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 and/or the game spaces via the client computing platforms, in for instance, one or more games.
  • the server may be configured to execute one or more computer program components.
  • the computer program components may include one or more of a game component, a user component, a probability component, a shop component, an activation component, a purchase history component, and/or other components.
  • the game component may be configured to execute an instance of a game space.
  • the game component may be configured to implement the instance of the game space to facilitate participation by users in a game within the game space by determining view information from the instance and transmitting the view information to the client computing platforms associated with the users.
  • the view information may facilitate the presentation of views of the game space to the users by the client computing platforms.
  • a user component may be configured to track the activity of game space users.
  • the user module may generate a profile for each user of the game space.
  • the user profiles may include, for example, information identifying users (e.g., a username or handle, a number, an identifier, and/or other identifying information) within the game space, security login information (e.g., a login code or password), game space account information, subscription information, virtual currency account, user inventory, and/or other information.
  • a probability component may be configured to determine and/or track one or more distribution probabilities for one or more individual potential awards where a choice of one or more individual potential awards is determined by a stochastic selection of awards according to one or more distribution probabilities.
  • a distribution probability may depend on a spending metric of a user.
  • the shop component may be configured to offer one or more virtual items for sale, including, probability item bundles, in exchange for real currency, virtual currency, and/or other forms of consideration.
  • An activation component may be configured to stochastically choose none, one or more actual awards from a selection of one or more individual potential awards, wherein one or more of the individual potential awards may be associated with one or more distribution probabilities.
  • the purchase history component may be configured to monitor and/or track purchase histories of one or more users of a game space. One or more purchase histories may be quantified into a spending metric.
  • One aspect of the disclosure relates to a system and method configured to enhance gameplay between users in an online game including the ability to rotate drop rates associated with virtual items contained within collections of virtual items.
  • the system and method include executing an instance of an online game, and using the instance of the online game to facilitate participation by the users in the online game via a client computing devices.
  • Facilitating participation in the online game includes facilitating interaction between game entities associated with and/or controlled by the individual users in the online game as well as interaction within the gaming environment.
  • the system and method includes the provision of functionality which allows providers of online games to periodically rotate drop rates associated with mystery boxes in order to maintain and/or generate additional interest in specific mystery boxes. As a result, it is possible for game operators to enhance revenue opportunities associated with these boxes even in the case where such boxes have been available for a relatively lengthy period of time and/or where players would have otherwise lost interest in specific boxes.
  • the system and method allow for an administrator and/or an individual associated with a live operations team of a game provider to preset and periodically modify drop rate rotations associated with groupings of virtual items such as with mystery boxes and also with specific virtual items contained within those groupings. Drop rates may be modified from time to time to generate enhanced interest in mystery boxes and other groupings of virtual items which are made available for sale.
  • the system and method provides for drop rates associated with virtual items to be modified based on one or more "triggers" associated with a specific player, set of players or across all players of the game. When these triggers are met, the system then makes a change to drop rates associated with one or more virtual items which are available for purchase.
  • triggers may include an individual player purchasing a threshold number of mystery boxes in general or an individual purchasing a threshold number of a specific mystery box.
  • a trigger may require a player to hold a threshold number of mystery boxes in that player's virtual goods inventory, or alternatively, hold a threshold number of a specific mystery box or set of mystery boxes in the player's virtual goods inventory. In these cases, if the trigger is met, when the specific player makes a purchase of an applicable mystery box, that player will obtain a different drop rate for one or more of the virtual items in the mystery box.
  • the different drop rate will comprise an enhanced drop rate such that the player is more likely to obtain a high value virtual item although this is not required.
  • triggers may tie to status associated with all players. This may include, for example, the number of a specific mystery box purchased over time by all players (the current "spend velocity" associated with a specific mystery box).
  • the trigger may comprise spend velocity associated with all available mystery boxes associated with a particular online game. Triggers may also be tied to conditions such as overall game revenue over time and/or overall revenue in a particular game sector or particular category of purchasable items.
  • players and/or prospective players are notified of changes to drop rates associated with particular mystery boxes so as to encourage such player to purchase these mystery boxes based on, for example, an enhanced drop rate for items desired by players.
  • Changes to drop rates may be permanent or they may be limited in time as determined by the game operator through the use of the system and methodology of the present invention.
  • enhancing gameplay between users associated with an online game may be performed by processors executing computer program components.
  • 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 game play and/or participate in events such as tournaments.
  • the server(s) may be configured to execute one or more computer program components to provide one or more games to users (or players).
  • the computer program components may include one or more of a game component, a user component, an shop component, a probability item bundle activation component, a probability adjustment component and/or other components.
  • the client computing platforms may include one or more computer program components that are the same as or similar to the computer program components of the server(s) to facilitate individualized content made available to the users of online games.
  • the game component may be configured to execute an instance of an online game, and to use the instance of the online game to facilitate participation by users in the online game via client computing devices wherein the online game facilitates interactions between game entities associated with and/or controlled by the individual users in the online game and/or interactions between game entities and the gaming environment.
  • the user component may be configured to maintain inventories of virtual items under the control of the users, and to store associations between the users and virtual items under their control.
  • the shop component may be configured to effectuate presentation to users, through a shop interface, offers to sell probability item bundles, individual ones of the probability item bundles being associated with sets of potential awards usable in the online game, the probability item bundles including a first probability item bundle being associated with a first set of potential awards, the first set of potential awards including a first individual award and a second individual award, individual awards in the sets of potential awards may be associated with different distribution probabilities such that the first individual award is associated with a first distribution probability and the second individual award is associated with a second distribution probability.
  • purchase of probability item bundles by users may result in the addition of purchased probability item bundles to inventories of the users such that responsive to purchase of the first probability item bundle by a first user, the first probability item bundle is added to a first inventory of virtual items under the control of the first user.
  • the probability item bundle activation component may be configured to receive activation requests from users for probability item bundles under their control, and to stochastically distribute potential awards to the users in accordance with award probabilities associated with the individual awards such that, in response to receiving an activation request from the first user for the first probability item bundle subsequent to purchase of the first probability item bundle by the first user, the probability item bundle activation component is configured to stochastically select one of the individual awards from the first set of potential awards in accordance with the distribution probabilities associated with the individual awards, and to distribute the selected individual award to the first inventory of virtual items under the control of the first user.
  • the probability adjustment component may be configured to adjust distribution probabilities associated with individual awards included in sets of potential awards in a predetermined manner in response to predetermined triggering criteria being met such that, in response to the predetermined triggering criteria being met subsequent to purchase of the first probability item bundle by the first user, one or both of the first distribution probability and/or the second distribution probability are adjusted in a predetermined manner.
  • One aspect of the disclosure relates to a computer-implemented method for enhancing gameplay between users in connection with online games, the method being implemented in a computer system that includes one or more physical processors and storage media storing machine- readable instructions.
  • 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 executing an instance of an online game.
  • the method further includes implementing the instance of the online game to facilitate participation of the user in the online game.
  • the method further includes maintaining inventories of virtual items under the control of the users, and storing associations between the users and virtual items under their control.
  • the method includes effectuating presentation to users, through a shop interface, offers to sell probability item bundles, individual ones of the probability item bundles being associated with sets of potential awards usable in the online game, the probability item bundles including a first probability item bundle being associated with a first set of potential awards, the first set of potential awards including a first individual award and a second individual award.
  • Individual awards in the sets of potential awards are associated with different distribution probabilities such that the first individual award is associated with a first distribution probability and the second individual award is associated with a second distribution probability, and purchase of probability item bundles by users results in the addition of purchased probability item bundles to inventories of the users such that responsive to purchase of the first probability item bundle by a first user, the first probability item bundle is added to a first inventory of virtual items under the control of the first user.
  • the method of the present invention may also include receiving activation requests from users for probability item bundles under their control, and stochastically distributing potential awards to the users in accordance with award probabilities associated with the individual awards such that, in response to receiving an activation request from the first user for the first probability item bundle subsequent to purchase of the first probability item bundle by the first user, stochastically selecting one of the individual awards from the first set of potential awards in accordance with the distribution probabilities associated with the individual awards, and distributing the selected individual award to the first inventory of virtual items under the control of the first user
  • the method of the present invention may also include adjusting distribution probabilities associated with individual awards included in sets of potential awards in a predetermined manner in response to predetermined triggering criteria being met such that, in response to the predetermined triggering criteria being met subsequent to purchase of the first probability item bundle being purchased by the first user, one or both of the first distribution probability and/or the second distribution probability are adjusted in a predetermined manner.
  • FIG. 1 illustrates a system configured to provide a game space, in accordance with one or more implementations.
  • FIG. 2 illustrates an instance of an offer for a probability item bundle.
  • FIG. 3 illustrates actual awards of a probability item bundle determined for a user with an average spending metric.
  • FIG. 4 illustrates actual awards of a probability item bundle determined for a user with a spending metric indicating a below average purchase history.
  • FIG. 5 illustrates a method of providing a game space, in accordance with one or more implementations .
  • FIG. 6 illustrates a system configured to provide a virtual space and providing enhanced gameplay via adjustable and rotating drop rates associated with virtual goods, in accordance with one or more implementations.
  • FIG. 7 illustrates a method of hosting a virtual space to client computing devices for interaction by users, including providing enhanced gameplay via adjustable and rotating drop rates associated with virtual goods.
  • FIG. 1 illustrates a system 10 configured to provide a game space to users.
  • Providing the game space may include hosting the game space over a network.
  • system 10 may include a server 12.
  • Server 12 may be configured to communicate with one or more client computing platforms 30 according to a client/server architecture. Users may access system 10 and/or the game space via client computing platforms 30.
  • components 16, 18, 20, 22, 24, and 26 are illustrated in FIG. 1 as being implemented within a single processing unit, in implementations in which processor 14 includes multiple processing units, one or more of components 16, 18, 20, 22, 24, and 26 may be implemented remotely from the other components. In implementations in which processor 14 includes multiple processing units, one or more of components 16, 18, 20, 22, 24, and 26 may be implemented remotely from the other components in various combinations.
  • the description of the functionality provided by the different components 16, 18, 20, 22, 24, and 26 described below is for illustrative purposes, and is not intended to be limiting, as any of components 16, 18, 20, 22, 24, and 26 may provide more or less functionality than is described.
  • processor 14 may be configured to execute one or more additional components that may perform some or all of the functionality attributed below to one of components 16, 18, 20, 22, 24, and 26.
  • the server 12 may be configured to execute one or more computer program components.
  • the computer program components may include one or more of a game component 16, shop component 18, purchase history component 20, user component 22, probability component 24, activation component 26, and/or other components.
  • Game component 16 may be configured to implement an instance of the game space executed by the computer components.
  • the instance of the game space may reflect the state of the game space.
  • the instance of the game space may be used to push state information to clients (e.g., client computing platforms 30) for implementation on the client, may be used to verify state information generated on client executing expressions of the instance locally, and/or for other purposes.
  • State information may include information about the state of the game space such as, without limitation, position information of one or more objects, topography information, object status/shape information, battle information, score information, user or character progress information, user inventory information, user or character resource information, progress information for one or more activities or actions, view information describing a view of the game space, and/or other information that describes the state of the game space.
  • Expressions of the instance executed on the client facilitate presentation of views on the client of the game space. Expressions of the instance executed on the client may be configured to simply present views of the game space based on the state information (e.g. , via streaming view information, object/position information, and/or other state information) received from game component 16.
  • Expressions of the instance executed on the client may include space logic that effectively provides for execution of a limited version of the instance on a client that is synchronized and/or verified with state information received from game component 16.
  • the view presented on a given client may correspond to a location in the game 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.
  • the instance of the game space may comprise a simulated space that is accessible by users via clients that present the views of the game space to a user.
  • the simulated game 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.
  • the topography may be a 2-dimensional topography.
  • 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.
  • the topography may describe a surface (e.g. , a ground surface) that runs through at least a substantial portion of the space.
  • 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 components may be synchronous, asynchronous, and/or semi-synchronous.
  • the instance of the game space may comprise one or more user achievements.
  • a user achievement may comprise, for example, developing a skill, building, crafting, modifying, upgrading, trading, selling, and/or repairing an item, an equipment, a building, and/or a structure; training, building, modifying, healing, requesting, upgrading, selling, and/or repairing an in-game unit; harvesting, refining, trading, selling, developing, spending, and/or consuming an in-game resource; using, performing, developing, modifying, upgrading, and/or training a skill, ability, and/or attribute; completing in-game travel, reloading a weapon, receiving assistance such as a hint and/or a clue, defeating an enemy or enemies, rescuing an ally or allies, completing a mission or quest, and/or other actions.
  • a user achievement may be associated with building, upgrading, and/or repairing a building or buildings.
  • a user achievement may be associated with using melee attack or a spell; interacting with another player and/or a non-player character; defeating an enemy or enemies; and/or rescuing an ally or allies.
  • a user achievement may be associated with winning a battle, developing an army to a certain size, and/or sustaining a minimal number of losses during a battle.
  • users may control characters, objects, simulated physical phenomena (e.g., wind, rain, earthquakes, and/or other phenomena), and/or other elements within the game space to interact with the game space and/or each other.
  • the user characters may include avatars.
  • the term "user character” may refer to an object (or group of objects) present in the game space that represents an individual user.
  • the user character may be controlled by the user with which it is associated.
  • the user controlled element(s) may move through and interact with the game space (e.g., non-user characters in the game space, other objects in the game 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 that the user can use (e.g., by manipulation of a user character or other user controlled element, and/or other items) within the game space.
  • Users may participate in an instance of a game space by controlling one or more of the available user controlled elements in the game space. Control may be exercised through control inputs and/or commands input by the users through client computing platforms 30.
  • user controlled elements may include units, structures, and/or other controllable elements.
  • a user's goal may be to defeat an opposing force's units, structures, and/or other elements.
  • units, structures, or units and structures may have combat attributes representative of a unit or structure's effectiveness in categories of attributes related to combat.
  • a game space user may use and/or interact with virtual items within a virtual game space.
