MOBILE BROWSING AND SHOPPING APPLICATION
20230206275 · 2023-06-29
Inventors
Cpc classification
G06Q30/0231
PHYSICS
International classification
Abstract
A method for generating incentives to a user as reward for the user’s on-line activities includes (a) tracking a user’s visits to one or more websites, including the duration of each webpage served at each visit and each purchase made; and (b) determining an award of incentives based on a non-deterministic process that takes into account the user’s visits of the websites. The method may be carried out in a server which receives information regarding the user’s visits from an app that is configured to run on a mobile device on which the user carries out the visits to the websites. The incentives are provided to each user as reward credits accumulated in a database accessible from the server. The non-deterministic process is further based on reward credits accumulated independently of the user’s visits.
Claims
1. A method for generating incentives to a user as reward for the user’s on-line activities, comprising: tracking a user’s visits to one or more websites, including the duration of each webpage served at each visit and each purchase made; and determining an award of incentives based on a non-deterministic process that takes into account the user’s visits of the websites.
2. The method of claim 1, wherein the method is carried out in a server which receives information regarding the user’s visits from an app that is configured to run on a mobile device on which the user carries out the visits to the websites.
3. The method of claim 2, wherein the incentives are provided to each user as reward credits accumulated in a database accessible from the server.
4. The method of claim 3, wherein the non-deterministic process is further based on reward credits accumulated independently of the user’s visits.
5. The method of claim 4, further comprising generating reward credits in conjunction with each purchase, and wherein the reward credits generated in conjunction with each purchase are applied as a discount to that purchase.
6. The method of claim 2, further allowing the user to request for additional award of incentives.
7. The method of claim 6, wherein a predetermined amount of reward credits are deducted from the user’s accumulated reward credits for each request for additional award of incentives.
8. The method of claim 1, wherein the method further provides for the user to acquire the incentives outside of the non-deterministic process.
9. The method of claim 7, wherein the method further provides for the user to acquire the incentives upon payment of a subscription fee.
10. The method of claim 1, further comprising handling each purchase transaction in conjunction with each purchase made.
11. The method of claim 10, wherein handling the purchase transaction further comprises seeking additional incentives from an external transaction independent of the reward credits.
12. The method of claim 11, wherein the external transaction comprises a cryptocurrency transaction.
Description
BRIEF DESCRIPTION OF DRAWINGS
[0009]
[0010]
[0011]
[0012]
[0013]
[0014]
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015] According to one embodiment of the present invention, the publisher of an app running on a computing device -- such as a desktop computer, a notebook computer, or a mobile device (e.g., a tablet device or a “smartphone”) - may incentivize a user’s on-line activities by providing rewards when the user makes an on-line purchase or uses an on-line service (e.g., various news, information, social media, and other on-line services). Of course, the publisher is motivated by the financial rewards offered by the vendors of the goods or services purchased. The publisher may determine the incentives offered according to the outcome of a game of chance (e.g., a slot machine-like on-line game). Examples of games of chance include any game in which a mechanism varies the reward according to an outcome that is not readily predicted.
[0016] The present invention thus takes advantage of the observation that human beings universally experience enjoyment, excitement and attention when they are engaged with a game of chance. Typically, the excitement results from obtaining a large reward - a relatively rare event -- but often has to settle for a lesser one. The outcome of the game of chance need not be primarily random. Some users may find additional challenge in a game whose outcome is also skill-basd, at least to some extent. To engender loyalty to the app, in one embodiment, the app may require an investment by the user in the form, for example, of a subscription fee payment. It is observed that such loyalty is associated with another human behavior - i.e., desiring to maximize the return on an investment (“getting the money’s worth”), as well as to experience the euphoria of winning a game.
[0017]
[0018] According to one embodiment of the present invention, app 104a tracks visits to sponsored websites (e.g., websites 101-1 to 101-n) and rewards use of services or purchases made at these websites. The rewards are provided in the form of reward credits that can be exchanged for discounts in conjunction with the purchases or be accumulated for future purchases. To generate user excitement, the amount of reward credits awarded in each instance may be determined by a non-deterministic process running on server 102. In this description, a non-deterministic process refers to a randomized or pseudorandomized process. Typically, the outcome may be generated algorithmically according to a probability distribution. Familiar examples of such a non-deterministic process include a lottery or sweepstake-type mechanism or a slot machine-like game. In particular, for maximum experiential impact on the user, the non-deterministic process may be invoked at the time of purchase, with the promise that the award of reward credits generated may be sufficient to cover the purchase price of the item or the service purchased.
