Methods and systems for generating in-game display element
By leveraging gameplay data and social interactions, the system addresses the inefficiencies of existing in-game trading systems by personalizing and targeting item proposals, resulting in more effective and user-friendly item transactions.
Patent Information
- Application Number
- JP2024104778
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-09-29
- Filing Date
- 2024-06-28
- Publication Date
- 2025-04-10
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates to methods and systems for suggesting in-game items to players in a video game environment. More specifically, but not exclusively, the present disclosure relates to methods for collecting and analyzing gameplay data and social interactions to suggest in-game items, thereby creating a targeted and efficient system for the exchange of in-game items. Summary of the Invention [Means for solving the problem]
[0002] Trading in-game items within multiplayer online games is a well-established practice. Players traditionally list their items on an in-game marketplace or directly advertise to other players their intent to trade specific items. However, these methods can often be inefficient, especially in games with a large player base. In-game markets can become flooded with commonly traded items, making it difficult for items that are unique or beneficial to stand out. In addition, these methods do not take into account the specific needs or desires of individual players, leading to a non-personal and ineffective trading experience for players.
[0003] Existing in-game trading systems present several challenges that can be addressed to significantly improve the user experience. In the ever-growing and complex world of online multiplayer games, there is an increasing demand for more personalized and targeted in-game trading systems. A system capable of identifying the specific needs or preferences of individual players can improve the interactive exchange experience for all participating parties.
[0004] The inefficiencies of current trading systems suggest the need for a solution that considers the gameplay of one or more players and the social interactions between players to improve the operation of the in-game marketplace. For example, the game characteristics and / or preferences of players participating in the in-game marketplace may be used to understand how and when trading of in-game items may be facilitated using an improved marketplace. This would generate an efficient method of item suggestions where items in one player's inventory are identified as potentially beneficial for another player and therefore suggested to them. For example, identifying and suggesting items in an automated manner helps increase the efficiency of a system configured to trade items within an in-game marketplace.
[0005] It is important that such a system does not interfere with the game experience, but rather seamlessly integrates therein and maintains gameplay immersion. Thus, a distinct need exists for a system that leverages gameplay data and / or social interactions to facilitate efficient trading of in-game items (i.e., allocation of in-game resources) based on, for example, personalized and targeted item suggestions, and ensures that these suggestions are presented in an immersive, non-obstructive manner during player engagement within a video game.
[0006] Systems and methods are provided herein for facilitating in-game item transfer in a multiplayer video game. This is accomplished by accessing gameplay data associated with player actions of a set of players in the multiplayer video game. In some examples, the set of players may include, for example, at least one player of a player type and / or player category. The in-game data is analyzed to determine a correlation between player actions and a type of in-game item. The type of in-game item is defined by a category of in-game items exhibiting one or more defining characteristics or properties. A first player of the multiplayer video game is identified, the first player is associated with an in-game item belonging to the type of in-game item, and control circuitry is used to generate in-game display elements that facilitate the transfer of the in-game item between the first player and the set of players. Thus, player engagement may be maintained by transfer of in-game items between players, e.g., automatic transfer or allocation of resources. For example, the transfer of the in-game item may be based on predicting the use of, or suggesting to, one player an in-game item associated with another player.
[0007] In some examples, methods and systems may include accessing gameplay data associated with social interactions of players of a set of players in a multiplayer video game, determining an inventory of items for each player in the set of players based on the gameplay data associated with the players' social interactions and correlations between player actions and types of in-game items, and suggesting a transfer of in-game items between the set of players according to the item inventory.
[0008] In some examples, methods and systems may include accessing offline gameplay data associated with player actions of a set of players in a multiplayer video game during offline gameplay, and synchronizing the offline gameplay data with the gameplay data upon re-establishment of an online connection.
[0009] In some examples, methods and systems may include accessing a record of item transfers between players participating in a local multiplayer video game during offline gameplay.
[0010] In some examples, methods and systems may include facilitating a trial of an in-game item by a second player from a set of players, where the trial does not affect the ownership status of the in-game item by the first player.
[0011] In some examples, methods and systems may include determining a first score associated with an in-game item based on player actions of a first player, determining a second score associated with the in-game item based on player actions of a second player, and offering a transfer of the in-game item from the first player to the second player when the first score is higher than the second score.
[0012] In some examples, methods and systems may include positioning an in-game display element within the line of sight (e.g., within the field of view) of a targeted player of a set of players in a multiplayer video game.
[0013] In some examples, methods and systems may include presenting an in-game display element for display based on a trigger condition, the trigger condition being a gameplay event within a multiplayer video game.