  • a virtual item may have attributes and/or
  • a user may equip an avatar with a virtual sword.
  • An exceptional quality virtual sword may have a damage rating of 100, and a common quality virtual sword may have a damage rating of 50.
  • a user may equip an avatar with virtual armor.
  • Common quality virtual armor may have a protection rating of 50, and poor quality virtual armor may have a protection rating of 10.
  • the user may benefit from the particular attributes of that virtual item.
  • users may engage in fictional battle against enemies.
  • the amount of damage a user is able to deal and withstand may be dependent on the quality of their equipped weapon and armor.
  • a user equipped with an exceptional quality virtual sword may be able to affect greater damage on an enemy with each attack than if the same user was equipped with a common quality virtual sword.
  • a user equipped with common quality virtual armor may be able to withstand greater damage from an enemy than if the same user was equipped with poor quality virtual armor.
  • simulated combat damages may include an elemental attribute such as fire damage, cold damage, and/or other elemental types of damage.
  • weapons the particular attributes of a type of virtual item may include elemental characteristics.
  • a sword of fire may affect fire damage to an enemy with every attack.
  • an armor of ice may include increased resistance to ice elemental damage.
  • simulated combat a user's character or avatar may be associated with attributes that affect their combat characteristics such as strength, agility, health and/or other attributes.
  • virtual items may modify a character's combat characteristics.
  • boots of quickness may increase character's agility when equipped.
  • armor of health may increase a character's health when equipped.
  • Other embodiments are envisioned.
  • Virtual items may be a type of item that may be useful to a user's character in a virtual game space, such as: helms, necklaces, amulets, earrings, spaulders, chestpieces, shirts, jackets, capes, gloves, belts, pants, dresses, leggings, socks, boots, rings, swords, guns, shields, grenades, batons, bows and arrows, quivers, medicines, tonics, foodstuffs, health packs, curios, gadgets, baubles, pets, vehicles, building materials, supplies, building plans, resources, and/or other virtual items.
  • game space users may be able to purchase virtual items in exchange for consideration.
  • users may be able to purchase one or more virtual items grouped in a probability item bundle.
  • the exact contents of a probability item bundle may be unknown to a user at the time of purchase.
  • These probability item bundles may be associated with a set of one or more individual potential awards that could be actually awarded in the probability item bundle upon activation of the probability item bundle.
  • the individual potential awards of the probability item bundle may be known to the user.
  • the actual award of the probability item bundle are not revealed to the user until after the user purchases the probability item bundle.
  • the one or more individual potential awards in the probability item bundle may be associated with one or more distribution probabilities that affect the likelihood that the one or more individual potential awards will be actually awarded in the probability item bundle at the time of activation.
  • Users may interact with each other through communications exchanged within the game 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 30. Communications may be routed to and from the appropriate users through server 12 (e.g., through game component 16).
  • the above description of the views of the game space determined from the instance executed by game component 16 is not intended to be limiting.
  • the game space may be presented in a more limited, or more rich, manner.
  • views of the game space may be selected from a limited set of graphics depicting an event in a given place within the game 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 limited set of graphics.
  • additional content e.g., text, audio, pre-stored video content, and/or other content
  • a view may include a generic battle graphic with a textual description of the opponents to be confronted. Other representations of individual places within the game space are contemplated.
  • Shop component 18 may be configured to manage the purchase of virtual items and/or virtual probability item bundles in exchange for consideration. Consideration may include virtual currency, real currency, skill points, experience points, and/or other forms of consideration. In some implementations shop component 18 may be configured to present a shop interface to one or more game space users. A shop interface may include an offer to sell a virtual probability item bundle containing one or more individual potential awards.
  • a shop component may be configured to offer one or more probability item bundles for purchase to a game space user.
  • the consideration requested in exchange for a probability item bundle may be customized to the user to whom the offer is being made.
  • the consideration requested may depend on a characteristic and/or attribute of a user, including but not limited to, a spending metric associated with the user.
  • the purchase of a probability item bundle may be accomplished when a user clicks on a graphical representation of a probability item bundle. In some instances clicking on a graphical representation of a probability item bundle may constitute the acceptance of an offer to sell the probability item bundle for a specified consideration. In some implementations clicking on a graphic of a probability item bundle will cause an amount of consideration associated with the probability item bundle to be deducted from an account associated with the user that clicked on the probability item bundle.
  • Purchase history component 20 may be configured to track and/or quantify game space users' purchase histories. In some implementations purchase history component 20 may track and quantify purchase histories for one or more users of a game space. In some implementations a user's purchase history may be quantified into a spending metric.
  • a spending metric may reflect one or more spending characteristics of a user.
  • spending characteristics may be: total consideration exchanged for virtual goods, average consideration exchanged for virtual goods, consideration spent for virtual goods during a period of time, total virtual currency exchanged for virtual goods, average virtual currency exchanged for virtual goods, virtual currency spent for virtual goods during a period of time, total real currency exchanged for virtual goods, average real currency exchanged for virtual goods, real currency spent for virtual goods during a period of time, and/or other spending characteristics.
  • a user's spending metric may be a value related to the user's purchase history. In some implementations a user's spending metric may be a value related to a user's purchase history as compared to other game space users. In some implementations a user with a purchase history reflecting the greatest amount of spending in, for example, one of the
  • a user with a purchase history reflecting the second greatest amount of spending in, for example, one of the characteristics listed above, may have a spending metric of 2.
  • the user component 22 may be configured to access and/or manage one or more user profiles and/or user information associated with users of the system 10.
  • the one or more user profiles and/or user information may include information stored by server 12, one or more of the client computing platforms 30, and/or other storage locations.
  • the user profiles may include, for example, information identifying users (e.g., a username or handle, a number, an identifier, and/or other identifying information) within the game space, security login information (e.g.
  • a login code or password may manage and/or track virtual currency account information associated with a user of a game space.
  • Virtual currency account information for a user of a game space may include: virtual currency balance, real currency balance, resource balance, and/or other metrics associated with a virtual currency account of a game space user.
  • a user component may manage and/or track the virtual item inventory associated with a user of a game space.
  • Virtual item inventory information may include: the type of items in a user inventory, the number of items in a user inventory, the quality of items in a user inventory, and/or other characteristics of items in a user inventory.
  • the probability component 24 may be configured to determine and/or track one or more distribution probabilities for one or more individual potential awards where one or more actual awards is determined by a stochastic selection of individual potential awards according to one or more distribution probabilities. In some implementations the probability component may associate one or more distribution probabilities with individual potential awards. In some implementations a probability item bundle will be associated with one or more individual potential awards.
  • the distribution probabilities for one or more individual potential awards in a probability item bundle may be adjusted.
  • the distribution probability may vary depending on the factors such as: the time, characteristics of the user purchasing a probability item bundle, the amount of consideration paid for the purchase, the purchase history of the user purchasing the probability item bundle, characteristics of the user activating the probability item bundle, the purchase history of the user activating the probability item bundle, and/or other factors.
  • the purchase history of a buyer of a probability item bundle may be expressed as a spending metric determined by purchase history component 20.
  • a probability item bundle may be based on a purchase history of a user other than the user purchasing the probability item bundle.
  • a probability item may be purchased as a gift for another player.
  • distribution probabilities associated with individual potential awards for a probability item bundle may be based on a purchase history of a recipient of a probability item bundle.
  • the purchase history of a user activating a probability item bundle may be expressed as a spending metric determined by purchase history component 20.
  • a distribution probability may be a function of one or more variables, including, the spending metric of the user.
  • the function may be a mathematical derivation of one or more variables, including the spending metric.
  • the function may not be a strictly mathematical derivation, and may instead be an algorithmic expression of one or more variables, including the spending metric.
  • the distribution probability may be increased so that the probability of stochastically choosing an individual potential award associated with the distribution probability is increased when a user's spending metric indicates a purchase history below a threshold.
  • the threshold may indicate the average amount of purchases made by the users of a game space.
  • the average amount of purchases may be calculated based on the average number of transactions, the average amount of transactions, and/or other methods of calculation.
  • a spending metric may be expressed as a decimal in a range from 0 to 1 with 0 indicating a low amount of prior transactions and 1 indicating a large amount of prior transactions.
  • a distribution probability for an individual potential award may be calculated by finding the difference between 1 and a user's spending metric, such that as the spending metric approaches 1 , the distribution probability approaches 0.
  • a distribution probability may be based on a conditional test. In some implementations for example, when a spending metric is less than or equal to 0.5, the distribution probability may equal 1, and where the spending metric is greater than 0.5, the distribution probability may equal 0.
  • the distribution probability may be expressed as the likelihood that an individual potential award will not be chosen; therefore, in some instances as the distribution probability increases, the individual potential award is less likely to be stochastically chosen. Other instances of assigning one or more distribution probabilities to one or more individual potential awards are envisioned.
  • An activation component 26 may be configured to stochastically choose none, one or more actual awards from a selection of one or more individual potential awards, wherein one or more of the individual potential awards may be associated with one or more distribution probabilities.
  • one or more of the actual awards in the probability item bundle may be determined when the user examines the contents of the probability item bundle. In some cases a user may only examine the contents of a probability item bundle after it is purchased. In some cases one or more of the actual awards in the probability item bundle may be determined when the user purchases the probability item bundle. In some implementations the actual awards contained in the probability item bundle may be determined prior to the user purchasing the probability item bundle. In implementations where the actual awards are determined prior to the user purchasing the probability item bundle, the identity of the actual awards may be obfuscated from the view of the user until the user purchases the probability item bundle.
  • a user activating a probability item bundle may be different from a user purchasing the probability item bundle.
  • the distribution probabilities for individual potential awards are based on the user purchasing the probability item bundle.
  • the purchaser may send the probability item bundle to another user to activate the stochastic selection process.
  • the server 12 and client computing platforms 30 may be operatively linked via one or more electronic communication links.
  • electronic communication links may be established, at least in part, via a network such as the Internet and/or other networks. It will be appreciated that this is not intended to be limiting, and that the scope of this disclosure includes implementations in which servers 12 and client computing platforms 30 may be operatively linked via some other communication media.
  • a given client computing platform 30 may include one or more processors configured to execute computer program components.
  • the computer program components may be configured to enable an expert or user associated with the given client computing platform 30 to interface with server 12, and/or provide other functionality attributed herein to client computing platforms 30.
  • the given client computing platform 30 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.
  • Server 12 may include electronic storage 28, one or more processors 14, and/or other components. Server 12 may include communication lines, or ports to enable the exchange of information with a network and/or other computing platforms. Illustration of server 12 in FIG. 1 is not intended to be limiting. Server 12 may include a plurality of hardware, software, and/or firmware components operating together to provide the functionality attributed herein to server 12. For example, server 12 may be implemented by a cloud of computing platforms operating together as server 12.
  • Electronic storage 28 may comprise non-transitory storage media that electronically stores information.
  • the electronic storage media of electronic storage 28 may include one or both of system storage that is provided integrally (i.e., substantially non-removable) with server 12 and/or removable storage that is removably connectable to server 12 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 28 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.
  • Electronic storage 28 may include one or more virtual storage resources (e.g. , cloud storage, a virtual private network, and/or other virtual storage resources). Electronic storage 28 may store software algorithms, information determined by processor 14, information received from server 12, information received from client computing platforms 30, and/or other information that enables server 12 to function as described herein.
  • virtual storage resources e.g. , cloud storage, a virtual private network, and/or other virtual storage resources.
  • Electronic storage 28 may store software algorithms, information determined by processor 14, information received from server 12, information received from client computing platforms 30, and/or other information that enables server 12 to function as described herein.
  • Processor(s) 14 is configured to provide information processing capabilities in server 12.
  • processor 14 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.
  • processor 14 is shown in FIG. 1 as a single entity, this is for illustrative purposes only.
  • processor 14 may include a plurality of processing units. These processing units may be physically located within the same device, or processor 14 may represent processing functionality of a plurality of devices operating in coordination.
  • the processor 14 may be configured to execute components 16, 18, 20, 22, 24, and 26.
  • Processor 14 may be configured to execute components 16, 18, 20, 22, 24, and 26 by software; hardware; firmware; some combination of software, hardware, and/or firmware; and/or other mechanisms for configuring processing capabilities on processor 14.
  • component may refer to any component or set of components that perform the functionality attributed to the component. 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.
  • FIG. 2 illustrates an offer for a probability item bundle.
  • a user of a game space may be presented with a game space interface.
  • the game space interface may be configured to display an offer 40.
  • An offer 40 may display a probability item bundle 42 for sale for an amount of
  • FIG. 3 illustrates the contents of a first probability item bundle.
  • the contents of a first probability item bundle may be determined based on distribution probabilities for a user with an average spending metric in a game space.
  • FIG. 4 illustrates the contents of a second probability item bundle.
  • the contents of a second probability item bundle may be determined based on distribution probabilities for a user with a spending metric that indicates a history of minimal spending when compared to an average user.
  • FIG. 5 illustrates a method 60 of generating and accepting an offer for a probability item bundle.
  • the operations of method 60 presented below are intended to be illustrative. In some implementations, the method 60 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 60 are illustrated in FIG. 5 and described below are not intended to be limiting.
  • method 60 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 60 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 60.
  • a spending metric is generated for a user of a game space. Operation 62 may be performed by a game component that is the same as or similar to game component 20, in accordance with one or more implementation.
  • Operation 64 an offer for a probability item bundle is presented to a game space user. Operation 64 may be performed by a shop component that is the same as or similar to shop component 18, in accordance with one or more implementation.
  • Operation 66 At an operation 66, an acceptance of an offer to purchase a probability item bundle is received. Operation 66 may be performed by a shop component that is the same as or similar to shop component 18, in accordance with one or more implementation.
  • Operation 68 one or more distribution probabilities are generated for one or more individual potential awards associated with the probability item bundle. Operation 68 may be performed by a probability component that is the same as or similar to probability component 24.
  • Operation 70 At an operation 70, one or more actual awards are chosen from one or more individual potential awards associated with the purchase probability item bundle. Operation 70 may be performed by an activation component that is the same as or similar to activation component 26, in accordance with one or more implementation.
  • FIG. 6 illustrates a system 600 configured to provide a virtual space.
  • System 600 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.
  • a system and methodology in which drop rates associated with virtual items contained in mystery boxes or other collections of virtual goods can be periodically adjusted to as to maintain and increase interest in these collections among users and thus drive increased revenue opportunities for game providers in connection with these collections of virtual goods.
  • embodiments may be configured such that the system of the present invention facilities the setting of triggers for adjusting drop rates as well as the specific drop rate adjustments to be made when the triggers are achieved.
  • Various triggers may be set through which, if such triggers are achieved, drop rate adjustments will be activated.
  • the adjustment to drop rates associated with groupings of virtual items, referenced herein as mystery boxes and/or probability item bundles is made to enhance the chance that a purchaser of the mystery box will actually receive a specific virtual item.