[0019] In one embodiment, app 104a operates a browser that enable the user to carry out his or her on-line activities through a conventional interaction user interface. For example,
[0020] According to one embodiment of the present invention,
[0021] In addition, when the user makes a purchase of goods or services, such as at a retailer website, browser module 302 invokes transaction handler 304, which handles the purchase transaction (e.g.. the “check-out” procedure), including issuing a purchase order to the vendor, and handling the financial arrangement (e.g., a credit card transaction) with appropriate financial institutions. Transaction handler 304 reports the necessary details of the transaction to server 102. Normally, to engender user loyalty, as a matter of course, the user will typically receive an automatic discount of the purchase price from app 104, based on the user’s available reward credits. To further enhance the purchase experience, in carrying out the purchase transaction, transaction handler 304 further invokes incentive module 303, which engages with server 102 to obtain a further reward generated by the non-deterministic process. For example, the outcome of the non-deterministic process may be reward credits sufficient to entirely or in significant part pay for the item or service being purchased.
[0022] Note that transaction handler may use a completely customized process to handle order processing (e.g., fulfilment) and payment. Alternately, the process may be handled piecemeal for its varies components, using software development toolkits (“SDK’s”) or application programming interfaces (“API’s”) provided by various service providers.
[0023]
[0024] In addition to a purchase of goods or services, game handler 354 may invoke outcome generation module 352 for other desirable activities. For example, the user may be offered a customized discount based on merely interacting with a product offered at a sponsored website (e.g., the user browsing an on-line product catalog) to entice the user to make a purchase. In another example, the user is offered a reward for taking the time to offer a comment or a “like” to a product or service connected to the sponsored website. In one embodiment, game handler 354 may invoke outcome generation module 352 based on the activities engaged by the user at the time. For example, the user may be rewarded a “free spin” for a cryptocurrency reward, when the user registers at a website (e.g., as evidenced by the user providing the user’s email address), or simply for visiting a sponsored website for the first time.
[0025] In one embodiment, independent of a purchase transaction, the user may invoke the non-deterministic reward process to obtain additional reward credits. For example, the user is provided, in the lower right corner on each graphical image shown in
[0026] In one embodiment, outcome generation module 352 manages the total amount of reward credits according to the revenue derived from businesses patronized in the users’ on-line activities. In that embodiment, the present invention provides an equitable and efficient mechanism to share a portion of the revenue with the users, for example, in partial proportion to their loyalty and engagement, while enhancing that experience by the stochastic rewards from the non-deterministic process.
[0027] In one example, simultaneously with the handling of the purchase transaction, outcome generation module 352 may search for arbitrage opportunity on cryptocurrency exchanges to finance a greater discount in the purchase price as further reward to the user. To engender a greater user engagement, free spins and limited time-only offers may be awarded to the user on a random basis. In one embodiment, a user may exchange a cryptocurrency obtained from purchase or a mining operation, or non-fungible tokens (NFTs), for tokens that can be used to redeem rewards, or to participate in the game of chance. The system may also offer the user a customized, more advantageous financial model or payment model to the user (e.g., a more favorable financing term), if the purchase decision is made substantially immediately.
[0028] In some jurisdictions, a purchase of goods or service cannot be required as a condition for accepting the offer to participate a game of chance. In those jurisdictions, the user may be offer participation by request through mailing a self-addressed, stamped envelope. Also, in some jurisdictions (e.g., Washington or New York), the offer of participation in a game of chance may be either prohibited or permitted only when the reward does not exceed a predetermined value (e.g., $5000). In some embodiments, to reduce the deemed immediate value of the reward, a deferred release time (i.e., a “lockup period”) may be imposed on a reward that is held in or secured by cryptocurrency, using an appropriate discount rate. When the reward exceeds, for example, the associated transaction, the reward may be immediately redeemed, with the over-amount being canceled or reduced. Alternatively, as the deemed reward value may increase or diminish due the fluctuation in the value of the underlying cryptocurrency asset, the lockout period may be changed (e.g., pulled forward, waived or extended) at the user’s option, subject to appropriate rules. The user may also earn additional reward or an appropriately high interest rate, if the user lends the cryptocurrency to the participating cryptocurrency exchange or platform, or allows the user’s mobile or computing devices to be used for cryptocurrency processing or mining operations.
[0029] This detailed description is provided to illustrate specific embodiments of the present invention and is not intended to be limiting. Numerous modification and variations within he scope of the present invention are possible. The present invention is set forth in the accompanying claims.