[0014] In some examples, methods and systems may include initiating a timer associated with the in-game item, the timer defining a time period during which subsequent transfer of the in-game item is restricted.
[0015] In some examples, the methods and systems may include generating a notification to a first player when gameplay data indicates high demand for an in-game item that they own, and facilitating the first player to trigger the generation of an in-game display element in response to receiving the notification. Such player engagement may be maintained through efficient, e.g., automatic, transfer of an in-game item associated with one player based on predicting use of the in-game item or suggesting it to another player. The present invention provides, for example, the following: (Item 1) 1. A method, comprising: accessing game play data associated with player actions of a set of players in a multiplayer video game using control circuitry; analyzing the game play data using control circuitry to determine correlations between player actions and types of in-game items; identifying, using control circuitry, a first player of the multiplayer video game associated with an in-game item belonging to a type of the in-game item; generating, using control circuitry, an in-game display element that facilitates a transfer of the in-game item between the first player and at least one player from the set of players; A method comprising: (Item 2) accessing gameplay data associated with social interactions of players of a set of players in a multiplayer video game; determining an inventory of items for at least one player in the set of players based on gameplay data associated with the players' social interactions and correlations between player actions and types of in-game items; Proposing transfer of in-game items between pairs of players according to the inventory of items; The method according to the above item, further comprising: (Item 3) accessing offline gameplay data associated with player actions of a set of players in a multiplayer video game during offline gameplay; synchronizing the offline gameplay data with the gameplay data upon re-establishing an online connection; The method according to any one of the preceding items, further comprising: (Item 4) 7. The method of any one of the preceding claims, further comprising accessing a record of item transfers between players participating in the local multiplayer video game during offline gameplay. (Item 5) The method of any one of the preceding claims, further comprising facilitating a trial of the in-game item by a second player from the set of players, the trial not affecting the ownership status of the in-game item by the first player. (Item 6) determining a first score associated with the in-game item based on a player action of the first player; determining a second score associated with the in-game item based on a player action of the second player; offering a transfer of an in-game item from the first player to the second player when the first score is higher than the second score; The method according to any one of the preceding items, further comprising: (Item 7) 2. The method of claim 1, further comprising positioning the in-game display element within the line of sight of a targeted player of a set of players in a multiplayer video game. (Item 8) 20. The method of claim 19, further comprising presenting an in-game display element for display based on a trigger condition, the trigger condition being a gameplay event within the multiplayer video game. (Item 9) 2. The method of claim 1, further comprising starting a cool-down timer associated with the in-game item, the cool-down timer defining a period during which subsequent transfer of the in-game item is restricted. (Item 10) generating a notification to the first player when the gameplay data indicates high demand for an in-game item that they own; In response to receiving the notification, prompting the first player to cause occurrence of the in-game display element; The method according to any one of the preceding items, further comprising: (Item 11) 1. A system comprising control circuitry, the control circuitry comprising: Accessing gameplay data associated with player actions of a set of players in a multiplayer video game; Analyzing the gameplay data to determine correlations between player actions and types of in-game items; Identifying a first player of the multiplayer video game associated with an in-game item that matches a type of the in-game item; The system is configured to generate an in-game display element that facilitates a transfer of an in-game item between a first player and a set of players. (Item 12) The control circuit network includes: Accessing gameplay data associated with social interactions of players of a set of players in a multiplayer video game; determining an inventory of items for each player in the set of players based on gameplay data associated with the players' social interactions and correlations between player actions and types of in-game items; The system of any one of the preceding claims, further configured to suggest transfer of in-game items between pairs of players according to an inventory of items. (Item 13) The control circuit network includes: accessing offline gameplay data associated with player actions of a set of players in a multiplayer video game during offline gameplay; The system of any one of the preceding claims, further configured to synchronize the offline gameplay data with the gameplay data upon re-establishment of an online connection. (Item 14) The system of any one of the preceding claims, wherein the control circuitry is further configured to access a record of item transfers between players participating in the local multiplayer video game during offline game play. (Item 15) The system of any one of the preceding items, wherein the control circuitry is further configured to facilitate trial use of the in-game item by a second player from the set of players, the trial not affecting the ownership status of the in-game item by the first player. (Item 16) The control circuit network includes: determining a first score associated with the in-game item based on a player action of the first player; determining a second score associated with the in-game item based on the player actions of the second player; The system of any one of the preceding items, further configured to offer a transfer of the in-game item from the first player to the second player when the first score is higher than the second score. (Item 