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System and method for providing a customized user experience based on a spend frequency of a user

  • US 9,098,387 B1
  • Filed: 02/22/2013
  • Issued: 08/04/2015
  • Est. Priority Date: 02/22/2013
  • Status: Active Grant
First Claim
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1. A computer-implemented method of providing a customized user experience based on a spend frequency of a user in an online game, the method being implemented in a computer system comprising one or more physical processors, the method comprising:

  • executing, by the one or more processors, an instance of an online game that takes place within a virtual space;

    implementing, by the one or more processors, the instance of the online game in the virtual space to facilitate participation by the one or more users in the online game by determining view information from the instance and transmitting the view information to one or more client computing platforms associated with the one or more users that facilitate presentation of views of the online game to the one or more users by the one or more client computing platforms;

    implementing, by the one or more processors, in-game actions in the expression of the online game in response to action requests for the in-game actions from the one or more users entered and/or selected by users through the one or more client computing platforms associated with the one or more users, wherein the in-game actions control one or more in-game objects in the online game;

    providing, by the one or more processors, offers to the one or more users of the online game for the purchase of virtual items usable by the one or more users in the online game, wherein the use of the virtual items included in the offers is optional;

    forming, by the one or more processors, at least a first segment of users and a second segment of users from the one or more users based on a spend frequency of the one or more users on the offers for the purchase of virtual items, a spend frequency representing an amount of transactions, comprising purchases of virtual items, made by a user in a predetermined time period within the virtual space; and

    providing, by the one or more processors, a first customer service to the first segment of users and a second customer service different from the first customer service to the second segment of users, wherein the customer services comprise provision of additional game content to the one or more users.

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