Patent classifications
G06Q30/0209
Dynamic application configuration
Methods and systems for providing multiple versions of an application in a social network are described. In some aspects, a first version of the application provides a first set of features while a second version of the application provides the first set of features and also a second set of features. Both the first version of the application and the second version of the application access the same application state data, which may be maintained by a back-end system, such as a social network. When the state data is updated by one or the other versions of the application, a notification may be provided to the other version of the application informing it of the update. The application state data may represent, for example, a shared gaming environment accessed by both the first and second versions of the application.
METHOD FOR PERFORMING PRODUCT PROVIDING SERVICE, PRODUCT PROVIDING SERVER AND USER DEVICE
A product providing method includes receiving a purchase request for a random box-type product from each of a plurality of user devices; proceeding with payment for the random box-type product purchased by each of the plurality of user devices; storing the random box-type products in inventories corresponding to each of the respective plurality of user devices; allowing the plurality of user devices to enter a chat room for opening the random box-type products stored in the inventories corresponding to each of the respective plurality of user devices together; opening the random box-type products stored in the inventories corresponding to each of the respective plurality of user devices; and providing a bonus item to at least some of the plurality of user devices based on the number of the plurality of user devices entering the chat room or a total price for the random box-type products.
Systems And Methods for Monetization of Time and Activity on a Digital Ledger
Systems and methods for creating an economic system and associated processes to enable earning of income in a local currency based on time invested in activities conducted on-line. This permits people in locations with few conventional ways to earn income to be compensated for the value they add to others by spending their time and devoting their attention to activities they can pursue from their location. These activities may include various forms of participating in gamified activities in which credits are earned for performing certain on-line tasks, assisting themself or others to achieve a goal, etc. The earned credits may be exchanged for a “token” whose value is determined by the economic system being disclosed, and which can be exchanged for local currency.
COMPUTER-IMPLEMENTED SYSTEMS AND METHODS FOR MANAGING USER ACCOUNT DATA AND AWARD REDEMPTIONS
Computer-implemented systems and methods are provided for managing user account data and award redemptions. In one embodiment, a system is provided that includes a web server configured to operate an online platform that enables a user to activate an award enhancement option for an award. The system also includes a data integration server communicatively coupled to the server. The data integration server may be configured to receive, from the web server, first identity data representing an identity of the user and activation data identifying the award enhancement option activated by the user, and store, in a memory device, the activation data with account data of the user. The system may also include an award management server communicatively coupled to the data integration server and configured to: receive second identity data and validation data associated with the user, the validation data confirming that the user is eligible for the award; query the data integration server based on the second identity data and obtain the activation data associated with the user; determine, based on at least one of the validation data and the activation data, whether the user qualifies for the award enhancement option for the award; and when it is determined that the user qualifies for the award enhancement option, automatically update the account data of the user to include redemption data indicating that the user is authorized to receive the award enhancement option.
System and method for rotating drop rates in a mystery box
A system and method configured to enhance gameplay between users in an online game and to provide enhanced interest in virtual goods associated with collections of virtual goods through the ability to rotate drop rates associated with these virtual goods from time to time. The system and method includes the provision of functionality which allows providers of online games to periodically rotate drop rates associated with mystery boxes in order to maintain and/or generate additional interest in specific mystery boxes. As a result, it is possible for game operators to enhance revenue opportunities associated with these boxes even in the case where such boxes have been available for a relatively lengthy period of time and/or where players would have otherwise lost interest in specific boxes.
Incentivizing location-based actions by groups
A method of incentivizing location-based actions by groups is disclosed. A group of users of a game networking system is notified that an incentive reward is to be provided based on a number of members of the group performing a location-based action transgressing a threshold. The incentive reward is provided based on the number of members of the group performing the location-based action transgressing the threshold.
Image object recognition and item acquisition
Systems, apparatuses, and methods are described for determining a consumer's engagement with a brand of the business by tracking the consumer's activities in multiple platforms, such as social media platforms, content platforms, gaming platforms, other retailers, streaming video providers, service providers, etc. Method are described for probabilistically granting users variations of items that are otherwise being acquired. The granting may be random, but probabilities may be boosted based on the consumer's activities in the platforms.
Blockchain-based digital advertising and marketing system and method
A blockchain-based digital advertising and marketing platform for Casinos, Lottery, and iGaming Operators which generally includes a private blockchain upon which both a supply-side platform and a demand-side platform along with a dynamic content generator software to operate using artificial intelligence and machine learning, business intelligence software and search engine technology, to provide an advertising rules service, gamified product offers, coupons and mailers utilizing augmented reality or virtual reality, an interactive game wall, connected to hardware and software interfaces of casino and lottery operators.
Acquisition of an item or service based on a directed content campaign
Technologies are provided for acquisition of an item or service based on a directed content campaign. Embodiments include a computing system that can detect selection of directed content presented at a user device. The directed content identifies a mobile application and an action that results in the item being granted. After installation of the mobile application, the computing system can receive a device identifier of the user device in response to execution of the mobile application. The computing system can then generate data identifying events within the mobile application. The computing system can determine, using the user activity data, that a particular one of those events corresponds to the action, and can then generate a message that identifies the action and the item or service. The message also includes address data for a user interface to obtain the item or service. The computing system can then cause the user device to present the message.
INTERACTIVE ENGAGEMENT PORTALS WITHIN VIRTUAL EXPERIENCES
Some implementations relate to methods, systems, and computer-readable media for digital advertising within a first virtual experience provided at a virtual experience platform. A virtual user engagement portal is provided within the first virtual experience that includes a portal member configured to transport an avatar to a second virtual experience. The second virtual experience may be associated with at least one media item, and may include a plurality of virtual items, activities, and other virtual content associated with the at least one media item. A return portal may be provided within the second virtual experience to return an avatar to the first virtual experience. User engagement metrics and/or advertising metrics may be aggregated and/or computed based on avatar interactions within the second virtual experience.