17) The system of any one of the preceding claims, wherein the control circuitry is further configured to position the in-game display element within the line of sight of a targeted player of a set of players within the multiplayer video game. (Item 18) The system of any one of the preceding claims, wherein the control circuitry is further configured to present an in-game display element for display based on a trigger condition, the trigger condition being a gameplay event within the multiplayer video game. (Item 19) 20. The system of claim 1, wherein the control circuitry is further configured to initiate a cool-down timer associated with the in-game item, the cool-down timer defining a period of time during which subsequent transfer of the in-game item is restricted. (Item 20) The control circuit network includes: generating a notification to the first player when the gameplay data indicates high demand for an in-game item that they own; The system of any one of the preceding claims, further configured to prompt the first player to cause the occurrence of an in-game display element in response to receiving the notification. (Item 21) 1. A system, comprising: means for accessing game play data associated with player actions of a set of players in a multiplayer video game; means for analyzing game play data to determine correlations between player actions and types of in-game items; means for identifying a first player of a multiplayer video game associated with an in-game item belonging to a type of in-game item; means for generating an in-game display element that facilitates a transfer of the in-game item between the first player and at least one player from the set of players; The system comprises: (Item 22) means for accessing gameplay data associated with social interactions of players of a set of players in a multiplayer video game; means for determining an inventory of items for at least one player in the set of players based on gameplay data associated with the players' social interactions and correlations between player actions and types of in-game items; means for offering transfer of in-game items between pairs of players according to an inventory of items; 3. The system of claim 1, further comprising: (Item 23) means for accessing offline gameplay data associated with player actions of a set of players in a multiplayer video game during offline gameplay; means for synchronizing offline gameplay data with gameplay data upon re-establishment of an online connection; 3. The system of claim 1, further comprising: (Item 24) 4. The system of claim 1, further comprising means for accessing a record of item transfers between players participating in the local multiplayer video game during offline gameplay. (Item 25) The system of any one of the preceding claims, further comprising means for facilitating a trial of the in-game item by a second player from the set of players, the trial not affecting the ownership status of the in-game item by the first player. (Item 26) means for determining a first score associated with an in-game item based on a player action of a first player; means for determining a second score associated with the in-game item based on a player action of a second player; means for offering a transfer of an in-game item from the first player to the second player when the first score is higher than the second score; 3. The system of claim 1, further comprising: (Item 27) 2. The system of claim 1, further comprising means for positioning an in-game display element within the line of sight of a targeted player of a set of players within a multiplayer video game. (Item 28) 20. The system of claim 1, further comprising means for presenting an in-game display element for display based on a trigger condition, the trigger condition being a gameplay event within the multiplayer video game. (Item 29) 20. The system of claim 19, further comprising means for initiating a cool-down timer associated with the in-game item, the cool-down timer defining a period during which subsequent transfer of the in-game item is restricted. (Item 30) means for generating a notification to the first player when the gameplay data indicates high demand for an in-game item that they own; means for prompting the first player to cause the occurrence of the in-game display element in response to receiving the notification; 3. The system of claim 1, further comprising: (Item 31) A non-transitory computer readable medium having non-transitory computer readable instructions encoded thereon, the instructions, when executed by control circuitry, accessing game play data associated with player actions of a set of players in a multiplayer video game; analyzing the game play data to determine correlations between player actions and types of in-game items; identifying a first player of the multiplayer video game associated with an in-game item that matches a type of the in-game item; generating an in-game display element that facilitates the transfer of the in-game item between the first player and the pair of players; A non-transitory computer readable medium for causing control circuitry to perform the steps of: (Item 32) The command is, accessing gameplay data associated with social interactions of players of a set of players in a multiplayer video game; determining an inventory of items for each player in the set of players based on gameplay data associated with the players' social interactions and correlations between player actions and types of in-game items; Proposing transfer of in-game items between pairs of players according to the inventory of items; 2. The non-transitory computer readable medium of any one of the preceding claims, which causes control circuitry to: (Item 33) The command is, accessing offline gameplay data associated with player actions of a set of players in a multiplayer video game during offline gameplay; Synchronizing offline gameplay data with gameplay data when an online connection is re-established; 2. The non-transitory computer readable medium of any one of the preceding claims, which causes control circuitry to: (Item 34) The non-transitory computer readable medium of any one of the preceding claims, wherein the instructions cause the control circuitry to access a record of item transfers between players participating in the local multiplayer video game during offline game play. (Item 35) The non-transitory computer-readable medium of any one of the preceding paragraphs, wherein the instructions cause the control circuitry to facilitate a trial of the