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System and method for generating personalized messaging campaigns for video game players

  • US 10,099,140 B2
  • Filed: 03/18/2016
  • Issued: 10/16/2018
  • Est. Priority Date: 10/08/2015
  • Status: Active Grant
First Claim
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1. A computer-implemented method of generating personalized messaging campaigns for video game players, the method being implemented in a host computer system having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the host computer system to perform the method and wherein the host computer system is remote from, and in data communication with, a plurality of computer devices to facilitate a multiplayer game between the video game players, the method comprising:

  • detecting, by the host computer system, an occurrence of a trigger, wherein the trigger is at least one of an event, action or property related to a video game and wherein the trigger is detected using a trigger management engine integrated within the computer program instructions;

    accessing, by the host computer system, a data structure stored in one or more datastores remote from the plurality of computer devices, wherein the data structure relates the trigger, at least one user classification, and one or more treatments in a predefined format;

    identifying, by the host computer system and the data structure, the at least one user classification associated with the detected trigger, the at least one user classification grouping one or more video game players based on player profile data and/or player behavioral data;

    identifying, by the host computer system and the data structure, the one or more treatments associated with the at least one user classification, each of the one or more treatments comprising one or more allocations, each of the one or more allocations comprising a predetermined number of messages of varying message type eligible to be transmitted to the one or more video game players in the at least one user classification; and

    for each of the one or more video game players grouped in the at least one user classification;

    (i) determining, by the host computer system, a relevancy score for each of the predetermined number of messages;

    (ii) ranking, by the host computer system, the predetermined number of messages according to the determined relevancy scores; and

    (iii) selecting for transmission, by the host computer system, one or more messages having a relevancy score that meets or exceeds a predetermined threshold.

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