System and method for providing a customized user experience based on a spend frequency of a user
First Claim
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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Accused Products
Abstract
One aspect of the disclosure relates to providing a customized user experience based on a spend frequency of a user in an online game. The users may be segmented based on a spend frequency associated with the user. A spend frequency may comprise an amount of purchases made by a user in a predetermined time period. The purchases made by the user in the online game may comprise purchases of virtual items made with virtual currency, purchases of real goods made with virtual currency, purchases of virtual items made with real currency, purchases of real goods made with real currency, a combination thereof, and/or other types of purchases.
77 Citations
19 Claims
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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:
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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. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A system configured to facilitate providing a customized user experience based on a spend frequency of a user in an online game, the system comprising:
one or more processors configured to execute compute program modules, the computer program modules comprising; a space module configured to; execute an instance of a non-wagering online game that takes place within a virtual space, implement the instance of the online game to facilitate participation by the one or more users in the online game within the virtual space 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, and, implement in-game actions in the expression of the 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; an offer module configured to provide 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; a user selection module configured to form 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 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 a customer service module configured to; provide a first customer service to the first segment of users; and provide 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. - View Dependent Claims (11, 12, 13, 14, 15, 16, 17, 18)
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19. A non-transitory electronic storage media storing information related to providing a customized user experience based on a spend frequency of a user in an online game, the stored information comprising:
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a memory configured to store information related to the one or more users of an online game; and instructions configured to cause a client computing platform to; execute an instance of a non-wagering online game that takes place within a virtual space; implement the instance of the online game to facilitate participation by the one or more users in the online game within the virtual space 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; implement 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; provide 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; form 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 provide 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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Specification