in-game item by a second player from the set of players, the trial not affecting the ownership status of the in-game item by the first player. (Item 36) The command is, determining a first score associated with the in-game item based on a player action of the first player; determining a second score associated with the in-game item based on a player action of the second player; offering a transfer of an in-game item from the first player to the second player when the first score is higher than the second score; 2. The non-transitory computer readable medium of any one of the preceding claims, which causes control circuitry to: (Item 37) 20. The non-transitory computer-readable medium of any one of the preceding claims, wherein the instructions cause control circuitry to place an in-game display element within the line of sight of a targeted player of a set of players within a multiplayer video game. (Item 38) The instruction is transmitted to the control circuitry: presenting an in-game display element for display based on a trigger condition, the trigger condition being a gameplay event within the multiplayer video game; 2. The non-transitory computer readable medium of any one of the preceding items. (Item 39) The non-transitory computer-readable medium of any one of the preceding claims, wherein the instructions cause the control circuitry to initiate a cool-down timer associated with the in-game item, the cool-down timer defining a period of time during which subsequent transfer of the in-game item is restricted. (Item 40) The command is, generating a notification to the first player when the gameplay data indicates high demand for an in-game item that they own; In response to receiving the notification, prompting the first player to cause occurrence of the in-game display element; 2. The non-transitory computer readable medium of any one of the preceding claims, which causes control circuitry to: (Item 41) 1. A method, comprising: accessing game play data associated with player actions of a set of players in a multiplayer video game; analyzing the game play data to determine correlations between player actions and types of in-game items; identifying a first player of the multiplayer video game associated with an in-game item belonging to a type of the in-game item; generating an in-game display element facilitating a transfer of the in-game item between the first player and at least one player from the set of players; A method comprising: (Item 42) accessing gameplay data associated with social interactions of players of a set of players in a multiplayer video game; determining an inventory of items for at least one player in the set of players based on gameplay data associated with the players' social interactions and correlations between player actions and types of in-game items; Proposing transfer of in-game items between pairs of players according to the inventory of items; The method according to any one of the preceding items, further comprising: (Item 43) accessing offline gameplay data associated with player actions of a set of players in a multiplayer video game during offline gameplay; Synchronizing offline gameplay data with gameplay data when an online connection is re-established; The method according to any one of the preceding items, further comprising: (Item 44) 7. The method of any one of the preceding claims, further comprising accessing a record of item transfers between players participating in the local multiplayer video game during offline gameplay. (Item 45) The method of any one of the preceding claims, further comprising facilitating a trial of the in-game item by a second player from the set of players, the trial not affecting the ownership status of the in-game item by the first player. (Item 46) determining a first score associated with the in-game item based on a player action of the first player; determining a second score associated with the in-game item based on a player action of the second player; offering a transfer of an in-game item from the first player to the second player when the first score is higher than the second score; The method according to any one of the preceding items, further comprising: (Item 47) 2. The method of claim 1, further comprising positioning the in-game display element within the line of sight of a targeted player of a set of players in a multiplayer video game. (Item 48) 20. The method of claim 19, further comprising presenting an in-game display element for display based on a trigger condition, the trigger condition being a gameplay event within the multiplayer video game. (Item 49) 2. The method of claim 1, further comprising starting a cool-down timer associated with the in-game item, the cool-down timer defining a period during which subsequent transfer of the in-game item is restricted. (Item 50) generating a notification to the first player when the gameplay data indicates high demand for an in-game item that they own; In response to receiving the notification, prompting the first player to cause occurrence of the in-game display element; The method according to any one of the preceding items, further comprising: (Summary) A system and method are presented for generating in-game display elements to facilitate the transfer of in-game items in a multiplayer video game. The system accesses and analyzes gameplay data associated with player actions to determine a correlation between the player actions and the type of in-game item. A first player associated with an identified in-game item is determined, and in-game display elements are generated to facilitate the transfer of the item between the players. [Brief description of the drawings]
[0016] The above and other objects and advantages of the present disclosure will become apparent upon consideration of the following detailed description taken in conjunction with the accompanying drawings in which like reference characters refer to like parts throughout.
[0017] [Figure 1A] FIG. 1A illustrates a high-level overview of a system for facilitating in-game item transfer according to some examples of the present disclosure.
[0018] [Figure 1B] FIG. 1B illustrates a character's home environment within a larger online gaming environment according to some examples of this disclosure.
[0019] [Figure 1C] FIG. 1C illustrates a character's home environment with information elements displayed to a player according to some examples of this disclosure.
[0020] [Figure 1D] FIG. 1D illustrates generated in-game display elements according to some examples of the present disclosure.