  • the virtual items desired by users are items which are either rare or provide a significant benefit associated with gameplay, or both.
  • Embodiments may be configured such that any or all of a set of available triggers may be selected by an administrator or member of a live operations team associated with an online game and implemented along with one or more adjustments to drop rates.
  • one such trigger may include the number of the specific mystery box(es) previously purchased by a single user.
  • a trigger may be set such that if a single user purchases the third instance of a specific mystery box, then the trigger would be met and a resulting change to drop rate would be activated with respect to that user's inventory of those instances of mystery boxes.
  • a desired item within the mystery box bundle may have its probability of being included in any of the three boxes increased by some preset value. By way of example, prior to the purchase of the third box, the probability of obtaining the desired item might be 5% but once the third box is purchased, such probability might be increased to, for example, 20% in each of the three boxes.
  • triggers may also and/or alternatively be used.
  • other triggers relating to a specific user/player may be used.
  • This may include a threshold number of boxes in a user's virtual inventory at any point in time.
  • the inventory threshold may be for a specifically designated box (e.g. 6 of box "A” in a single user's inventory), for a specified set of boxes (e.g. 2 of box “A", 3 of box “B” and 5 of box “C”) and/or for a total number of boxes of any kind (e.g. 9 total boxes of any kind in a user's inventory).
  • triggers may be tied to metrics associated with groups of users or all users across a game platform and/or that play a specific online game. Examples of these triggers include total number of boxes purchased by the collective set of users (e.g. 6000 users that play game "A” have purchased a collective total of at least 5000 boxes), a specified set of boxes (e.g. 6000 users that play game "A” have purchased at least 500 of box "X", 200 of box “Y” and 600 of box “Z”) or with respect to a specific box (e.g. 6000 users that play game "A” have purchased at least 500 of box "X”).
  • the collective set of users e.g. 6000 users that play game "A” have purchased a collective total of at least 5000 boxes
  • a specified set of boxes e.g. 6000 users that play game "A” have purchased at least 500 of box "X", 200 of box "Y” and 600 of box “Z”
  • a specific box e.g. 6000 users that play game "A” have purchased at least 500
  • triggers may be tied to spend velocity with respect to one or more of a particular set of mystery boxes (e.g. 6000 users that play game "A” have spent less than $500 on mystery boxes associated with game “A” over the past month) (e.g. 6000 users that play game “A” have spent less than $500 on mystery boxes associated with game “A” since game "A” was first made available), a particular mystery box (e.g. 6000 users that play game “A” have spent less than $500 on mystery box “X” associated with game “A” over some predetermined timeframe), or a particular game (e.g. 6000 users that play game "A” have spent more than $800 on all game associated purchases over a predetermined timeframe).
  • a particular set of mystery boxes e.g. 6000 users that play game "A” have spent less than $500 on mystery boxes associated with game “A” over the past month
  • a particular mystery box e.g. 6000 users that play game "A” have spent less than $500 on mystery box “X” associated with game “A” over
  • triggers may be associated with specified timeframes only.
  • pre-determined adjustments to distribution probabilities for virtual items associated with mystery boxes may be set to be applied only during specified time periods (e.g. Mondays from 61pm EST to lam EST) either without regard for any of the purchase or inventory criteria discussed above and/or in combination with such other triggers.
  • changes to drop rates may take various forms. For example, these changes may apply an otherwise higher distribution rate to one or more virtual items in the applicable collection of virtual items. As may be determined by a game operator, these changes may apply to specific collections or to all available collections of virtual items so long as the applicable trigger(s) is/are met as discussed above and elsewhere herein.
  • probabilities by way of example, to A- 30%, B- 50%, C- 60%, and D- 75%. This adjustment may apply to all three of the purchased collections or only one of the collections (e.g. the last/third purchased collection) as determined by the game operator. In this example, this represents a reward to a player that has purchased multiple of the same collections by giving that person an increased chance of obtaining the desired item C.
  • Probabilities associated with items A, B, C and/or D may be adjusted for all collections (whether previously purchased and in a player's inventory) or only for collections yet to be purchased depending upon the determinations of the game operator so as to encourage the desired behavior of purchasers and potential purchasers.
  • the system and methodology of the present invention provide for notifying interested users of applicable triggers and/or modifications to drop rates associated with those triggers to promote purchases of these virtual items with the goal of increasing game revenue.
  • These messages may be automatically generated and sent from time to time to include when a trigger is about to be met and/or to show progress against a trigger to further encourage desired behavior.
  • any adjustments to drop rates can be limited in time regardless of the specific trigger and/or adjustments to drop rates selected.
  • system 600 may include one or more servers 602.
  • the server 602 may be configured to communicate with one or more client computing platforms 604 according to a client/server architecture.
  • the users may access system 600 and/or the virtual space via client computing platforms 604, for instance, to engage in one or more games.
  • the server(s) 602 may be configured to execute one or more computer program components.
  • the computer program components may include one or more of a game component 606, a user component 608, a shop component 610, a probability item bundle activation component 612, a probability adjustment component 614 and/or other components.
  • the client computing platform(s) 604 may include one or more computer program components that are the same as or similar to the computer program components of the server(s) 602 to facilitate in-game actions.
  • the game component 606 may be configured to execute an instance of a game to facilitate presentation of the game to users.
  • the game component 606 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.
  • 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 components 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) 602 and/or sources to client computing platforms 604 for presentation to users.
  • the view determined and transmitted to a given client computing platform 604 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.
  • the instance of the virtual space may comprise a simulated space that is accessible by users via clients (e.g., client computing platform(s) 604) 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.
  • the topography may be a 2-dimensional topography.
  • 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.
  • the topography may describe a surface (e.g., a ground surface) that runs through at least a substantial section of the space.
  • 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 components may be synchronous, asynchronous, and/or semi-synchronous.
  • 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.
  • additional content e.g., text, audio, pre-stored video content, and/or other content
  • 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.
  • 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.
  • 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.
  • 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 the 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.
  • 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 604. 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 604. Communications may be routed to and from the appropriate users through server(s) 602. In implementations, the game component 606 may also be configured to implement the delivery of promotional avatars to qualified player in connection with in-game implementation as described herein.
  • the user component 608 may be configured to maintain inventories of virtual items under the control of the users, and to store associations between the users and virtual items under their control. These virtual items may be purchased and/or otherwise awarded to the users and inventories of such items are maintained by the system of the present invention under the control of user component 608.
  • Shop component 610 may be configured to effectuate presentation to users, through a shop interface, offers to sell probability item bundles, individual ones of the probability item bundles being associated with sets of potential awards usable in the online game, the probability item bundles including a first probability item bundle being associated with a first set of potential awards, the first set of potential awards including a first individual award and a second individual award. These potential awards comprise virtual items which may be usable in one or more online games and/or have value outside of online gaming.
  • shop component is configured (115) In some embodiments, individual awards in the sets of potential awards are associated with different distribution probabilities such that the first individual award is associated with a first distribution probability and the second individual award is associated with a second distribution probability.
  • the purchase of probability item bundles by users results in the addition of purchased probability item bundles to inventories of the users such that responsive to purchase of the first probability item bundle by a first user, the first probability item bundle is added to a first inventory of virtual items under the control of the first user;
  • probability item bundle activation component 612 is configured to receive activation requests from users for probability item bundles under their control, and to stochastically distribute potential awards to the users in accordance with award probabilities associated with the individual awards such that, in response to receiving an activation request from the first user for the first probability item bundle subsequent to purchase of the first probability item bundle by the first user, the probability item bundle activation component is configured to stochastically select one of the individual awards from the first set of potential awards in accordance with the distribution probabilities associated with the individual awards, and to distribute the selected individual award to the first inventory of virtual items under the control of the first user
  • probability adjustment component 614 is configured to adjust distribution probabilities associated with individual awards included in sets of potential awards in a predetermined manner in response to predetermined triggering criteria being met such that, in response to the predetermined triggering criteria being met subsequent to purchase of the first probability item bundle by the first user, one or both of the first distribution probability and/or the second distribution probability are adjusted in a predetermined manner.
  • distribution probabilities associated with one or more virtual items contained in collections of virtual items may be adjusted by probability adjustment component 614 as determined by game operators. Adjustments to probabilities may apply to all items in a collection, subsets of items in a collection or only one item in a collection. By adjusting the probabilities, the chance for an owner of the collection to receive the one or more items in the collection is adjusted. Typically, adjustment will be set to increase the probability of receiving an item or items, although it is also possible to lower probabilities of actually receiving one or more virtual items as well.
  • Probability adjustment component 614 may function to adjust probabilities only for items in collections which such collections have not been previously purchased and in a player's inventory. In this case, only newly available/unpurchased collections would have probabilities adjusted. Alternatively, probabilities may be adjusted only for collections which have previously purchased. As yet another example, probabilities may be adjusted for all collections, whether previously purchased or not yet purchased.
  • probabilities may be adjusted by probability adjustment component 614.
  • adjustments may only be effective for a limited period of time.
  • an increased probability for receiving an item in a virtual collection may only be available for 24 hours from the time the trigger is met on a user by user basis.
  • the increased probability may only be available through a day/time certain, such as an across the board expiration date of 61am on June 3rd. In this case, for example, if the trigger is not met by that time/day, the probability enhancement will no longer be available.
  • the time deadline may apply to "activation/opening" of the box as opposed to the trigger time.
  • a distribution probability increase may apply only to a limited number of purchasers notwithstanding the trigger has been met globally and/or by the individual purchasing player.
  • probability adjustment component may apply the adjustment only to the first X number of players that meet the trigger (e.g. the first 5 players to purchase the 4th instance of box A) and/or only to the first X number of players that activate/open the box (e.g. even though 60 players may have met a trigger, only the first 5 to open the box will receive the increased distribution probability opportunity). It is also possible for distribution increases to be reflected as a total number of items rather than a percentage.
  • the availability of item T potentially contained in box A may be increased from 2 total available to 5 total available. In this case, once the second available item T is obtained by a player, the promotion will necessarily expire.
  • server(s) 602, client computing platforms 604, and/or external resources 616 may be operatively linked via one or more electronic communication links.
  • 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) 602, client computing platforms 604, and/or external resources 616 may be operatively linked via some other communication media.
  • a given client computing platform 604 may include one or more processors configured to execute computer program components.
  • the computer program components may be configured to enable an expert or user associated with the given client computing platform 604 to interface with system 600 and/or external resources 616, and/or provide other functionality attributed herein to client computing platforms 604.
  • the given client computing platform 604 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.
  • External resources 616 may include sources of information, hosts and/or providers of virtual environments outside of system 600, external entities participating with system 600, and/or other resources. In some implementations, some or all of the functionality attributed herein to external resources 616 may be provided by resources included in system 600.
  • Server 602 may include electronic storage 618, one or more processors 620, and/or other components. Server 602 may include communication lines, or ports to enable the exchange of information with a network and/or other computing platforms. Illustration of server 602 in FIG. 1 is not intended to be limiting. Server 602 may include a plurality of hardware, software, and/or firmware components operating together to provide the functionality attributed herein to server 602. For example, server 602 may be implemented by a cloud of computing platforms operating together as server 602.
  • Electronic storage 618 may comprise non-transitory storage media that electronically stores information.
  • the electronic storage media of electronic storage 618 may include one or both of system storage that is provided integrally (i.e., substantially non-removable) with server 602 and/or removable storage that is removably connectable to server 602 via, for example, a port (e.g., a USB port, a firewire port, etc.) or a drive (e.g., a disk drive, etc.).
  • a port e.g., a USB port, a firewire port, etc.
  • a drive e.g., a disk drive, etc.
  • Electronic storage 618 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 618 may include one or more virtual storage resources (e.g., cloud storage, a virtual private network, and/or other virtual storage resources).
  • Electronic storage 618 may store software algorithms, information determined by processor 620, information received from server 602, information received from client computing platforms 604, and/or other information that enables server 602 to function as described herein.
  • Processor(s) 620 is configured to provide information processing capabilities in server 602.
  • processor 620 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.
  • processor 620 is shown in FIG. 1 as a single entity, this is for illustrative purposes only. In some
  • processor 620 may include a plurality of processing units. These processing units may be physically located within the same device, or processor 620 may represent processing functionality of a plurality of devices operating in coordination.
  • the processor 620 may be configured to execute components 606, 608, 610, 612 and 614.
  • Processor 620 may be configured to execute components 606, 608, 610, 612 and 614 by software; hardware; firmware; some combination of software, hardware, and/or firmware; and/or other mechanisms for configuring processing capabilities on processor 620.
  • the term "component” may refer to any component or set of components that perform the functionality attributed to the component. 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.
  • components 606, 608, 610, 612 and 614 are illustrated in FIG. 1 as being implemented within a single processing unit, in implementations in which processor 620 includes multiple processing units, one or more of components 606, 608, 610, 612 and 614 may be implemented remotely from the other components.
  • the description of the functionality provided by the different components 606, 608, 610, 612 and 614 described above is for illustrative purposes, and is not intended to be limiting, as any of components 606, 608, 610, 612 and 614 may provide more or less functionality than is described.
  • processor 620 may be configured to execute one or more additional components that may perform some or all of the functionality attributed below to one of components 606, 608, 610, 612 and 614.
  • FIG. 7 illustrates a method for promoting increased revenue opportunities though rotatable drop rates associated with virtual items usable in an online game, in accordance with one or more implementations.
  • the operations of method 700 presented below are intended to be illustrative. In some embodiments, method 700 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 700 are illustrated in FIG. 7 and described below is not intended to be limiting.
  • method 700 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 700 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 700.
  • an instance of an online game may be executed to facilitate participation in the game by users.
  • Operation 702 may be performed by a game component that is the same as or similar to game component 606, in accordance with one or more implementations.
  • Operation 704 inventories of virtual items under the control of users are maintained and associated with users which control said virtual items. Operation 704 may be performed by a user component that is the same as or similar to user component 608, in accordance with one or more implementations .
  • Operation 706 may be performed by a shop component that is the same as or similar to shop component 610, in accordance with one or more implementations.
  • Operation 708 may be performed by a probability item bundle activation component that is the same as or similar to probability item bundle activation component 612, in accordance with one or more implementations.
  • distribution probabilities associated with virtual items which are included in sets of virtual items are adjusted. Such adjustment may typically be made by an administrator or member of a live operations teams associated with a game provider. In some embodiments, the adjustments include the setting of a trigger required to be met as a condition of the adjustment as described above. In addition, in some embodiments, the actual adjustment consists of a change to one or more distribution probabilities associated with virtual items contained within collections of virtual items. Operation 710 may be performed by a probability adjustment component that is the same as or similar to probability adjustment component 614, in accordance with one or more implementations.

