SYSTEM AND METHOD FOR DRIVING MICROTRANSACTIONS IN MULTIPLAYER VIDEO GAMES
First Claim
1. A computer-implemented method of driving microtransactions in a multi-player game, the method being implemented by a host computer 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 to perform the method, the method comprising:
- identifying, by the host computer, an in-game item that is relevant to a first player, but not yet possessed by the first player for gameplay in a multi-player game;
identifying, by the host computer, a second player that possesses the in-game item; and
matching, by the host computer, the first player and the second player to play in a gameplay session to encourage purchase of the in-game item by the first player, wherein the matching is based on;
(i) the relevance of the in-game item to the first player, and (ii) the possession of the in-game item by the second player.
3 Assignments
0 Petitions
Accused Products
Abstract
A system and method is provided that drives microtransactions in multiplayer video games. The system may include a microtransaction arrange matches to influence game-related purchases. For instance, the system may match a more expert/marquee player with a junior player to encourage the junior player to make game-related purchases of items possessed/used by the marquee player. A junior player may wish to emulate the marquee player by obtaining weapons or other items used by the marquee player.
72 Citations
20 Claims
-
1. A computer-implemented method of driving microtransactions in a multi-player game, the method being implemented by a host computer 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 to perform the method, the method comprising:
-
identifying, by the host computer, an in-game item that is relevant to a first player, but not yet possessed by the first player for gameplay in a multi-player game; identifying, by the host computer, a second player that possesses the in-game item; and matching, by the host computer, the first player and the second player to play in a gameplay session to encourage purchase of the in-game item by the first player, wherein the matching is based on;
(i) the relevance of the in-game item to the first player, and (ii) the possession of the in-game item by the second player. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
-
-
10. A system for driving microtransactions in a multi-player game, the system comprising:
a host computer 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 to; identify an in-game item that is relevant to a first player, but not yet possessed by the first player for gameplay in a multi-player game; identify a second player that possesses the in-game item; and match the first player and the second player to play in a gameplay session to encourage purchase of the in-game item by the first player, wherein the matching is based on;
(i) the relevance of the in-game item to the first player, and (ii) the possession of the in-game item by the second player.- View Dependent Claims (11, 13, 14, 15, 16, 17, 18)
-
12. The system of claim 12, wherein the subsequent gameplay session is associated with a particular type of game, and wherein to determine the subsequent gameplay session, the host computer is further programmed to:
determine a quality of gameplay associated with use of the in-game item during the particular type of game based on one or more historical gameplay sessions, wherein the subsequent gameplay session is determined based on the quality of gameplay such that an expected quality of gameplay for the first player during the subsequent gameplay session is expected to encourage future purchases by the first player.
-
19. A computer-readable medium having computer program instructions stored thereon for driving microtransactions in a multi-player game, the computer program instructions, when executed by one or more physical processors of a host computer, cause the host computer to:
-
identify an in-game item that is relevant to a first player, but not yet possessed by the first player for gameplay in a multi-player game; identify a second player that possesses the in-game item; and match the first player and the second player to play in a gameplay session to encourage purchase of the in-game item by the first player, wherein the matching is based on;
(i) the relevance of the in-game item to the first player, and (ii) the possession of the in-game item by the second player. - View Dependent Claims (20)
-
Specification