[0021] [Diagram 2]FIG. 2 presents a block diagram illustrating various components of an example system designed to analyze gameplay data, identify players associated with particular in-game item types, and generate display elements to facilitate item transfer in accordance with some examples of the present disclosure.
[0022] [Diagram 3] FIG. 3 presents a flowchart depicting methods according to some examples of the present disclosure.
[0023] [Figure 4] FIG. 4 depicts an exemplary gameplay scenario involving a second player from a set of players in a multiplayer video game.
[0024] [Diagram 5] FIG. 5 shows an illustrative example of a scenario involving a first player in a multiplayer video game offering a trial of an in-game item and a second player from the set of players.
[0025] [Figure 6] FIG. 6 illustrates an example of an in-game environment in which a score is determined for an in-game item.
[0026] [Figure 7] FIG. 7 presents a detailed flowchart depicting an overall process for facilitating in-game item transfer according to some examples of the present disclosure. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0027] FIG. 1A provides an overview of a system for item suggestions in a virtual environment, such as a video game, encompassing a variety of gaming environments. The methodology disclosed herein is flexible and can be adapted to various types of systems, such as video game genres, such as immersive role-playing games, competitive strategy-based games, or massively multiplayer online (MMO) games. The system and method are not limited to any particular game type or platform. For example, the present disclosure generally refers to the terms "in-game items" and "types of in-game items," but for the avoidance of doubt, the present disclosure is envisioned to extend to any suitable type of virtual environment, such as an extended reality (XR) environment, having functionality for exchanging items between users of the virtual environment. The following example uses a scenario of player interaction in a gaming environment.
[0028] The system components may include a server 104, a database 106, and a network 108. These components form an architecture that may facilitate implementation of the method for item suggestion within a virtual environment. The server 104 may be designed to communicate with multiple client devices via the network 108, which may be a global infrastructure such as the Internet or a more localized network such as a local area network (LAN).
[0029] The server 104 may interface with a database 106. The database 106 may act as a reservoir of information holding data sets related to user actions within the virtual environment, such as game play and interactions with other players. It may store metrics such as player performance statistics, item usage patterns, and details about players' social interactions. These data sets may provide information from which item suggestions may be derived.
[0030] In the system shown in FIG. 1A , control circuitry, e.g., the control circuitry of the server 104, may access gameplay data from the database 106 associated with one or more player actions, e.g., one or more user inputs (and / or gameplay actions resulting from one or more user inputs) at the user interface 114 of the set of players 112. This gameplay data may form the basis of the system's analysis process. By using the computational resources of the server 104 and associated control circuitry, the system may analyze this data and determine a correlation between player actions and types of in-game items (such as in-game resources used by players in a game). For example, a correlation may be determined between types of in-game items, e.g., available assets in a virtual game environment, and player performance in a level or area of the virtual game environment. In some examples, a positive correlation is determined based on higher levels of player performance and a negative correlation is determined based on lower levels of player performance. The nature of this correlation may be influenced by a variety of factors, which may range from gameplay strategies and preferences for in-game items to nuances of social interaction with players in a game. Further details regarding determining the correlation are provided below in connection with FIGS.
[0031] Based on or in response to the analysis, the system, e.g., the control circuitry of the server 104, may identify a first player 110 associated with an in-game item that matches the identified type of in-game item, e.g., the game item may belong to a category or type of in-game item. For example, the system may search for one or more players in a player inventory that have an in-game item indexed under the type of in-game item. For example, a player action may be related to progression through a level in a game, and a type of in-game item may be related to an asset used to aid a player in progressing through a level. For example, a type of in-game item may be a tool, a weapon, an access token, credits (e.g., game credits or currency), a tutorial, an avatar skin (e.g., appearance), or any other suitable type of in-game item that a player may use to aid progression through a level of a game. In the example shown in FIG. 1A, the in-game item is a boxing glove 116 (e.g., of item type "player resource"), the use of which is positively correlated with player progression in the game. In some examples, the in-game item may be any suitable item associated with the game (e.g., music, wallpaper, soundtrack, video content for display within the game, etc.). For example, the in-game item may be a skin that may be applied to the menu system of the game and / or the "home" of a character within the game. Such a skin may be desirable within the game environment because it may relate to or mimic the style of one or more trending topics. Additionally or alternatively, the in-game item may be a reward video issued upon completion of a level. Such a reward video may be desirable within the game environment because it may provide instructions related to progression within the game. Additionally or alternatively, the in-game item may be an "Easter egg," or at least information related to the discovery of an Easter egg within the game.