Abstract

A system and method configured to enhance gameplay between users in an online game and to provide enhanced interest in virtual goods associated with collections of virtual goods through the ability to rotate drop rates associated with these virtual goods from time to time. The system and method includes the provision of functionality which allows providers of online games to periodically rotate drop rates associated with mystery boxes in order to maintain and/or generate additional interest in specific mystery boxes. As a result, it is possible for game operators to enhance revenue opportunities associated with these boxes even in the case where such boxes have been available for a relatively lengthy period of time and/or where players would have otherwise lost interest in specific boxes.

Description

MYSTERY BOXES THAT ADJUST DUE TO PAST SPENDING BEHAVIOR FIELD OF THE DISCLOSURE
(01) This disclosure relates to mystery item boxes, also known as probability item bundles, in virtual worlds. The distribution probabilities of the individual potential awards associated with probability item bundles vary depending on the purchase history of the user activating a probability item bundle.
BACKGROUND
(02) Probability item bundles in a game space are known; however, conventional systems do not modify the distribution probabilities of the individual potential awards associated with probability item bundles based on the purchase history of the user activating a probability item bundle.
(03) Online games may include the ability for players to purchase collections of virtual items that are typically associated with gameplay. These collections may be referred to as "mystery boxes" or other names. Typically, these collections are provided in a random fashion such that a purchasing player will not know what virtual items are included in the collection until after that player makes the purchase and "opens" the box.
(04) Some of the virtual items contained in the collection may be associated with a high value and some items may be associated with less value. For example, items that provide an enhanced competitive benefit in game play may be valued significantly more than items that are non-functional such as badges, costumes, etc. The drop rates/probabilities associated with these items are typically random, provided that high value items in the collection may be specifically limited in occurrence to maintain value.
(05) In many cases when a specific collection/mystery box has been available for a relatively lengthy period of time, players may lose interest in the collection/box for a number of reasons. This may be driven by the fact that players already have the items that they need, that they believe that the drop rates for the items they seek are too low and thus they are unlikely to obtain them and/or for other reasons. When players lose interest in specific mystery box offerings, there is a negative impact to revenue associated with these boxes even though the box and the virtual items contained in the box may remain relevant and/or valuable.
SUMMARY
(06) One aspect of the disclosure relates to a system configured to provide a game space, in accordance with one or more implementations. Users of game spaces may redeem probability item bundles associated with individual sets of potential awards. One or more of the individual potential awards of a probability item bundle may be based on a distribution probability. A distribution probability may be based on a purchase history of a user. One or more actual awards associated with a probability item bundle may be stochastically chosen based on one or more distribution
probabilities associated with the individual potential awards. The actual awards may be chosen when the probability item bundle is activated.
(07) 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 and/or the game spaces via the client computing platforms, in for instance, one or more games.
(08) The server may be configured to execute one or more computer program components. The computer program components may include one or more of a game component, a user component, a probability component, a shop component, an activation component, a purchase history component, and/or other components.
(09) The game component may be configured to execute an instance of a game space. The game component may be configured to implement the instance of the game space to facilitate participation by users in a game within the game space by determining view information from the instance and transmitting the view information to the client computing platforms associated with the users. The view information may facilitate the presentation of views of the game space to the users by the client computing platforms.
(10) A user component may be configured to track the activity of game space users. The user module may generate a profile for each user of the game space. The user profiles may include, for example, information identifying users (e.g., a username or handle, a number, an identifier, and/or other identifying information) within the game space, security login information (e.g., a login code or password), game space account information, subscription information, virtual currency account, user inventory, and/or other information.
(11) A probability component may be configured to determine and/or track one or more distribution probabilities for one or more individual potential awards where a choice of one or more individual potential awards is determined by a stochastic selection of awards according to one or more distribution probabilities. A distribution probability may depend on a spending metric of a user. (12) The shop component may be configured to offer one or more virtual items for sale, including, probability item bundles, in exchange for real currency, virtual currency, and/or other forms of consideration.
(13) An activation component may be configured to stochastically choose none, one or more actual awards from a selection of one or more individual potential awards, wherein one or more of the individual potential awards may be associated with one or more distribution probabilities.
(14) The purchase history component may be configured to monitor and/or track purchase histories of one or more users of a game space. One or more purchase histories may be quantified into a spending metric.
(15) One aspect of the disclosure relates to a system and method configured to enhance gameplay between users in an online game including the ability to rotate drop rates associated with virtual items contained within collections of virtual items. In some implementations, the system and method include executing an instance of an online game, and using the instance of the online game to facilitate participation by the users in the online game via a client computing devices. Facilitating participation in the online game includes facilitating interaction between game entities associated with and/or controlled by the individual users in the online game as well as interaction within the gaming environment.
(16) The system and method includes the provision of functionality which allows providers of online games to periodically rotate drop rates associated with mystery boxes in order to maintain and/or generate additional interest in specific mystery boxes. As a result, it is possible for game operators to enhance revenue opportunities associated with these boxes even in the case where such boxes have been available for a relatively lengthy period of time and/or where players would have otherwise lost interest in specific boxes.
(17) In some implementations, the system and method allow for an administrator and/or an individual associated with a live operations team of a game provider to preset and periodically modify drop rate rotations associated with groupings of virtual items such as with mystery boxes and also with specific virtual items contained within those groupings. Drop rates may be modified from time to time to generate enhanced interest in mystery boxes and other groupings of virtual items which are made available for sale.
(18) In exemplary implementations, the system and method provides for drop rates associated with virtual items to be modified based on one or more "triggers" associated with a specific player, set of players or across all players of the game. When these triggers are met, the system then makes a change to drop rates associated with one or more virtual items which are available for purchase. (19) In some implementations, triggers may include an individual player purchasing a threshold number of mystery boxes in general or an individual purchasing a threshold number of a specific mystery box. In other implementations, a trigger may require a player to hold a threshold number of mystery boxes in that player's virtual goods inventory, or alternatively, hold a threshold number of a specific mystery box or set of mystery boxes in the player's virtual goods inventory. In these cases, if the trigger is met, when the specific player makes a purchase of an applicable mystery box, that player will obtain a different drop rate for one or more of the virtual items in the mystery box.
Typically, the different drop rate will comprise an enhanced drop rate such that the player is more likely to obtain a high value virtual item although this is not required.
(20) In other exemplary implementations, triggers may tie to status associated with all players. This may include, for example, the number of a specific mystery box purchased over time by all players (the current "spend velocity" associated with a specific mystery box). In additional implementations, the trigger may comprise spend velocity associated with all available mystery boxes associated with a particular online game. Triggers may also be tied to conditions such as overall game revenue over time and/or overall revenue in a particular game sector or particular category of purchasable items.
(21) In some implementations, players and/or prospective players are notified of changes to drop rates associated with particular mystery boxes so as to encourage such player to purchase these mystery boxes based on, for example, an enhanced drop rate for items desired by players. Changes to drop rates may be permanent or they may be limited in time as determined by the game operator through the use of the system and methodology of the present invention.
(22) In exemplary implementations, enhancing gameplay between users associated with an online game may be performed by processors executing computer program components. 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 game play and/or participate in events such as tournaments.
(23) The server(s) may be configured to execute one or more computer program components to provide one or more games to users (or players). The computer program components may include one or more of a game component, a user component, an shop component, a probability item bundle activation component, a probability adjustment component and/or other components. It is noted that the client computing platforms may include one or more computer program components that are the same as or similar to the computer program components of the server(s) to facilitate individualized content made available to the users of online games.
(24) The game component may be configured to execute an instance of an online game, and to use the instance of the online game to facilitate participation by users in the online game via client computing devices wherein the online game facilitates interactions between game entities associated with and/or controlled by the individual users in the online game and/or interactions between game entities and the gaming environment.
(25) The user component may be configured to maintain inventories of virtual items under the control of the users, and to store associations between the users and virtual items under their control.
(26) The shop component may be configured to effectuate presentation to users, through a shop interface, offers to sell probability item bundles, individual ones of the probability item bundles being associated with sets of potential awards usable in the online game, the probability item bundles including a first probability item bundle being associated with a first set of potential awards, the first set of potential awards including a first individual award and a second individual award, individual awards in the sets of potential awards may be associated with different distribution probabilities such that the first individual award is associated with a first distribution probability and the second individual award is associated with a second distribution probability. Additionally, purchase of probability item bundles by users may result in the addition of purchased probability item bundles to inventories of the users such that responsive to purchase of the first probability item bundle by a first user, the first probability item bundle is added to a first inventory of virtual items under the control of the first user.
(27) The probability item bundle activation component may be configured to receive activation requests from users for probability item bundles under their control, and to stochastically distribute potential awards to the users in accordance with award probabilities associated with the individual awards such that, in response to receiving an activation request from the first user for the first probability item bundle subsequent to purchase of the first probability item bundle by the first user, the probability item bundle activation component is configured to stochastically select one of the individual awards from the first set of potential awards in accordance with the distribution probabilities associated with the individual awards, and to distribute the selected individual award to the first inventory of virtual items under the control of the first user.
(28) The probability adjustment component may be configured to adjust distribution probabilities associated with individual awards included in sets of potential awards in a predetermined manner in response to predetermined triggering criteria being met such that, in response to the predetermined triggering criteria being met subsequent to purchase of the first probability item bundle by the first user, one or both of the first distribution probability and/or the second distribution probability are adjusted in a predetermined manner.
(29) One aspect of the disclosure relates to a computer-implemented method for enhancing gameplay between users in connection with online games, the method being implemented in a computer system that includes one or more physical processors and storage media storing machine- readable instructions. 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 executing an instance of an online game. The method further includes implementing the instance of the online game to facilitate participation of the user in the online game. The method further includes maintaining inventories of virtual items under the control of the users, and storing associations between the users and virtual items under their control.
(30) In some implementations, the method includes effectuating presentation to users, through a shop interface, offers to sell probability item bundles, individual ones of the probability item bundles being associated with sets of potential awards usable in the online game, the probability item bundles including a first probability item bundle being associated with a first set of potential awards, the first set of potential awards including a first individual award and a second individual award. Individual awards in the sets of potential awards are associated with different distribution probabilities such that the first individual award is associated with a first distribution probability and the second individual award is associated with a second distribution probability, and purchase of probability item bundles by users results in the addition of purchased probability item bundles to inventories of the users such that responsive to purchase of the first probability item bundle by a first user, the first probability item bundle is added to a first inventory of virtual items under the control of the first user.
(31) The method of the present invention may also include receiving activation requests from users for probability item bundles under their control, and stochastically distributing potential awards to the users in accordance with award probabilities associated with the individual awards such that, in response to receiving an activation request from the first user for the first probability item bundle subsequent to purchase of the first probability item bundle by the first user, stochastically selecting one of the individual awards from the first set of potential awards in accordance with the distribution probabilities associated with the individual awards, and distributing the selected individual award to the first inventory of virtual items under the control of the first user
(32) The method of the present invention may also include adjusting distribution probabilities associated with individual awards included in sets of potential awards in a predetermined manner in response to predetermined triggering criteria being met such that, in response to the predetermined triggering criteria being met subsequent to purchase of the first probability item bundle being purchased by the first user, one or both of the first distribution probability and/or the second distribution probability are adjusted in a predetermined manner.
(33) 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 referents unless the context clearly dictates otherwise.
BRIEF DESCRIPTION OF THE DRAWINGS
(34) FIG. 1 illustrates a system configured to provide a game space, in accordance with one or more implementations.
(35) FIG. 2 illustrates an instance of an offer for a probability item bundle.
(36) FIG. 3 illustrates actual awards of a probability item bundle determined for a user with an average spending metric.
(37) FIG. 4 illustrates actual awards of a probability item bundle determined for a user with a spending metric indicating a below average purchase history.
(38) FIG. 5 illustrates a method of providing a game space, in accordance with one or more implementations .
(39) FIG. 6 illustrates a system configured to provide a virtual space and providing enhanced gameplay via adjustable and rotating drop rates associated with virtual goods, in accordance with one or more implementations; and
(40) FIG. 7 illustrates a method of hosting a virtual space to client computing devices for interaction by users, including providing enhanced gameplay via adjustable and rotating drop rates associated with virtual goods.
DETAILED DESCRIPTION
(41) FIG. 1 illustrates a system 10 configured to provide a game space to users. Providing the game space may include hosting the game space over a network. In some implementations system 10 may include a server 12. Server 12 may be configured to communicate with one or more client computing platforms 30 according to a client/server architecture. Users may access system 10 and/or the game space via client computing platforms 30.
(42) It should be appreciated that although components 16, 18, 20, 22, 24, and 26 are illustrated in FIG. 1 as being implemented within a single processing unit, in implementations in which processor 14 includes multiple processing units, one or more of components 16, 18, 20, 22, 24, and 26 may be implemented remotely from the other components. In implementations in which processor 14 includes multiple processing units, one or more of components 16, 18, 20, 22, 24, and 26 may be implemented remotely from the other components in various combinations. The description of the functionality provided by the different components 16, 18, 20, 22, 24, and 26 described below is for illustrative purposes, and is not intended to be limiting, as any of components 16, 18, 20, 22, 24, and 26 may provide more or less functionality than is described. For example, one or more of components 16, 18, 20, 22, 24, and 26 may be eliminated, and some or all of its functionality may be provided by other ones of components 16, 18, 20, 22, 24, and 26. As another example, processor 14 may be configured to execute one or more additional components that may perform some or all of the functionality attributed below to one of components 16, 18, 20, 22, 24, and 26.
(43) The server 12 may be configured to execute one or more computer program components. The computer program components may include one or more of a game component 16, shop component 18, purchase history component 20, user component 22, probability component 24, activation component 26, and/or other components.
(44) Game component 16 may be configured to implement an instance of the game space executed by the computer components. In some cases, the instance of the game space may reflect the state of the game space. The instance of the game space may be used to push state information to clients (e.g., client computing platforms 30) for implementation on the client, may be used to verify state information generated on client executing expressions of the instance locally, and/or for other purposes. State information may include information about the state of the game space such as, without limitation, position information of one or more objects, topography information, object status/shape information, battle information, score information, user or character progress information, user inventory information, user or character resource information, progress information for one or more activities or actions, view information describing a view of the game space, and/or other information that describes the state of the game space. Expressions of the instance executed on the client facilitate presentation of views on the client of the game space. Expressions of the instance executed on the client may be configured to simply present views of the game space based on the state information (e.g. , via streaming view information, object/position information, and/or other state information) received from game component 16. Expressions of the instance executed on the client may include space logic that effectively provides for execution of a limited version of the instance on a client that is synchronized and/or verified with state information received from game component 16. The view presented on a given client may correspond to a location in the game 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.
(45) The instance of the game space may comprise a simulated space that is accessible by users via clients that present the views of the game space to a user. The simulated game 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 some 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 portion 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 components may be synchronous, asynchronous, and/or semi-synchronous.
(46) The instance of the game space may comprise one or more user achievements. In a game space such as an online game, a user achievement may comprise, for example, developing a skill, building, crafting, modifying, upgrading, trading, selling, and/or repairing an item, an equipment, a building, and/or a structure; training, building, modifying, healing, requesting, upgrading, selling, and/or repairing an in-game unit; harvesting, refining, trading, selling, developing, spending, and/or consuming an in-game resource; using, performing, developing, modifying, upgrading, and/or training a skill, ability, and/or attribute; completing in-game travel, reloading a weapon, receiving assistance such as a hint and/or a clue, defeating an enemy or enemies, rescuing an ally or allies, completing a mission or quest, and/or other actions. For example, in a game space involving building virtual structures, a user achievement may be associated with building, upgrading, and/or repairing a building or buildings. In an example involving a game space with an aspect related to the development of a character, a user achievement may be associated with using melee attack or a spell; interacting with another player and/or a non-player character; defeating an enemy or enemies; and/or rescuing an ally or allies. In an example involving a game space with an aspect related to the development of an army, a user achievement may be associated with winning a battle, developing an army to a certain size, and/or sustaining a minimal number of losses during a battle.
