System and method for driving microtransactions in multiplayer video games

US2016005270A1 · US · A1

Patent metadata
FieldValue
Publication numberUS-2016005270-A1
Application numberUS-201514712566-A
CountryUS
Kind codeA1
Filing dateMay 14, 2015
Priority dateJul 3, 2014
Publication dateJan 7, 2016
Grant date

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  1. Title

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  2. Abstract

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  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  6. CPC / IPC classifications

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  7. Citations and related patents

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Abstract

Official abstract text for this publication.

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.

First claim

Opening claim text (preview).

What is claimed is: 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. 2 . The method of claim 1 , the method further comprising: determining, by the host computer, that the first player has purchased the in-game item in relation to the gameplay session; determining, by the host computer, a subsequent gameplay session that caters to use of the in-game item; and matching, by the host computer, the first player to play in the subsequent gameplay session to encourage future purchases. 3 . The method of claim 2 , wherein the subsequent gameplay session is associated with a particular type of game, and wherein determining the subsequent gameplay session comprises: determining 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. 4 . The method of claim 1 , wherein identifying the in-game item that is relevant to the first player comprises: obtaining a player profile associated with the first player, wherein the player profile comprises a player preference that is used to determine that the first player would be interested in the in-game item. 5 . The method of claim 4 , wherein the player preference comprises an express preference provided by the first player or a derived preference that is determined based on a gameplay history of the first player. 6 . The method of claim 4 , wherein the player preference relates to a player role that the first player prefers to play, and wherein the in-game item relates to the player role. 7 . The method of claim 6 , the method further comprising: determining that the second player has achieved a skill level in association with the player role, wherein the second player is identified based further on the skill level. 8 . The method of claim 1 , wherein the in-game item is identified based further on a promotion to sell the in-game item. 9 . The method of claim 1 , wherein the first player is associated with a first skill level and the second player is associated with a second skill level that indicates a higher degree of skill than the first skill level, and wherein the second player is identified based further on a difference between the first skill level and the second skill level. 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. 11 . The system of claim 10 , wherein the host computer is further programmed to: determine that the first player has purchased the in-game item in relation to the gameplay session; determine a subsequent gameplay session that caters to use of the in-game item; and match the first player to play in the subsequent gameplay session to encourage future purchases. 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. 13 . The system of claim 10 , wherein to identify the in-game item that is relevant to the first player, the host computer is programmed to: obtain a player profile associated with the first player, wherein the player profile comprises a player preference that is used to determine that the first player would be interested in the in-game item. 14 . The system of claim 13 , wherein the player preference comprises an express preference provided by the first player or a derived preference that is determined based on a gameplay history of the first player. 15 . The system of claim 13 , wherein the player preference relates to a player role that the first player prefers to play, and wherein the in-game item relates to the player role. 16 . The system of claim 15 , wherein the host computer is further programmed to: determine that the second player has achieved a skill level in association with the player role, wherein the second player is identified based further on the skill level. 17 . The system of claim 10 , wherein the in-game item is identified based further on a promotion to sell the in-game item. 18 . The system of claim 10 , wherein the first player is associated with a first skill level and the second player is associated with a second skill level that indicates a higher degree of skill than the first skill level, and wherein the second player is identified based further on a difference between the first skill level and the second skill level. 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. 20 . The computer readable medium of claim 19 , wherein the computer program instructions further program th

Assignees

Inventors

Classifications

  • for trading virtual items · CPC title

  • by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style · CPC title

  • Timing aspects of game play, e.g. blocking/halting the operation of a gaming machine · CPC title

  • Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters · CPC title

  • Games involving multiple players · CPC title

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What does patent US2016005270A1 cover?
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 ma…
Who is the assignee on this patent?
Activision Publishing Inc
What technology area does this patent fall under?
Primary CPC classification A63F13/795. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Thu Jan 07 2016 00:00:00 GMT+0000 (Coordinated Universal Time) (A1). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 8 related publications on this page (citations in our corpus or others sharing the same primary CPC).