[0032] In the example shown in FIG. 1A, the control circuitry of the system, e.g., server 104, identifies another player 118 from the set of players 112 that has similar gameplay data as player 110. In the example shown in FIG. 1A, player 118 belongs to a social circle 120 shared with player 110. For example, the control circuitry may access gameplay data associated with the social interactions of the players in set of players 112 and determine a social connection between player 110 and player 118. For example, player 110 and player 118 may be connected through one or more social connections, e.g., friends, family, coworkers, game preferences, game progress, location, etc. In some examples, players may be connected by having interacted in the past, e.g., by participating in the same group content, or by having directly traded items or by having completed difficult content together. For example, the control circuitry may identify player 118 based on a correlation, e.g., a similarity, between gameplay data of player 110 and gameplay data of player 118. In some examples, the control circuitry may limit the search to identify another player to social circle 120.
[0033] The control circuitry of the system, e.g., the server 104, generates the in-game display elements 122 as depicted within the game display 124. For the avoidance of doubt, the game display 124 may be any suitable type of display, e.g., a display screen or an extended reality environment, displayed by an XR device, such as a head mounted display or contact lenses. The display elements 122 may facilitate / enable the transfer of a correlated in-game item 116 from the first player 110 to the player 118. For example, the transfer may be a paid transfer of the item 116 from the inventory of the player 110 to the inventory of the player 118, e.g., based on an agreement between the two players. In some examples, the control circuitry, e.g., the control circuitry of the server 104, may provide for an automatic transfer of the item 116, e.g., based on one or more game rules, user settings, and / or user preferences. For example, the automatic transfer of the item 116 may be based on a pre-determined price structure implemented by the server 104 and agreed upon by the users 110 and 118.
[0034] 1A , the generation of in-game display elements 122 occurs to suggest items for transfer in a manner that is easily accessible to the player 118 and fits seamlessly into the environment of the game, e.g., the in-game display elements 122 may be placed within the line of sight or field of view of the player 118 within the game environment. In some examples, the in-game display elements 122 may present an interactive interface featuring suggested in-game items 116 that contribute to an immersive and dynamic gaming experience for the player.
[0035] 1B-1D show another example of generating in-game display elements such as advertisements within a game environment. For example, an advertisement type may include a representation of an in-game item for transfer (or sale), where the representation is personalized to the potential recipient (or purchaser). For example, if a seller is advertising the sale of clothing, the advertisement shown to the potential purchaser may include an animated picture of one of the purchaser's characters or avatars wearing the clothing. The character to portray may be selected as the current character the targeted purchaser is playing when the advertisement is shown, or another character of the targeted purchaser based on the character that may benefit most from the item being advertised, and / or other characters that are popular for that player. Such advertisements may include audio tracks, either selected by the seller among several sellers offered by the game, recorded by the seller, or selected based on the purchaser's data or preferences. Places where advertisements may be shown within a game environment may be in public or private virtual spaces. In the case of private spaces, personalized advertisements may be shown persistently or for a pre-determined period of time. In some examples, existing in-game elements may be dedicated or repurposed to show advertisements.
[0036] Figure 1B shows a character's home environment 126 within a larger online game environment, and Figure 1C shows the character's home environment 126 with information elements 128 displayed to the player that display, for example, one or more general information about the game environment, such as the time, number of players, score, messages, etc. In the example shown in Figure 1B, the control circuitry determines an appropriate location where information elements 128 should originate for display (e.g., in a space not occupied by or that does not overlay existing display elements).
[0037] In FIG. 1D , control circuitry generates in-game display elements 130 for display in information element 128. For example, control circuitry may generate advertisements for in-game items belonging to user 110 for display to user 118. In some examples, the manner in which in-game display elements 130 are displayed may depend on various factors, such as the advertising subscription tier to which user 110 and / or 118 belong. While the examples shown in FIGS. 1B-1D relate to displaying in-game display elements (e.g., advertisements) within a home environment of a character within a game environment (or on a home screen of a user device), it should be understood that the present disclosure extends to generating in-game display elements within a public environment, e.g., a common virtual space inside a game environment. For example, control circuitry, e.g., control circuitry of server 104, may detect existing display elements (e.g., virtual billboards or dedicated advertising spaces) within the field of view of the targeted viewer's character and adapt the existing display elements accordingly (e.g., displaying an in-game display element (e.g., an advertisement) over the existing display element (e.g., in a manner similar to how 130 is displayed on 128). In some examples, when a character is viewing only a portion of an existing display element, an advertisement displayed over that existing display element may be adapted such that the targeted viewer sees enough information to understand that they are being offered the transfer of an in-game item. For example, an advertisement may be displayed over the existing display element when the targeted viewer is viewing only half of the existing display element. If the control circuitry detects that an existing display element is within the character field of view of more than one player, the control circuitry may decide to show a personalized advertisement to only one player based on metrics related to that player and their propensity to transact at that particular moment. The control circuitry may choose to show multiple personalized advertisements, in turn, based on the proximity of various targeted potential purchasers. Additionally or alternatively, if multiple users are viewing the public environment on separate respective user devices, the control circuitry may choose to simultaneously display multiple advertisements, each adapted in a manner appropriate to the respective user.