(47) Within the instance of the game space executed by game component 16, users may control characters, objects, simulated physical phenomena (e.g., wind, rain, earthquakes, and/or other phenomena), and/or other elements within the game space to interact with the game 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 game space that represents an individual user. The user character may be controlled by the user with which it is associated. The user controlled element(s) may move through and interact with the game space (e.g., non-user characters in the game space, other objects in the game 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 that the user can use (e.g., by manipulation of a user character or other user controlled element, and/or other items) within the game space.
(48) Users may participate in an instance of a game space by controlling one or more of the available user controlled elements in the game space. Control may be exercised through control inputs and/or commands input by the users through client computing platforms 30. In some implementations user controlled elements may include units, structures, and/or other controllable elements. In some implementations such as simulated battle, a user's goal may be to defeat an opposing force's units, structures, and/or other elements. In some implementations units, structures, or units and structures may have combat attributes representative of a unit or structure's effectiveness in categories of attributes related to combat.
(49) In some implementations a game space user may use and/or interact with virtual items within a virtual game space. In some implementations a virtual item may have attributes and/or
characteristics that distinguish that virtual item from other similar virtual items. For example, in some instances, a user may equip an avatar with a virtual sword. An exceptional quality virtual sword may have a damage rating of 100, and a common quality virtual sword may have a damage rating of 50. In some instances, a user may equip an avatar with virtual armor. Common quality virtual armor may have a protection rating of 50, and poor quality virtual armor may have a protection rating of 10. In some implementations when a user equips and/or uses a virtual item, the user may benefit from the particular attributes of that virtual item.
(50) In some instances users may engage in fictional battle against enemies. In some instances the amount of damage a user is able to deal and withstand may be dependent on the quality of their equipped weapon and armor. In some instances, a user equipped with an exceptional quality virtual sword may be able to affect greater damage on an enemy with each attack than if the same user was equipped with a common quality virtual sword. In some instances a user equipped with common quality virtual armor may be able to withstand greater damage from an enemy than if the same user was equipped with poor quality virtual armor.
(51) In some instances of simulated combat damages may include an elemental attribute such as fire damage, cold damage, and/or other elemental types of damage. In some implementations weapons the particular attributes of a type of virtual item may include elemental characteristics. In some implementations a sword of fire may affect fire damage to an enemy with every attack. In some implementations an armor of ice may include increased resistance to ice elemental damage.
(52) In some implementations of simulated combat a user's character or avatar may be associated with attributes that affect their combat characteristics such as strength, agility, health and/or other attributes. In some implementations virtual items may modify a character's combat characteristics. In some implementations boots of quickness may increase character's agility when equipped. In some implementations armor of health may increase a character's health when equipped. Other embodiments are envisioned.
(53) Virtual items may be a type of item that may be useful to a user's character in a virtual game space, such as: helms, necklaces, amulets, earrings, spaulders, chestpieces, shirts, jackets, capes, gloves, belts, pants, dresses, leggings, socks, boots, rings, swords, guns, shields, grenades, batons, bows and arrows, quivers, medicines, tonics, foodstuffs, health packs, curios, gadgets, baubles, pets, vehicles, building materials, supplies, building plans, resources, and/or other virtual items.
(54) In some implementations game space users may be able to purchase virtual items in exchange for consideration. In some implementations users may be able to purchase one or more virtual items grouped in a probability item bundle. In some implementations the exact contents of a probability item bundle may be unknown to a user at the time of purchase. These probability item bundles may be associated with a set of one or more individual potential awards that could be actually awarded in the probability item bundle upon activation of the probability item bundle. In some implementations the individual potential awards of the probability item bundle may be known to the user. In some implementations the actual award of the probability item bundle are not revealed to the user until after the user purchases the probability item bundle. The one or more individual potential awards in the probability item bundle may be associated with one or more distribution probabilities that affect the likelihood that the one or more individual potential awards will be actually awarded in the probability item bundle at the time of activation. (55) Users may interact with each other through communications exchanged within the game 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 30. Communications may be routed to and from the appropriate users through server 12 (e.g., through game component 16).
(56) The above description of the views of the game space determined from the instance executed by game component 16 is not intended to be limiting. The game space may be presented in a more limited, or more rich, manner. For example, views of the game space may be selected from a limited set of graphics depicting an event in a given place within the game 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 limited set of graphics. For example, a view may include a generic battle graphic with a textual description of the opponents to be confronted. Other representations of individual places within the game space are contemplated.
(57) Shop component 18 may be configured to manage the purchase of virtual items and/or virtual probability item bundles in exchange for consideration. Consideration may include virtual currency, real currency, skill points, experience points, and/or other forms of consideration. In some implementations shop component 18 may be configured to present a shop interface to one or more game space users. A shop interface may include an offer to sell a virtual probability item bundle containing one or more individual potential awards.
(58) In some implementations a shop component may be configured to offer one or more probability item bundles for purchase to a game space user. In some implementations the consideration requested in exchange for a probability item bundle may be customized to the user to whom the offer is being made. In some instances the consideration requested may depend on a characteristic and/or attribute of a user, including but not limited to, a spending metric associated with the user.
(59) In some implementations the purchase of a probability item bundle may be accomplished when a user clicks on a graphical representation of a probability item bundle. In some instances clicking on a graphical representation of a probability item bundle may constitute the acceptance of an offer to sell the probability item bundle for a specified consideration. In some implementations clicking on a graphic of a probability item bundle will cause an amount of consideration associated with the probability item bundle to be deducted from an account associated with the user that clicked on the probability item bundle. (60) Purchase history component 20 may be configured to track and/or quantify game space users' purchase histories. In some implementations purchase history component 20 may track and quantify purchase histories for one or more users of a game space. In some implementations a user's purchase history may be quantified into a spending metric.
(61) In some implementations a spending metric may reflect one or more spending characteristics of a user. In some implementations spending characteristics may be: total consideration exchanged for virtual goods, average consideration exchanged for virtual goods, consideration spent for virtual goods during a period of time, total virtual currency exchanged for virtual goods, average virtual currency exchanged for virtual goods, virtual currency spent for virtual goods during a period of time, total real currency exchanged for virtual goods, average real currency exchanged for virtual goods, real currency spent for virtual goods during a period of time, and/or other spending characteristics.
(62) In some implementations a user's spending metric may be a value related to the user's purchase history. In some implementations a user's spending metric may be a value related to a user's purchase history as compared to other game space users. In some implementations a user with a purchase history reflecting the greatest amount of spending in, for example, one of the
characteristics listed above, may have a spending metric of 1. In some implementations a user with a purchase history reflecting the second greatest amount of spending in, for example, one of the characteristics listed above, may have a spending metric of 2.
(63) The user component 22 may be configured to access and/or manage one or more user profiles and/or user information associated with users of the system 10. The one or more user profiles and/or user information may include information stored by server 12, one or more of the client computing platforms 30, and/or other storage locations. The user profiles may include, for example, information identifying users (e.g., a username or handle, a number, an identifier, and/or other identifying information) within the game space, security login information (e.g. , a login code or password), game space account information, subscription information, virtual currency account information (e.g., related to currency held in credit for a user), relationship information (e.g., information related to relationships between users in the game space), game space usage information, demographic information associated with users, interaction history among users in the game space, information stated by users, purchase information of users, browsing history of users, a client computing platform identification associated with a user, a phone number associated with a user, user inventory information, and/or other information related to users. (64) In some implementations a user component may manage and/or track virtual currency account information associated with a user of a game space. Virtual currency account information for a user of a game space may include: virtual currency balance, real currency balance, resource balance, and/or other metrics associated with a virtual currency account of a game space user.
(65) In some implementations a user component may manage and/or track the virtual item inventory associated with a user of a game space. Virtual item inventory information may include: the type of items in a user inventory, the number of items in a user inventory, the quality of items in a user inventory, and/or other characteristics of items in a user inventory.
(66) The probability component 24 may be configured to determine and/or track one or more distribution probabilities for one or more individual potential awards where one or more actual awards is determined by a stochastic selection of individual potential awards according to one or more distribution probabilities. In some implementations the probability component may associate one or more distribution probabilities with individual potential awards. In some implementations a probability item bundle will be associated with one or more individual potential awards.
(67) In some implementations the distribution probabilities for one or more individual potential awards in a probability item bundle may be adjusted. In some instances the distribution probability may vary depending on the factors such as: the time, characteristics of the user purchasing a probability item bundle, the amount of consideration paid for the purchase, the purchase history of the user purchasing the probability item bundle, characteristics of the user activating the probability item bundle, the purchase history of the user activating the probability item bundle, and/or other factors. In some implementations the purchase history of a buyer of a probability item bundle may be expressed as a spending metric determined by purchase history component 20.
(68) In some implementations a probability item bundle may be based on a purchase history of a user other than the user purchasing the probability item bundle. In some cases a probability item may be purchased as a gift for another player. In some cases distribution probabilities associated with individual potential awards for a probability item bundle may be based on a purchase history of a recipient of a probability item bundle. In some implementations the purchase history of a user activating a probability item bundle may be expressed as a spending metric determined by purchase history component 20.
(69) In some implementations a distribution probability may be a function of one or more variables, including, the spending metric of the user. In some implementations the function may be a mathematical derivation of one or more variables, including the spending metric. In some implementations the function may not be a strictly mathematical derivation, and may instead be an algorithmic expression of one or more variables, including the spending metric.
(70) In some implementations the distribution probability may be increased so that the probability of stochastically choosing an individual potential award associated with the distribution probability is increased when a user's spending metric indicates a purchase history below a threshold. In some instances the threshold may indicate the average amount of purchases made by the users of a game space. In some instances the average amount of purchases may be calculated based on the average number of transactions, the average amount of transactions, and/or other methods of calculation.
(71) In some implementations a spending metric may be expressed as a decimal in a range from 0 to 1 with 0 indicating a low amount of prior transactions and 1 indicating a large amount of prior transactions. In some implementations a distribution probability for an individual potential award may be calculated by finding the difference between 1 and a user's spending metric, such that as the spending metric approaches 1 , the distribution probability approaches 0.
(72) In some implementations a distribution probability may be based on a conditional test. In some implementations for example, when a spending metric is less than or equal to 0.5, the distribution probability may equal 1, and where the spending metric is greater than 0.5, the distribution probability may equal 0.
(73) In some instances the distribution probability may be expressed as the likelihood that an individual potential award will not be chosen; therefore, in some instances as the distribution probability increases, the individual potential award is less likely to be stochastically chosen. Other instances of assigning one or more distribution probabilities to one or more individual potential awards are envisioned.
(74) An activation component 26 may be configured to stochastically choose none, one or more actual awards from a selection of one or more individual potential awards, wherein one or more of the individual potential awards may be associated with one or more distribution probabilities. In some cases one or more of the actual awards in the probability item bundle may be determined when the user examines the contents of the probability item bundle. In some cases a user may only examine the contents of a probability item bundle after it is purchased. In some cases one or more of the actual awards in the probability item bundle may be determined when the user purchases the probability item bundle. In some implementations the actual awards contained in the probability item bundle may be determined prior to the user purchasing the probability item bundle. In implementations where the actual awards are determined prior to the user purchasing the probability item bundle, the identity of the actual awards may be obfuscated from the view of the user until the user purchases the probability item bundle.
(75) In some implementations a user activating a probability item bundle may be different from a user purchasing the probability item bundle. In some instances the distribution probabilities for individual potential awards are based on the user purchasing the probability item bundle. In some instances the purchaser may send the probability item bundle to another user to activate the stochastic selection process.
(76) In some implementations the server 12 and client computing platforms 30 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. It will be appreciated that this is not intended to be limiting, and that the scope of this disclosure includes implementations in which servers 12 and client computing platforms 30 may be operatively linked via some other communication media.
(77) A given client computing platform 30 may include one or more processors configured to execute computer program components. The computer program components may be configured to enable an expert or user associated with the given client computing platform 30 to interface with server 12, and/or provide other functionality attributed herein to client computing platforms 30. By way of non-limiting example, the given client computing platform 30 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.
(78) Server 12 may include electronic storage 28, one or more processors 14, and/or other components. Server 12 may include communication lines, or ports to enable the exchange of information with a network and/or other computing platforms. Illustration of server 12 in FIG. 1 is not intended to be limiting. Server 12 may include a plurality of hardware, software, and/or firmware components operating together to provide the functionality attributed herein to server 12. For example, server 12 may be implemented by a cloud of computing platforms operating together as server 12.
(79) Electronic storage 28 may comprise non-transitory storage media that electronically stores information. The electronic storage media of electronic storage 28 may include one or both of system storage that is provided integrally (i.e., substantially non-removable) with server 12 and/or removable storage that is removably connectable to server 12 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 28 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 28 may include one or more virtual storage resources (e.g. , cloud storage, a virtual private network, and/or other virtual storage resources). Electronic storage 28 may store software algorithms, information determined by processor 14, information received from server 12, information received from client computing platforms 30, and/or other information that enables server 12 to function as described herein.
(80) Processor(s) 14 is configured to provide information processing capabilities in server 12. As such, processor 14 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 14 is shown in FIG. 1 as a single entity, this is for illustrative purposes only. In some implementations processor 14 may include a plurality of processing units. These processing units may be physically located within the same device, or processor 14 may represent processing functionality of a plurality of devices operating in coordination. The processor 14 may be configured to execute components 16, 18, 20, 22, 24, and 26. Processor 14 may be configured to execute components 16, 18, 20, 22, 24, and 26 by software; hardware; firmware; some combination of software, hardware, and/or firmware; and/or other mechanisms for configuring processing capabilities on processor 14. As used herein, the term "component" may refer to any component or set of components that perform the functionality attributed to the component. 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.
(81) FIG. 2 illustrates an offer for a probability item bundle. A user of a game space may be presented with a game space interface. The game space interface may be configured to display an offer 40. An offer 40 may display a probability item bundle 42 for sale for an amount of
consideration 44.
(82) FIG. 3 illustrates the contents of a first probability item bundle. The contents of a first probability item bundle may be determined based on distribution probabilities for a user with an average spending metric in a game space.
(83) FIG. 4 illustrates the contents of a second probability item bundle. The contents of a second probability item bundle may be determined based on distribution probabilities for a user with a spending metric that indicates a history of minimal spending when compared to an average user. (84) FIG. 5 illustrates a method 60 of generating and accepting an offer for a probability item bundle. The operations of method 60 presented below are intended to be illustrative. In some implementations, the method 60 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 60 are illustrated in FIG. 5 and described below are not intended to be limiting.
(85) In some embodiments, method 60 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 60 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 60.
(86) At an operation 62, a spending metric is generated for a user of a game space. Operation 62 may be performed by a game component that is the same as or similar to game component 20, in accordance with one or more implementation.
(87) At an operation 64, an offer for a probability item bundle is presented to a game space user. Operation 64 may be performed by a shop component that is the same as or similar to shop component 18, in accordance with one or more implementation.
(88) At an operation 66, an acceptance of an offer to purchase a probability item bundle is received. Operation 66 may be performed by a shop component that is the same as or similar to shop component 18, in accordance with one or more implementation.
(89) At operation 68, one or more distribution probabilities are generated for one or more individual potential awards associated with the probability item bundle. Operation 68 may be performed by a probability component that is the same as or similar to probability component 24.
(90) At an operation 70, one or more actual awards are chosen from one or more individual potential awards associated with the purchase probability item bundle. Operation 70 may be performed by an activation component that is the same as or similar to activation component 26, in accordance with one or more implementation.
(91) At operation 72, one or more actual awards of the probability item bundle are distributed to the user. (92) FIG. 6 illustrates a system 600 configured to provide a virtual space. System 600 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.
(93) In this disclosure, a system and methodology is provided which enhances the online gaming experience and also provides enhanced revenue opportunities for providers of online games.
