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, wherein the host computer is in data communication with a plurality of computing devices and that each of the plurality of computing devices is configured to interact with an instance of the multi-player game, the method comprising:
- identifying, by the host computer, an in-game item that is of potential interest to a first player, but not yet possessed by the first player for gameplay in a multi-player game, wherein the in-game item is determined to be of potential interest to the first player based on at least one of a preference of the first player in a profile associated with the first player in the multi-player game and a utility of the in-game item to a particular level of the multi-player game;
identifying, by the host computer, a second player that possesses the in-game item;
matching, by the host computer, the first player and the second player to play in a gameplay session, wherein the matching is based on;
(i) the potential interest of the in-game item to the first player, and (ii) the possession of the in-game item by the second player; and
updating the profile associated with the first player in the multi-player game to reflect a purchase or non-purchase of the in-game item.
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.
107 Citations
18 Claims
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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, wherein the host computer is in data communication with a plurality of computing devices and that each of the plurality of computing devices is configured to interact with an instance of the multi-player game, the method comprising:
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identifying, by the host computer, an in-game item that is of potential interest to a first player, but not yet possessed by the first player for gameplay in a multi-player game, wherein the in-game item is determined to be of potential interest to the first player based on at least one of a preference of the first player in a profile associated with the first player in the multi-player game and a utility of the in-game item to a particular level of the multi-player game; identifying, by the host computer, a second player that possesses the in-game item; matching, by the host computer, the first player and the second player to play in a gameplay session, wherein the matching is based on;
(i) the potential interest of the in-game item to the first player, and (ii) the possession of the in-game item by the second player; andupdating the profile associated with the first player in the multi-player game to reflect a purchase or non-purchase of the in-game item. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8)
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9. A system for driving microtransactions in a multi-player game, the system comprising:
a host computer, wherein the host computer is in data communication with a plurality of computing devices and that each of the plurality of computing devices is configured to interact with an instance of the multi-player game and wherein the host computer has 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 of potential interest to a first player, but not yet possessed by the first player for gameplay in a multi-player game, wherein the in-game item is determined to be of potential interest to the first player based on at least one of a preference of the first player in a profile associated with the first player in the multi-player game and a utility of the in-game item to a particular level of the multi-player game; identify a second player that possesses the in-game item; match the first player and the second player to play in a gameplay session, wherein the matching is based on;
(i) the potential interest of the in-game item to the first player, and (ii) the possession of the in-game item by the second player; andupdate the profile associated with the first player in the multi-player game to reflect a purchase or non-purchase of the in-game item. - View Dependent Claims (10, 11, 12, 13, 14, 15, 16)
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17. A non-transitory 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:
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identify an in-game item that is of potential interest to a first player, but not yet possessed by the first player for gameplay in a multi-player game, wherein the in-game item is determined to be of potential interest to the first player based on at least one of a preference of the first player in a profile associated with the first player in the multi-player game and a utility of the in-game item to a particular level of the multi-player game; identify a second player that possesses the in-game item; match the first player and the second player to play in a gameplay session, wherein the matching is based on;
(i) the potential interest of the in-game item to the first player, and (ii) the possession of the in-game item by the second player; andupdate the profile of the first player in the multi-player game to reflect a purchase or non-purchase of the in-game item, wherein the host computer is in data communication with a plurality of computing devices and that each of the plurality of computing devices is configured to interact with an instance of the multi-player game. - View Dependent Claims (18)
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Specification