[0038] 2 is an illustrative block diagram showing an exemplary system 200, i.e., a non-transitory computer-readable medium, that is designed to execute algorithms and interact with a user interface based on structured components. Although the depiction of the system 200 includes a collection of components, it should be understood that in some embodiments, any number of these components can be combined or integrated into a single device. The system 200 comprises a computing unit n-202, a server n-204, and a data storage device n-206, each of which is connected to a communication network 208, which may be the Internet or any other suitable network.
[0039] System 200 incorporates computational units n-202, which may represent any applicable number of computing devices, with servers n-204, which may represent any suitable number of servers. Data storage n-206 represents any suitable number of data storage systems. Each of these components communicate with one another via a communications network 208, which may include various types of networks or combinations of networks.
[0040] Server n-204 includes control circuitry 210 and input / output (hereinafter "I / O") paths 212. Control circuitry 210 includes storage 214 and processing circuitry 216. Computing unit n-202, which may be a personal computer, laptop, tablet, smartphone, or any other type of computing device, includes control circuitry 218, I / O paths 220, speaker 222, display 224, and user input interface 226.
[0041] Control circuitry 218 consists of memory 228 and processing circuitry 230. Control circuitry 210 and / or 218 may be based on any suitable processing circuitry, such as processing circuitry 216 and / or 230, which may involve one or more microprocessors, microcontrollers, digital signal processors, programmable logic devices, field programmable gate arrays (FPGAs), application specific integrated circuits (ASICs), or multi-core processors.
[0042] Each of the storage devices 214, 228 and / or the storage devices of the other components of the system 200 can be an electronic storage device that stores electronic data, computer software, or firmware. The storage device may include random access memory, read-only memory, a hard drive, an optical drive, or any other suitable fixed or removable storage device.
[0043] Control circuitry 210 and / or 218 execute instructions for software applications stored in memory (e.g., storage devices 214 and / or 228). Specifically, the applications instruct control circuitry 210 and / or 218 to perform the functions discussed herein. Any actions performed by control circuitry 210 and / or 218 may be based on instructions received from the applications.
[0044] Computing unit n-202 may send instructions to control circuitry 210 and / or 218 using a user input interface 226. User input interface 226 may be any suitable user interface, such as a keyboard, a touch screen, a voice recognition interface, or other user input interface.
[0045] Server n-204 and computing unit n-202 can transmit and receive content and data via I / O paths 212 and 220, respectively. For example, I / O paths 212 and / or I / O paths 220 may include communication ports configured to transmit and / or receive data or content via communications network 208.
[0046] 3-7 depict detailed processes and features that may be implemented, in whole or in part, on system 200 or any other suitably configured system architecture. The term "control circuitry" as used within this description broadly refers to the control circuitry described above with respect to FIG. 2. For example, the control circuitry may comprise the control circuitry of computing unit n-202, the control circuitry of server n-204, or a combination thereof.
[0047] FIG. 3 illustrates a process 300 for generating in-game display elements to facilitate in-game item transfer according to some examples of the present disclosure. In some examples, at 310, the system accesses gameplay data associated with player actions of a set of players in a multiplayer video game. In some examples, the gameplay data may comprise player interactions and / or in-game item usage patterns. This data may be accessed in a number of ways. In some examples, it may be obtained directly from the player's activities in the game, such as item selection, application, and effects during a game challenge or match. The data may also include the player's item-related interactions with other players, such as item trading, shared item strategies, or collaborative use of items in a multiplayer quest. In another example, the gameplay data may be collected from external platforms, such as players' social media posts discussing item tactics or in-game reviews commenting on item functionality. If other players facing similar game scenarios are identified, the data may lead to a conclusion that the same item may prove beneficial to them in the same manner as for the original player.