According to the present invention, a system and methodology is provided in which drop rates associated with virtual items contained in mystery boxes or other collections of virtual goods can be periodically adjusted to as to maintain and increase interest in these collections among users and thus drive increased revenue opportunities for game providers in connection with these collections of virtual goods.
(94) Accordingly, embodiments may be configured such that the system of the present invention facilities the setting of triggers for adjusting drop rates as well as the specific drop rate adjustments to be made when the triggers are achieved. Various triggers may be set through which, if such triggers are achieved, drop rate adjustments will be activated. In some embodiments, the adjustment to drop rates associated with groupings of virtual items, referenced herein as mystery boxes and/or probability item bundles, is made to enhance the chance that a purchaser of the mystery box will actually receive a specific virtual item. Typically, the virtual items desired by users are items which are either rare or provide a significant benefit associated with gameplay, or both.
(95) Embodiments may be configured such that any or all of a set of available triggers may be selected by an administrator or member of a live operations team associated with an online game and implemented along with one or more adjustments to drop rates. In exemplary embodiments, one such trigger may include the number of the specific mystery box(es) previously purchased by a single user. For example, a trigger may be set such that if a single user purchases the third instance of a specific mystery box, then the trigger would be met and a resulting change to drop rate would be activated with respect to that user's inventory of those instances of mystery boxes. Further with respect to this example, a desired item within the mystery box bundle may have its probability of being included in any of the three boxes increased by some preset value. By way of example, prior to the purchase of the third box, the probability of obtaining the desired item might be 5% but once the third box is purchased, such probability might be increased to, for example, 20% in each of the three boxes.
(96) In other exemplary embodiments, other triggers may also and/or alternatively be used. For example, other triggers relating to a specific user/player may be used. This may include a threshold number of boxes in a user's virtual inventory at any point in time. The inventory threshold may be for a specifically designated box (e.g. 6 of box "A" in a single user's inventory), for a specified set of boxes (e.g. 2 of box "A", 3 of box "B" and 5 of box "C") and/or for a total number of boxes of any kind (e.g. 9 total boxes of any kind in a user's inventory).
(97) In some implementations, triggers may be tied to metrics associated with groups of users or all users across a game platform and/or that play a specific online game. Examples of these triggers include total number of boxes purchased by the collective set of users (e.g. 6000 users that play game "A" have purchased a collective total of at least 5000 boxes), a specified set of boxes (e.g. 6000 users that play game "A" have purchased at least 500 of box "X", 200 of box "Y" and 600 of box "Z") or with respect to a specific box (e.g. 6000 users that play game "A" have purchased at least 500 of box "X").
(98) In other exemplary implementations, triggers may be tied to spend velocity with respect to one or more of a particular set of mystery boxes (e.g. 6000 users that play game "A" have spent less than $500 on mystery boxes associated with game "A" over the past month) (e.g. 6000 users that play game "A" have spent less than $500 on mystery boxes associated with game "A" since game "A" was first made available), a particular mystery box (e.g. 6000 users that play game "A" have spent less than $500 on mystery box "X" associated with game "A" over some predetermined timeframe), or a particular game (e.g. 6000 users that play game "A" have spent more than $800 on all game associated purchases over a predetermined timeframe). As will be recognized by one of skill in the art, many other possibilities exist for trigger selection without departing from the scope or spirit of the present invention.
(99) In other exemplary implementations, triggers may be associated with specified timeframes only. In this case, pre-determined adjustments to distribution probabilities for virtual items associated with mystery boxes may be set to be applied only during specified time periods (e.g. Mondays from 61pm EST to lam EST) either without regard for any of the purchase or inventory criteria discussed above and/or in combination with such other triggers.
(100) In exemplary implementations, changes to drop rates may take various forms. For example, these changes may apply an otherwise higher distribution rate to one or more virtual items in the applicable collection of virtual items. As may be determined by a game operator, these changes may apply to specific collections or to all available collections of virtual items so long as the applicable trigger(s) is/are met as discussed above and elsewhere herein.
( 101 ) By way of example, presuming the applicable trigger is met, and presuming that a specific collection of virtual items potentially contains items A, B, C and D. Prior to adjustment, the probabilities of receiving the items might be as follows: A- 30%, B- 50%, C- 2%, and D- 75%. In this example, it may be that item C is a highly coveted item and thus the chances for obtaining it are purposely kept low so as to maintain the actual and/or perceived value of the item. If a trigger is met, (e.g. a player purchases the third instance of this collection), the system may adjust
probabilities, by way of example, to A- 30%, B- 50%, C- 60%, and D- 75%. This adjustment may apply to all three of the purchased collections or only one of the collections (e.g. the last/third purchased collection) as determined by the game operator. In this example, this represents a reward to a player that has purchased multiple of the same collections by giving that person an increased chance of obtaining the desired item C.
(102) Unlimited possibilities exist for the various adjustments including adjusting any or all of the probabilities associated with items A, B, C and/or D either by increasing or decreasing each probability. Probabilities associated with items in collections may be adjusted for all collections (whether previously purchased and in a player's inventory) or only for collections yet to be purchased depending upon the determinations of the game operator so as to encourage the desired behavior of purchasers and potential purchasers.
(103) In some implementations, the system and methodology of the present invention provide for notifying interested users of applicable triggers and/or modifications to drop rates associated with those triggers to promote purchases of these virtual items with the goal of increasing game revenue. These messages may be automatically generated and sent from time to time to include when a trigger is about to be met and/or to show progress against a trigger to further encourage desired behavior. As noted above, any adjustments to drop rates can be limited in time regardless of the specific trigger and/or adjustments to drop rates selected.
(104) In some implementations, system 600 may include one or more servers 602. The server 602 may be configured to communicate with one or more client computing platforms 604 according to a client/server architecture. The users may access system 600 and/or the virtual space via client computing platforms 604, for instance, to engage in one or more games.
(105) The server(s) 602 may be configured to execute one or more computer program components. The computer program components may include one or more of a game component 606, a user component 608, a shop component 610, a probability item bundle activation component 612, a probability adjustment component 614 and/or other components. As noted, the client computing platform(s) 604 may include one or more computer program components that are the same as or similar to the computer program components of the server(s) 602 to facilitate in-game actions. (106) The game component 606 may be configured to execute an instance of a game to facilitate presentation of the game to users. The game component 606 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.
(107) 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 components 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) 602 and/or sources to client computing platforms 604 for presentation to users. The view determined and transmitted to a given client computing platform 604 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.
(108) The instance of the virtual space may comprise a simulated space that is accessible by users via clients (e.g., client computing platform(s) 604) 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 components may be synchronous, asynchronous, and/or semi-synchronous.
(109) 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. (110) 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.
(111) 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 the 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.
(112) 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 604. 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 604. Communications may be routed to and from the appropriate users through server(s) 602. In implementations, the game component 606 may also be configured to implement the delivery of promotional avatars to qualified player in connection with in-game implementation as described herein.
(113) The user component 608 may be configured to maintain inventories of virtual items under the control of the users, and to store associations between the users and virtual items under their control. These virtual items may be purchased and/or otherwise awarded to the users and inventories of such items are maintained by the system of the present invention under the control of user component 608.
(114) Shop component 610 may be configured to effectuate presentation to users, through a shop interface, offers to sell probability item bundles, individual ones of the probability item bundles being associated with sets of potential awards usable in the online game, the probability item bundles including a first probability item bundle being associated with a first set of potential awards, the first set of potential awards including a first individual award and a second individual award. These potential awards comprise virtual items which may be usable in one or more online games and/or have value outside of online gaming. In some embodiments, shop component is configured (115) In some embodiments, individual awards in the sets of potential awards are associated with different distribution probabilities such that the first individual award is associated with a first distribution probability and the second individual award is associated with a second distribution probability. In some embodiments, the purchase of probability item bundles by users results in the addition of purchased probability item bundles to inventories of the users such that responsive to purchase of the first probability item bundle by a first user, the first probability item bundle is added to a first inventory of virtual items under the control of the first user;
(116) In some embodiments, probability item bundle activation component 612 is configured to receive activation requests from users for probability item bundles under their control, and to stochastically distribute potential awards to the users in accordance with award probabilities associated with the individual awards such that, in response to receiving an activation request from the first user for the first probability item bundle subsequent to purchase of the first probability item bundle by the first user, the probability item bundle activation component is configured to stochastically select one of the individual awards from the first set of potential awards in accordance with the distribution probabilities associated with the individual awards, and to distribute the selected individual award to the first inventory of virtual items under the control of the first user
(117) In some embodiments, probability adjustment component 614 is configured to adjust distribution probabilities associated with individual awards included in sets of potential awards in a predetermined manner in response to predetermined triggering criteria being met such that, in response to the predetermined triggering criteria being met subsequent to purchase of the first probability item bundle by the first user, one or both of the first distribution probability and/or the second distribution probability are adjusted in a predetermined manner.
(118) As discussed above, when predetermined triggers are met, distribution probabilities associated with one or more virtual items contained in collections of virtual items may be adjusted by probability adjustment component 614 as determined by game operators. Adjustments to probabilities may apply to all items in a collection, subsets of items in a collection or only one item in a collection. By adjusting the probabilities, the chance for an owner of the collection to receive the one or more items in the collection is adjusted. Typically, adjustment will be set to increase the probability of receiving an item or items, although it is also possible to lower probabilities of actually receiving one or more virtual items as well.
(119) Probability adjustment component 614 may function to adjust probabilities only for items in collections which such collections have not been previously purchased and in a player's inventory. In this case, only newly available/unpurchased collections would have probabilities adjusted. Alternatively, probabilities may be adjusted only for collections which have previously purchased. As yet another example, probabilities may be adjusted for all collections, whether previously purchased or not yet purchased.
(120) Various other possibilities also exist with respect to the manner in which probabilities may be adjusted by probability adjustment component 614. For example, adjustments may only be effective for a limited period of time. In this case, for example, an increased probability for receiving an item in a virtual collection may only be available for 24 hours from the time the trigger is met on a user by user basis. Alternatively, the increased probability may only be available through a day/time certain, such as an across the board expiration date of 61am on June 3rd. In this case, for example, if the trigger is not met by that time/day, the probability enhancement will no longer be available.
Alternatively, the time deadline may apply to "activation/opening" of the box as opposed to the trigger time. In this case, for example, it will be necessary for the purchaser to "open" the box and reveal contents prior to a deadline to obtain a benefit of increased probability even though the trigger had been previously met.
( 121 ) Other possibilities further exist with respect to restrictions that can be applied to modified distribution probabilities as implemented by probability adjustment component 614. For example, a distribution probability increase may apply only to a limited number of purchasers notwithstanding the trigger has been met globally and/or by the individual purchasing player. In this case, for example, probability adjustment component may apply the adjustment only to the first X number of players that meet the trigger (e.g. the first 5 players to purchase the 4th instance of box A) and/or only to the first X number of players that activate/open the box (e.g. even though 60 players may have met a trigger, only the first 5 to open the box will receive the increased distribution probability opportunity). It is also possible for distribution increases to be reflected as a total number of items rather than a percentage. For example, rather than adjusting a drop rate from, say 2% to 60%, when a specific trigger is met globally (e.g. all collective players have purchased 500 of box A), the availability of item T potentially contained in box A may be increased from 2 total available to 5 total available. In this case, once the second available item T is obtained by a player, the promotion will necessarily expire.
(122) In some implementations, server(s) 602, client computing platforms 604, and/or external resources 616 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) 602, client computing platforms 604, and/or external resources 616 may be operatively linked via some other communication media.
(123) A given client computing platform 604 may include one or more processors configured to execute computer program components. The computer program components may be configured to enable an expert or user associated with the given client computing platform 604 to interface with system 600 and/or external resources 616, and/or provide other functionality attributed herein to client computing platforms 604. By way of non-limiting example, the given client computing platform 604 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.
(124) External resources 616 may include sources of information, hosts and/or providers of virtual environments outside of system 600, external entities participating with system 600, and/or other resources. In some implementations, some or all of the functionality attributed herein to external resources 616 may be provided by resources included in system 600.
(125) Server 602 may include electronic storage 618, one or more processors 620, and/or other components. Server 602 may include communication lines, or ports to enable the exchange of information with a network and/or other computing platforms. Illustration of server 602 in FIG. 1 is not intended to be limiting. Server 602 may include a plurality of hardware, software, and/or firmware components operating together to provide the functionality attributed herein to server 602. For example, server 602 may be implemented by a cloud of computing platforms operating together as server 602.
(126) Electronic storage 618 may comprise non-transitory storage media that electronically stores information. The electronic storage media of electronic storage 618 may include one or both of system storage that is provided integrally (i.e., substantially non-removable) with server 602 and/or removable storage that is removably connectable to server 602 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 618 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 618 may include one or more virtual storage resources (e.g., cloud storage, a virtual private network, and/or other virtual storage resources). Electronic storage 618 may store software algorithms, information determined by processor 620, information received from server 602, information received from client computing platforms 604, and/or other information that enables server 602 to function as described herein.
(127) Processor(s) 620 is configured to provide information processing capabilities in server 602. As such, processor 620 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 620 is shown in FIG. 1 as a single entity, this is for illustrative purposes only. In some
implementations, processor 620 may include a plurality of processing units. These processing units may be physically located within the same device, or processor 620 may represent processing functionality of a plurality of devices operating in coordination. The processor 620 may be configured to execute components 606, 608, 610, 612 and 614. Processor 620 may be configured to execute components 606, 608, 610, 612 and 614 by software; hardware; firmware; some combination of software, hardware, and/or firmware; and/or other mechanisms for configuring processing capabilities on processor 620. As used herein, the term "component" may refer to any component or set of components that perform the functionality attributed to the component. 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.
(128) It should be appreciated that although components 606, 608, 610, 612 and 614 are illustrated in FIG. 1 as being implemented within a single processing unit, in implementations in which processor 620 includes multiple processing units, one or more of components 606, 608, 610, 612 and 614 may be implemented remotely from the other components. The description of the functionality provided by the different components 606, 608, 610, 612 and 614 described above is for illustrative purposes, and is not intended to be limiting, as any of components 606, 608, 610, 612 and 614 may provide more or less functionality than is described. For example, one or more of components 606, 608, 610, 612 and 614 may be eliminated, and some or all of its functionality may be provided by other ones of components 606, 608, 610, 612 and 614. As another example, processor 620 may be configured to execute one or more additional components that may perform some or all of the functionality attributed below to one of components 606, 608, 610, 612 and 614.
(129) FIG. 7 illustrates a method for promoting increased revenue opportunities though rotatable drop rates associated with virtual items usable in an online game, in accordance with one or more implementations. The operations of method 700 presented below are intended to be illustrative. In some embodiments, method 700 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 700 are illustrated in FIG. 7 and described below is not intended to be limiting.
(130) In some embodiments, method 700 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 700 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 700.
( 131 ) At an operation 702, an instance of an online game may be executed to facilitate participation in the game by users. Operation 702 may be performed by a game component that is the same as or similar to game component 606, in accordance with one or more implementations.
(132) At an operation 704, inventories of virtual items under the control of users are maintained and associated with users which control said virtual items. Operation 704 may be performed by a user component that is the same as or similar to user component 608, in accordance with one or more implementations .
(133) At an operation 706, users are presented with others to purchase probability item bundles containing sets of virtual goods. Each of these virtual goods may have an associated distribution probability reflecting the likelihood of receiving the specific item when the set of virtual goods is purchased. Operation 706 may be performed by a shop component that is the same as or similar to shop component 610, in accordance with one or more implementations.
(134) At an operation 708, the system receives activation requests from users for probability items under their control. In addition, in connection with this operation, these items are distributed to the requesting users in accordance with the probabilities associated with the items. Operation 708 may be performed by a probability item bundle activation component that is the same as or similar to probability item bundle activation component 612, in accordance with one or more implementations.
(135) At an operation 710, distribution probabilities associated with virtual items which are included in sets of virtual items are adjusted. Such adjustment may typically be made by an administrator or member of a live operations teams associated with a game provider. In some embodiments, the adjustments include the setting of a trigger required to be met as a condition of the adjustment as described above. In addition, in some embodiments, the actual adjustment consists of a change to one or more distribution probabilities associated with virtual items contained within collections of virtual items. Operation 710 may be performed by a probability adjustment component that is the same as or similar to probability adjustment component 614, in accordance with one or more implementations.
( 136) 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.

