Patent classifications
A63F2300/5513
REAL-TIME VIRTUAL GOODS INVENTORY MECHANISM
Systems and methods are provided for generating game-related data associated with player purchase of virtual goods in a game by a plurality of players, selecting a subset of players from the plurality of players to purchase a limited amount of virtual goods, and determining player purchase behavior for the subset of players based on analyzing the game-related data associated with the player purchase of virtual goods by the subset of players. The systems and method further provide for generating an inventory amount of virtual goods to offer to the subset of players based on the player purchase behavior for the subset of players, causing the inventory amount of virtual goods to be displayed on a client device, and causing the inventory amount to decrease on the display of the client device in a non-linear pace.
METHOD AND SYSTEM FOR CONVERTING DIGITAL ASSETS IN A GAMING PLATFORM
A system and method for converting between in-game digital assets and cryptocurrency tokens on a distributed ledger. Transaction message are created and digitally signed by users and broadcast for incorporation into the distributed ledger. Assets may be fungible or non-fungible tokens implemented as Smart Contracts on a blockchain. Assets may represent avatars, game currency, tools earned in a game. Certain assets may be transferred from one game to another game via the ledger.
Application interface for tracking player identity
Systems and method for providing a single sign in a gaming console that associates online activity that is out-of-game/cross game, and/or online activity that is in-game, and/or activity that is offline and in-game with that account. While online, a service tracks activity of gamers and provides usage statistics in a profile. While offline, the game console tracks the player's activity via a mechanism to collect detailed information about a specific player's in-game statistics and accomplishments. The offline activity is cached and uploaded when the console connects to the online service. Players can accumulate achievements offline that are credited towards online activities.
SYSTEM AND METHOD FOR USER-LEVEL LIFETIME VALUE PREDICTION
A method, a system, and an article are provided for determining a lifetime value of a user of a client application. An example method includes: obtaining data including a history of interactions between a plurality of users and a client application on a plurality of respective client devices; developing, using the data, a first model to predict a likelihood that a new user of the client application will be a payer; developing, using the data, a second model to predict an amount of revenue generated by the new user of the client application; providing the client application to a plurality of new users; using the first model and the second model to predict the likelihood and the revenue for each new user in the plurality of new users; and adjusting, based on the predicted likelihood and the predicted revenue, a method of acquiring additional users of the client application.
SYSTEMS AND METHODS FOR UPDATING IN-GAME CONTENT
Systems and methods for updating content of a mobile video game allow for mobile communication devices to receive updated content for video games that operate on the devices. The updates may be promotional in nature, and may be pre-selected based on the device type, service, or service provider. The game may contain instructions that cause the mobile communication device to contact an interface and/or server to receive updated content. After the updated content is received by the mobile communication device, the content may be displayed in-game. The user of the mobile communication device may be provided with one or more options that affect the frequency or ability to receive or display updated content. In addition, the server may track what content has already been received by the mobile communication device.
Systems and methods for controlling an automated electronic networked central clearinghouse for non-fungible digital assets
Systems and methods for controlling an automated electronic networked central clearinghouse for clearing and reversing reversible exchanges of digital assets are disclosed. Exemplary implementations may: execute an instance of a game; receive an exchange request that indicates a first user offers a first digital asset for a reversible exchange on a fiat-currency-based online exchange platform; access a decentralized database to obtain asset-specific distribution rights for the first digital asset; generate publication information of the first digital asset for publication on the online exchange platform; receive exchange information regarding the reversible exchange; temporarily transferring the ownership of the first digital asset; determine whether to reverse the reversible exchange, and either (i) transfer the ownership of the first digital asset to the first user, or (ii) clear the reversible exchange by non-temporarily transferring the ownership to the exchanging user, and by distributing benefits in accordance with the asset-specific distribution rights.
Systems and methods for providing a user interface that supports listing a unique digital article in multiple currencies
Systems and methods to provide user interfaces to players of an online gaming platform are disclosed. Exemplary implementations may manage player accounts associated with players, including a first player account that includes a first unique digital article associated with a first in-game player-controllable character configured to be used in an instance of a game; present a user interface that enables a first player to enter and/or select different prices in different currencies; and effectuate publication of a listing information for the first unique digital article. A second player may select from different settlement options. The first unique digital article may be transferred from the first player to the second player.
INFORMATION PROCESSING SYSTEM
An information processor comprises a terminal-side controller programmed to execute: (A1) a process of allowing a creation of a message to the information processor of a transmission destination; and (A2) a process of expanding a representable range of the message on condition of charging when the message is created, and a server comprises a server-side controller that calculates a charge amount charged for the message in the information processor by referring to a charge amount determination data, and a server-side memory that stores the charge amount correspondingly to each of the information processors.
Tournament game system and tournament method
In an embodiment of a gaming method, an identifier may be received from a first gaming unit, wherein the identifier is associated with a tournament game card, wherein the tournament game card is provided to a player in response to paying a fee. Whether the identifier received from the first gaming unit is authentic may be determined. A duration the player may play in a tournament may be determined based on the identifier, and the first gaming unit may be enabled for play in the tournament for the duration if the identifier is authentic. A tournament score of the player may be received, and a winning player of the tournament, if any, may be determined. Data indicative of a value payout to be awarded to the winning player may be generated if the winning player of the tournament is determined.
Delivering digital content for an application
The present disclosure relates to systems, methods, and computer-readable media for providing digital content for an application to users. For example, systems described herein can provide a license for the digital content during a rental time. Systems disclosed herein may additionally track a duration of use of an application and compare the tracked use against an amount of rental time purchased (e.g., rented) by a user. The systems described herein may further extend a license or terminate the license based on a determination of whether the amount of use exceeds a rental time. Features and functionality described herein provide a flexible and efficient mechanism that enables users having a variety of content-consuming preferences to receive affordable content while ensuring that use of an application is efficiently and accurately tracked.