Claims

What is claimed is:
1. A system that delivers offers to users of an online game, the system comprising:
one or more physical processors configured by machine -readable instructions to: execute an instance of a game space such that users participate in an online game in the game space through client computing platforms, the users include a first user;
effectuate presentation to the users on the client computing platforms of a shop interface that includes offers to sell virtual items in exchange for consideration, the virtual items including probability item bundles, the individual probability item bundles being associated with individual sets of potential awards where the individual potential awards include one or more virtual items usable in the online game, the offers including a first offer to sell a first probability item bundle associated with a first set of potential awards;
monitor purchase histories of the users through the shop interface;
in response to receiving acceptance of the first offer by the first user, effectuate purchase of the first probability item bundle by the first user by adding the first probability item bundle to a user inventory of the first user;
characterize a purchase history of a first user as a first user's spending metric;
obtain distribution probabilities for potential awards included in the first set of potential awards associated with the first probability item bundle purchased by the first user, one or more of the distribution probabilities being determined based on the first user's spending metric;
in response to activation of the first probability item bundle by the first user, stochastically selecting one of the potential awards in the first set of potential awards as an actual award based on the obtained distribution probabilities; and
distributing the actual award to the first user in the online game.
2. A system of claim 1, wherein the first set of potential awards includes a first potential award
associated with a first distribution probability that increases as the first user's spending metric indicates a decrease in spending level.
3. A system of claim 2, wherein the decrease in spending level is determined by comparing the first user's spending metric to a predetermined value.
4. A system of claim 2, wherein the decrease in spending level is determined by comparing the first user's spending metric to a dynamically determined value.
5. A system of claim 2, wherein the first distribution probability is a function of the first user's spending metric.
6. A system of claim 2, wherein the first user's spending metric is a summation of a first user's
purchase history.
7. A system of claim 2, wherein the first user's spending metric is a summation of a first user's
purchase history over a period of time.
8. A system of claim 2, wherein the first user's spending metric is a total number of purchases in a first user's purchase history.
9. A system of claim 2, wherein the first user's spending metric is a total number of purchases in a first user's purchase history over a period of time.
10. A computer implemented method of delivering offers to users of an online game, the method being implemented in a computer system that includes one or more physical processors executing machine- readable instructions, the method comprising:
executing an instance of a game space such that users participate in an online game in the game space through client computing platforms, the users include a first user;
effectuating presentation to the users on the client computing platforms of a shop interface that includes offers to sell virtual items in exchange for consideration, the virtual items including probability item bundles, the individual probability item bundles being associated with individual sets of potential awards where the individual potential awards include one or more virtual items usable in the online game, the offers including a first offer to sell a first probability item bundle associated with a first set of potential awards;
monitoring purchase histories of the users through the shop interface;
in response to receiving acceptance of the first offer by the first user, effectuating purchase of the first probability item bundle by the first user by adding the first probability item bundle to a user inventory of the first user;
characterizing a purchase history of a first user as a first user's spending metric; obtaining distribution probabilities for potential awards included in the first set of potential awards associated with the first probability item bundle purchased by the first user, one or more of the distribution probabilities being determined based on the first user's spending metric;
in response to activation of the first probability item bundle by the first user, stochastically selecting one of the potential awards in the first set of potential awards as an actual award based on the obtained distribution probabilities; and distributing the actual award to the first user in the online game.
1 1 . A method of claim 10, wherein the first set of potential awards includes a first potential award
associated with a first distribution probability that increases as the first user's spending metric indicates a decrease in spending level.
1 2. A method of claim 11, wherein the decrease in spending level is determined by comparing the first user's spending metric to a predetermined value.
1 3. A method of claim 11, wherein the decrease in spending level is determined by comparing the first user's spending metric to a dynamically determined value.
14. A method of claim 11, wherein the first distribution probability is a function of the first user's
spending metric.
15. A method of claim 11, wherein the first user's spending metric is a summation of a first user's
purchase history.
16. A method of claim 11, wherein the first user's spending metric is a summation of a first user's
purchase history over a period of time.
17. A method of claim 11, wherein the first user's spending metric is a total number of purchases in a first user's purchase history.
18. A method of claim 11, wherein the first user's spending metric is a total number of purchases in a first user's purchase history over a period of time.
1 9. A system for facilitating chance-based in-game virtual item distribution, the system comprising: one or more physical computer processors configured by machine readable instructions to:
execute an instance of an online game and to implement the instance of the online game to facilitate participation in the online game by users via client computing platforms;
maintain inventories of virtual items under the control of the users, and to store associations between the users and virtual items under their control;
effectuate presentation to users, through a shop interface, offers to sell probability item bundles, individual ones of the probability item bundles being associated with sets of potential awards usable in the online game, the probability item bundles including a first probability item bundle being associated with a first set of potential awards, the first set of potential awards including a first individual award and a second individual award,
wherein individual awards in the sets of potential awards are associated with different distribution probabilities such that the first individual award is associated with a first distribution probability and the second individual award is associated with a second distribution probability, and wherein purchase of probability item bundles by users results in the addition of purchased probability item bundles to inventories of the users such that responsive to purchase of the first probability item bundle by a first user, the first probability item bundle is added to a first inventory of virtual items under the control of the first user;
receive activation requests from users for probability item bundles under their control, and to stochastically distribute potential awards to the users in accordance with award probabilities associated with the individual awards such that, in response to receiving an activation request from the first user for the first probability item bundle subsequent to purchase of the first probability item bundle by the first user, one of the individual awards from the first set of potential awards is stochastically selected in accordance with the distribution probabilities associated with the individual awards, and the selected individual award is distributed to the first inventory of virtual items under the control of the first user; and
adjust distribution probabilities associated with individual awards included in sets of potential awards in a predetermined manner in response to predetermined triggering criteria being met such that, in response to the predetermined triggering criteria being met subsequent to purchase of the first probability item bundle by the first user, one or both of the first distribution probability and/or the second distribution probability are adjusted in a predetermined manner.
20. The system of claim 19, wherein the one or more physical processors are further configured to facilitate entry and/or selection of one or both of said triggering criteria and/or said distribution probabilities.
21. The system of claim 19, wherein said triggering criteria that result in adjustment of the first distribution probability includes a level of previous purchases of said first probability item bundle by said first user breaching a purchase threshold.
22. The system of claim 19, wherein said predetermined manner for adjusting said distribution probabilities comprises increasing said one or both of said first distribution probability and/or said second distribution probability.
23. The system of claim 19, wherein said triggering criteria that result in adjustment of the first distribution probability includes a number of purchases within a given period of time of said first probability item bundle by a collective group of users that participate in said online game.
24. The system of claim 23, wherein said adjustment comprises an adjustment to a higher probability in connection with a lower level of purchases.
25. The system of claim 19, wherein said triggering criteria that result in adjustment of the first distribution probability includes a current level of inventory of said first probability item bundle held by said first user.
26. The system of claim 25, wherein said adjustment comprises an adjustment to a higher probability in connection with a higher level of inventory.
27. The system of claim 19, wherein said triggering criteria that result in adjustment of the first distribution probability includes a spend velocity associated with at least one of said probability item bundles within a given period of time by a collective group of users that participate in said online game.
28. The system of claim 27, wherein said adjustment comprises an adjustment to higher probability in connection with a lower level of spend velocity.
29. The system of claim 19, wherein said triggering criteria that result in adjustment of the first distribution probability includes revenue associated with said online game within a given period of time by a collective group of users that participate in said online game.
30. The system of claim 29, wherein said adjustment comprises an adjustment to higher probability in connection with a lower level of revenue.
31. The system of claim 19, further comprising a messaging component configured to notify users of a change in at least one of said distribution probabilities.
32. The system of claim 19, wherein said adjustment of distribution probabilities is limited in time.
33. A computer-implemented method for facilitating chance-based in-game virtual item distribution, the method being implemented in a computer system that includes one or more processors executing computer program components, the method comprising: executing an instance of an online game and implementing the instance of the online game to facilitate participation in the online game by users via client computing platforms;
maintaining inventories of virtual items under the control of the users, and storing associations between the users and virtual items under their control;
effectuating presentation to users, through a shop interface, offers to sell probability item bundles, individual ones of the probability item bundles being associated with sets of potential awards usable in the online game, the probability item bundles including a first probability item bundle being associated with a first set of potential awards, the first set of potential awards including a first individual award and a second individual award;
wherein individual awards in the sets of potential awards are associated with different distribution probabilities such that the first individual award is associated with a first distribution probability and the second individual award is associated with a second distribution probability, and wherein purchase of probability item bundles by users results in the addition of purchased probability item bundles to inventories of the users such that responsive to purchase of the first probability item bundle by a first user, the first probability item bundle is added to a first inventory of virtual items under the control of the first user;
receiving activation requests from users for probability item bundles under their control, and stochastically distributing potential awards to the users in accordance with award probabilities associated with the individual awards such that, in response to receiving an activation request from the first user for the first probability item bundle subsequent to purchase of the first probability item bundle by the first user, stochastically selecting one of the individual awards from the first set of potential awards in accordance with the distribution probabilities associated with the individual awards, and distributing the selected individual award to the first inventory of virtual items under the control of the first user; and adjusting distribution probabilities associated with individual awards included in sets of potential awards in a predetermined manner in response to predetermined triggering criteria being met such that, in response to the predetermined triggering criteria being met subsequent to purchase of the first probability item bundle being purchased by the first user, one or both of the first distribution probability and/or the second distribution probability are adjusted in a predetermined manner.
34. The method of claim 33 further comprising the step of facilitating entry and/or selection of one or both of said triggering criteria and/or said distribution probabilities.
35. The method of claim 33, wherein said triggering criteria that result in adjustment of the first distribution probability includes a level of previous purchases of said first probability item bundle by said first user breaching a purchase threshold.
36. The method of claim 33, wherein said predetermined manner for adjusting said distribution probabilities comprises increasing said one or both of said first distribution probability and/or said second distribution probability.
37. The method of claim 33, wherein said triggering criteria that result in adjustment of the first distribution probability includes a number of purchases within a given period of time of said first probability item bundle by a collective group of users that participate in said online game.
38. The method of claim 37, wherein said adjustment comprises an adjustment to a higher probability in connection with a lower level of purchases.
39. The method of claim 33, wherein said triggering criteria that result in adjustment of the first distribution probability includes a current level of inventory of said first probability item bundle held by said first user.
40. The method of claim 39, wherein said adjustment comprises an adjustment to a higher probability in connection with a higher level of inventory.
41. The method of claim 33, wherein said triggering criteria that result in adjustment of the first distribution probability includes a spend velocity associated with at least one of said probability item bundles within a given period of time by a collective group of users that participate in said online game.
42. The method of claim 41, wherein said adjustment comprises an adjustment to higher probability in connection with a lower level of spend velocity.
43. The method of claim 42, wherein said triggering criteria that result in adjustment of the first distribution probability includes revenue associated with said online game within a given period of time by a collective group of users that participate in said online game.
44. The method of claim 43, wherein said adjustment comprises an adjustment to higher probability in connection with a lower level of revenue.
45. The method of claim 43, further comprising the step of notifying users of a change in at least one of said distribution probabilities.
46. The method of claim 33, further comprising the step of limiting in time said adjustment of distribution probabilities.
PCT/US2015/031642 2014-05-20 2015-05-19 Mystery boxes that adjust due to past spending behavior WO2015179450A1 (en)

Applications Claiming Priority (4)

Application Number Priority Date Filing Date Title
US14/282,788 2014-05-20
US14/282,788 US9744446B2 (en) 2014-05-20 2014-05-20 Mystery boxes that adjust due to past spending behavior
US14/297,368 2014-06-05
US14/297,368 US10307666B2 (en) 2014-06-05 2014-06-05 System and method for rotating drop rates in a mystery box

Publications (1)

Publication Number Publication Date
WO2015179450A1 true WO2015179450A1 (en) 2015-11-26

Family

ID=54554656

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/US2015/031642 WO2015179450A1 (en) 2014-05-20 2015-05-19 Mystery boxes that adjust due to past spending behavior

Country Status (1)

Country Link
WO (1) WO2015179450A1 (en)

Cited By (34)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9452356B1 (en) 2014-06-30 2016-09-27 Kabam, Inc. System and method for providing virtual items to users of a virtual space
US9463376B1 (en) 2013-06-14 2016-10-11 Kabam, Inc. Method and system for temporarily incentivizing user participation in a game space
US9468851B1 (en) 2013-05-16 2016-10-18 Kabam, Inc. System and method for providing dynamic and static contest prize allocation based on in-game achievement of a user
US9508222B1 (en) 2014-01-24 2016-11-29 Kabam, Inc. Customized chance-based items
US9517405B1 (en) 2014-03-12 2016-12-13 Kabam, Inc. Facilitating content access across online games
US9539502B1 (en) 2014-06-30 2017-01-10 Kabam, Inc. Method and system for facilitating chance-based payment for items in a game
US9561433B1 (en) 2013-08-08 2017-02-07 Kabam, Inc. Providing event rewards to players in an online game
US9569931B1 (en) 2012-12-04 2017-02-14 Kabam, Inc. Incentivized task completion using chance-based awards
US9579564B1 (en) 2014-06-30 2017-02-28 Kabam, Inc. Double or nothing virtual containers
US9613179B1 (en) 2013-04-18 2017-04-04 Kabam, Inc. Method and system for providing an event space associated with a primary virtual space
US9610503B2 (en) 2014-03-31 2017-04-04 Kabam, Inc. Placeholder items that can be exchanged for an item of value based on user performance
US9623320B1 (en) 2012-11-06 2017-04-18 Kabam, Inc. System and method for granting in-game bonuses to a user
US9626475B1 (en) 2013-04-18 2017-04-18 Kabam, Inc. Event-based currency
US9656174B1 (en) 2014-11-20 2017-05-23 Afterschock Services, Inc. Purchasable tournament multipliers
US9669315B1 (en) 2013-04-11 2017-06-06 Kabam, Inc. Providing leaderboard based upon in-game events
US9675891B2 (en) 2014-04-29 2017-06-13 Aftershock Services, Inc. System and method for granting in-game bonuses to a user
US9717986B1 (en) 2014-06-19 2017-08-01 Kabam, Inc. System and method for providing a quest from a probability item bundle in an online game
US9737819B2 (en) 2013-07-23 2017-08-22 Kabam, Inc. System and method for a multi-prize mystery box that dynamically changes probabilities to ensure payout value
US9744445B1 (en) 2014-05-15 2017-08-29 Kabam, Inc. System and method for providing awards to players of a game
US9744446B2 (en) 2014-05-20 2017-08-29 Kabam, Inc. Mystery boxes that adjust due to past spending behavior
US9782679B1 (en) 2013-03-20 2017-10-10 Kabam, Inc. Interface-based game-space contest generation
US9799163B1 (en) 2013-09-16 2017-10-24 Aftershock Services, Inc. System and method for providing a currency multiplier item in an online game with a value based on a user's assets
US9795885B1 (en) 2014-03-11 2017-10-24 Aftershock Services, Inc. Providing virtual containers across online games
US9827499B2 (en) 2015-02-12 2017-11-28 Kabam, Inc. System and method for providing limited-time events to users in an online game
US9873040B1 (en) 2014-01-31 2018-01-23 Aftershock Services, Inc. Facilitating an event across multiple online games
US10226691B1 (en) 2014-01-30 2019-03-12 Electronic Arts Inc. Automation of in-game purchases
US10282739B1 (en) 2013-10-28 2019-05-07 Kabam, Inc. Comparative item price testing
CN109858956A (en) * 2019-01-14 2019-06-07 珠海金山网络游戏科技有限公司 A kind of game articles method for pushing and system based on big data
US10463968B1 (en) 2014-09-24 2019-11-05 Kabam, Inc. Systems and methods for incentivizing participation in gameplay events in an online game
US10482713B1 (en) 2013-12-31 2019-11-19 Kabam, Inc. System and method for facilitating a secondary game
US10987581B2 (en) 2014-06-05 2021-04-27 Kabam, Inc. System and method for rotating drop rates in a mystery box
US11058954B1 (en) 2013-10-01 2021-07-13 Electronic Arts Inc. System and method for implementing a secondary game within an online game
CN113413609A (en) * 2021-07-21 2021-09-21 网易(杭州)网络有限公司 Virtual article sorting method, device, terminal and storage medium
CN114712851A (en) * 2022-03-25 2022-07-08 深圳鼎鸿保龄球有限公司 Game design method, bowling score game system and readable storage medium

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20100041472A1 (en) * 2006-11-10 2010-02-18 Gagner Mark B Wagering game award system
US20120289346A1 (en) * 2006-12-14 2012-11-15 Andrew Van Luchene Products and processes for providing upsells to players in a video game
US20130005473A1 (en) * 2011-06-30 2013-01-03 Zynga Inc. Clan wars
US20130005437A1 (en) * 2011-06-30 2013-01-03 Erik Paul Bethke Dynamically sizing incentive rewards for location-based actions by groups
US20130290147A1 (en) * 2012-04-26 2013-10-31 Kabam, Inc. Gifting of Virtual Items Between Users of a Virtual Space

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20100041472A1 (en) * 2006-11-10 2010-02-18 Gagner Mark B Wagering game award system
US20120289346A1 (en) * 2006-12-14 2012-11-15 Andrew Van Luchene Products and processes for providing upsells to players in a video game
US20130005473A1 (en) * 2011-06-30 2013-01-03 Zynga Inc. Clan wars
US20130005437A1 (en) * 2011-06-30 2013-01-03 Erik Paul Bethke Dynamically sizing incentive rewards for location-based actions by groups
US20130290147A1 (en) * 2012-04-26 2013-10-31 Kabam, Inc. Gifting of Virtual Items Between Users of a Virtual Space

Cited By (95)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9623320B1 (en) 2012-11-06 2017-04-18 Kabam, Inc. System and method for granting in-game bonuses to a user
US11948431B2 (en) 2012-12-04 2024-04-02 Kabam, Inc. Incentivized task completion using chance-based awards
US11594102B2 (en) 2012-12-04 2023-02-28 Kabam, Inc. Incentivized task completion using chance-based awards
US10937273B2 (en) 2012-12-04 2021-03-02 Kabam, Inc. Incentivized task completion using chance-based awards
US10384134B1 (en) 2012-12-04 2019-08-20 Kabam, Inc. Incentivized task completion using chance-based awards
US9569931B1 (en) 2012-12-04 2017-02-14 Kabam, Inc. Incentivized task completion using chance-based awards
US10245513B2 (en) 2013-03-20 2019-04-02 Kabam, Inc. Interface-based game-space contest generation
US10035069B1 (en) 2013-03-20 2018-07-31 Kabam, Inc. Interface-based game-space contest generation
US9782679B1 (en) 2013-03-20 2017-10-10 Kabam, Inc. Interface-based game-space contest generation
US9669315B1 (en) 2013-04-11 2017-06-06 Kabam, Inc. Providing leaderboard based upon in-game events
US10252169B2 (en) 2013-04-11 2019-04-09 Kabam, Inc. Providing leaderboard based upon in-game events
US9919222B1 (en) 2013-04-11 2018-03-20 Kabam, Inc. Providing leaderboard based upon in-game events
US10929864B2 (en) 2013-04-18 2021-02-23 Kabam, Inc. Method and system for providing an event space associated with a primary virtual space
US10565606B2 (en) 2013-04-18 2020-02-18 Kabam, Inc. Method and system for providing an event space associated with a primary virtual space
US9978211B1 (en) 2013-04-18 2018-05-22 Kabam, Inc. Event-based currency
US10290014B1 (en) 2013-04-18 2019-05-14 Kabam, Inc. Method and system for providing an event space associated with a primary virtual space
US9626475B1 (en) 2013-04-18 2017-04-18 Kabam, Inc. Event-based currency
US11868921B2 (en) 2013-04-18 2024-01-09 Kabam, Inc. Method and system for providing an event space associated with a primary virtual space
US9613179B1 (en) 2013-04-18 2017-04-04 Kabam, Inc. Method and system for providing an event space associated with a primary virtual space
US10319187B2 (en) 2013-04-18 2019-06-11 Kabam, Inc. Event-based currency
US10741022B2 (en) 2013-04-18 2020-08-11 Kabam, Inc. Event-based currency
US9773254B1 (en) 2013-04-18 2017-09-26 Kabam, Inc. Method and system for providing an event space associated with a primary virtual space
US11484798B2 (en) 2013-04-18 2022-11-01 Kabam, Inc. Event-based currency
US9669313B2 (en) 2013-05-16 2017-06-06 Kabam, Inc. System and method for providing dynamic and static contest prize allocation based on in-game achievement of a user
US10933330B2 (en) 2013-05-16 2021-03-02 Kabam, Inc. System and method for providing dynamic and static contest prize allocation based on in-game achievement of a user
US9468851B1 (en) 2013-05-16 2016-10-18 Kabam, Inc. System and method for providing dynamic and static contest prize allocation based on in-game achievement of a user
US10357719B2 (en) 2013-05-16 2019-07-23 Kabam, Inc. System and method for providing dynamic and static contest prize allocation based on in-game achievement of a user
US11654364B2 (en) 2013-05-16 2023-05-23 Kabam, Inc. System and method for providing dynamic and static contest prize allocation based on in-game achievement of a user
US9463376B1 (en) 2013-06-14 2016-10-11 Kabam, Inc. Method and system for temporarily incentivizing user participation in a game space
US9682314B2 (en) 2013-06-14 2017-06-20 Aftershock Services, Inc. Method and system for temporarily incentivizing user participation in a game space
US10252150B1 (en) 2013-06-14 2019-04-09 Electronic Arts Inc. Method and system for temporarily incentivizing user participation in a game space
US9737819B2 (en) 2013-07-23 2017-08-22 Kabam, Inc. System and method for a multi-prize mystery box that dynamically changes probabilities to ensure payout value
US9561433B1 (en) 2013-08-08 2017-02-07 Kabam, Inc. Providing event rewards to players in an online game
US9799163B1 (en) 2013-09-16 2017-10-24 Aftershock Services, Inc. System and method for providing a currency multiplier item in an online game with a value based on a user's assets
US9928688B1 (en) 2013-09-16 2018-03-27 Aftershock Services, Inc. System and method for providing a currency multiplier item in an online game with a value based on a user's assets
US11058954B1 (en) 2013-10-01 2021-07-13 Electronic Arts Inc. System and method for implementing a secondary game within an online game
US11023911B2 (en) 2013-10-28 2021-06-01 Kabam, Inc. Comparative item price testing
US10282739B1 (en) 2013-10-28 2019-05-07 Kabam, Inc. Comparative item price testing
US10878663B2 (en) 2013-12-31 2020-12-29 Kabam, Inc. System and method for facilitating a secondary game
US10482713B1 (en) 2013-12-31 2019-11-19 Kabam, Inc. System and method for facilitating a secondary game
US11270555B2 (en) 2013-12-31 2022-03-08 Kabam, Inc. System and method for facilitating a secondary game
US11657679B2 (en) 2013-12-31 2023-05-23 Kabam, Inc. System and method for facilitating a secondary game
US9814981B2 (en) 2014-01-24 2017-11-14 Aftershock Services, Inc. Customized chance-based items
US10201758B2 (en) 2014-01-24 2019-02-12 Electronic Arts Inc. Customized change-based items
US9508222B1 (en) 2014-01-24 2016-11-29 Kabam, Inc. Customized chance-based items
US10226691B1 (en) 2014-01-30 2019-03-12 Electronic Arts Inc. Automation of in-game purchases
US9873040B1 (en) 2014-01-31 2018-01-23 Aftershock Services, Inc. Facilitating an event across multiple online games
US10245510B2 (en) 2014-01-31 2019-04-02 Electronic Arts Inc. Facilitating an event across multiple online games
US10398984B1 (en) 2014-03-11 2019-09-03 Electronic Arts Inc. Providing virtual containers across online games
US9795885B1 (en) 2014-03-11 2017-10-24 Aftershock Services, Inc. Providing virtual containers across online games
US9517405B1 (en) 2014-03-12 2016-12-13 Kabam, Inc. Facilitating content access across online games
US9968854B1 (en) 2014-03-31 2018-05-15 Kabam, Inc. Placeholder items that can be exchanged for an item of value based on user performance
US10245514B2 (en) 2014-03-31 2019-04-02 Kabam, Inc. Placeholder items that can be exchanged for an item of value based on user performance
US9789407B1 (en) 2014-03-31 2017-10-17 Kabam, Inc. Placeholder items that can be exchanged for an item of value based on user performance
US9610503B2 (en) 2014-03-31 2017-04-04 Kabam, Inc. Placeholder items that can be exchanged for an item of value based on user performance
US9675891B2 (en) 2014-04-29 2017-06-13 Aftershock Services, Inc. System and method for granting in-game bonuses to a user
US9744445B1 (en) 2014-05-15 2017-08-29 Kabam, Inc. System and method for providing awards to players of a game
US9975050B1 (en) 2014-05-15 2018-05-22 Kabam, Inc. System and method for providing awards to players of a game
US10456689B2 (en) 2014-05-15 2019-10-29 Kabam, Inc. System and method for providing awards to players of a game
US9744446B2 (en) 2014-05-20 2017-08-29 Kabam, Inc. Mystery boxes that adjust due to past spending behavior
US10080972B1 (en) 2014-05-20 2018-09-25 Kabam, Inc. Mystery boxes that adjust due to past spending behavior
US11794103B2 (en) 2014-06-05 2023-10-24 Kabam, Inc. System and method for rotating drop rates in a mystery box
US10987581B2 (en) 2014-06-05 2021-04-27 Kabam, Inc. System and method for rotating drop rates in a mystery box
US11596862B2 (en) 2014-06-05 2023-03-07 Kabam, Inc. System and method for rotating drop rates in a mystery box
US10188951B2 (en) 2014-06-19 2019-01-29 Kabam, Inc. System and method for providing a quest from a probability item bundle in an online game
US11484799B2 (en) 2014-06-19 2022-11-01 Kabam, Inc. System and method for providing a quest from a probability item bundle in an online game
US10799799B2 (en) 2014-06-19 2020-10-13 Kabam, Inc. System and method for providing a quest from a probability item bundle in an online game
US9717986B1 (en) 2014-06-19 2017-08-01 Kabam, Inc. System and method for providing a quest from a probability item bundle in an online game
US10828574B2 (en) 2014-06-30 2020-11-10 Kabam, Inc. System and method for providing virtual items to users of a virtual space
US9452356B1 (en) 2014-06-30 2016-09-27 Kabam, Inc. System and method for providing virtual items to users of a virtual space
US10115267B1 (en) 2014-06-30 2018-10-30 Electronics Arts Inc. Method and system for facilitating chance-based payment for items in a game
US9579564B1 (en) 2014-06-30 2017-02-28 Kabam, Inc. Double or nothing virtual containers
US11697070B2 (en) 2014-06-30 2023-07-11 Kabam, Inc. System and method for providing virtual items to users of a virtual space
US9539502B1 (en) 2014-06-30 2017-01-10 Kabam, Inc. Method and system for facilitating chance-based payment for items in a game
US10279271B2 (en) 2014-06-30 2019-05-07 Kabam, Inc. System and method for providing virtual items to users of a virtual space
US9669316B2 (en) 2014-06-30 2017-06-06 Kabam, Inc. System and method for providing virtual items to users of a virtual space
US11241629B2 (en) 2014-06-30 2022-02-08 Kabam, Inc. System and method for providing virtual items to users of a virtual space
US9931570B1 (en) 2014-06-30 2018-04-03 Aftershock Services, Inc. Double or nothing virtual containers
US11944910B2 (en) 2014-06-30 2024-04-02 Kabam, Inc. System and method for providing virtual items to users of a virtual space
US10463968B1 (en) 2014-09-24 2019-11-05 Kabam, Inc. Systems and methods for incentivizing participation in gameplay events in an online game
US11583776B2 (en) 2014-09-24 2023-02-21 Kabam, Inc. Systems and methods for incentivizing participation in gameplay events in an online game
US10987590B2 (en) 2014-09-24 2021-04-27 Kabam, Inc. Systems and methods for incentivizing participation in gameplay events in an online game
US11925868B2 (en) 2014-09-24 2024-03-12 Kabam, Inc. Systems and methods for incentivizing participation in gameplay events in an online game
US9656174B1 (en) 2014-11-20 2017-05-23 Afterschock Services, Inc. Purchasable tournament multipliers
US10195532B1 (en) 2014-11-20 2019-02-05 Electronic Arts Inc. Purchasable tournament multipliers
US10350501B2 (en) 2015-02-12 2019-07-16 Kabam, Inc. System and method for providing limited-time events to users in an online game
US11420128B2 (en) 2015-02-12 2022-08-23 Kabam, Inc. System and method for providing limited-time events to users in an online game
US9827499B2 (en) 2015-02-12 2017-11-28 Kabam, Inc. System and method for providing limited-time events to users in an online game
US10058783B2 (en) 2015-02-12 2018-08-28 Kabam, Inc. System and method for providing limited-time events to users in an online game
US11794117B2 (en) 2015-02-12 2023-10-24 Kabam, Inc. System and method for providing limited-time events to users in an online game
US10857469B2 (en) 2015-02-12 2020-12-08 Kabam, Inc. System and method for providing limited-time events to users in an online game
CN109858956A (en) * 2019-01-14 2019-06-07 珠海金山网络游戏科技有限公司 A kind of game articles method for pushing and system based on big data
CN109858956B (en) * 2019-01-14 2023-12-12 珠海金山数字网络科技有限公司 Game item pushing method and system based on big data
CN113413609A (en) * 2021-07-21 2021-09-21 网易(杭州)网络有限公司 Virtual article sorting method, device, terminal and storage medium
CN114712851A (en) * 2022-03-25 2022-07-08 深圳鼎鸿保龄球有限公司 Game design method, bowling score game system and readable storage medium

Similar Documents

Publication Publication Date Title
US10080972B1 (en) Mystery boxes that adjust due to past spending behavior
US11794103B2 (en) System and method for rotating drop rates in a mystery box
WO2015179450A1 (en) Mystery boxes that adjust due to past spending behavior
US10252150B1 (en) Method and system for temporarily incentivizing user participation in a game space
US10929864B2 (en) Method and system for providing an event space associated with a primary virtual space
US9610503B2 (en) Placeholder items that can be exchanged for an item of value based on user performance
US20150031440A1 (en) System and method for a multi-prize mystery box that dynamically changes probabilities to ensure payout value
WO2015002930A1 (en) System and method for facilitating gifting of virtual items between users in a game
US11587106B2 (en) System and method for providing virtual items to users of a virtual space
US10867347B2 (en) System and method for providing virtual items to users of a virtual world
US10035068B1 (en) Systems and methods for making progress of a user character obtained in an online game via a non-virtual reality interface available in a virtual reality interface
US10155165B2 (en) System and method for increasing attributes of a virtual item
US10279258B2 (en) System and method for combining virtual units in a game
US9511281B1 (en) Beginner's offer via inventory item pack

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 15795323

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 15795323

Country of ref document: EP

Kind code of ref document: A1