[0048] Step 320 involves analyzing the gameplay data to determine a correlation between player actions and a type of in-game item. This analysis may utilize various techniques, such as data mining, machine learning, or predictive analytics. The correlation may be determined based on various factors, such as shared gaming behaviors, preferred gaming techniques, or overlapping in-game social circles. In some examples, the correlation may be inferred from past engagement with a particular in-game item or shared character traits. For example, the correlation may be determined based on one or more player actions that match (or correlate with) one or more characteristics of an in-game item. For example, a player action may be related to the completion of a level in a game where the completion of the level was aided or enabled by the use of an in-game item that belongs to a type or category of in-game item. In this manner, a correlation (e.g., a correlation factor or coefficient of correlation) may be established between the player action and the in-game item (e.g., defining a statistical relationship between the player action and the in-game item).
[0049] In some examples, shared gaming behavior may indicate common preferences regarding gameplay methods or strategies: players who frequently engage in the same types of quests or use similar tactics in combat may be grouped together.
[0050] In some instances, preferred gaming techniques may be another correlating factor: if a first player uses an item to increase stealth for strategic advantage, other players who similarly value stealth-based gameplay may also find this item beneficial.
[0051] In other examples, in-game social interactions may also play a role in the correlation between player actions and types of in-game items: players who frequently interact with a first player may share common interests or preferences, which may potentially reflect their use of in-game items.
[0052] Additionally, past interactions with a particular in-game item can provide valuable insight into future behavior: if a first player and other players have previously used a particular item to overcome a particular challenge, they may be more likely to use that item again when faced with a similar challenge.
[0053] As an example, a player may use a magic talisman to shield the player's character during a difficult engagement. The system may identify other players who are similarly engaged in difficult battles but struggle due to lack of proper defenses. By recognizing a correlation between the first player and players struggling in similar combat situations, a preference for difficult gameplay, and a need for improved defenses, the system may recommend the magic talisman to this portion of players, identifying that they may also find it beneficial. In some examples, a positive correlation (e.g., a first correlation coefficient) may be found between a player's success in a particular game challenge and the use of an in-game item in that challenge. Similarly, a negative (or less positive) correlation (e.g., a second) correlation coefficient) may be found between a player's failure in a particular game challenge and the non-use of an in-game item in that challenge. Thus, the control circuitry may be configured to compare the first correlation coefficient and the second correlation coefficient to establish that a particular in-game item is useful when attempting a particular challenge.
[0054] In some examples, data mining can be used to search for patterns or associations between different data points. Suppose the data indicates that a first player consistently uses a particular item in a particular game scenario. Data mining can then help identify other players who demonstrate similar patterns in their gameplay, thereby suggesting a shared gameplay style.
[0055] In other examples, machine learning algorithms may be employed to discover relationships or patterns that may not be immediately apparent. For example, if a first player often uses a particular item when playing at a certain time, the machine learning algorithm may predict that other players playing at that time may similarly benefit from using that item.
[0056] Predictive analytics can further aid in establishing correlations. For example, a predictive model can be built using a first player's gaming behavior as an input variable and the in-game item as an output variable. The model can then predict who is likely to find the same in-game item useful based on similar input from other players.
[0057] In-game item types refer to classifications of virtual assets that exist within the gameplay environment of a multiplayer video game. The defining characteristics of these item types can vary and be numerous, depending on a number of factors.
[0058] In some examples, the item type may be determined based on its functionality, for example, items may be categorized into different types such as weapons, armor, healing items, magic items, tools, transportation, crafting materials, or quest-specific items, each with its unique role and purpose within gameplay.
[0059] In some instances, item types may be determined based on their particular attributes, which may include unique traits or powers they possess or bestow, such as attack power, defense power, acceleration, or the ability to grant invisibility, among others.
[0060] The rarity of items may also play a role as a differentiating factor in their categorization: terms such as common, rare, epic, or legendary are often used to indicate a degree of rarity, thereby suggesting the power, uniqueness, and desirability of these items in the game.
[0061] The origin or method of acquisition of items may further define their type, which may include classification based on whether the item is a loot drop from an enemy, purchased from an in-game or out-of-game store, a reward from a quest, or created through an in-game crafting mechanic.
[0062] In some examples, items may be grouped into types according to their use within specific game scenarios, challenges, or player classes, meaning that certain item types may be more appropriate or usable for certain types of players or in certain situations within a game.
[0063] In some examples, the visual aesthetic of an in-game item may also define its type, which may be based on color, shape, size, texture, or any other visual characteristic that contributes to the overall look and style of the item and makes it unique or desirable to players.
[0064] Step 330 identifies a first player of a multiplayer video game associated with an in-game item that fits a type of in-game item. The in-game item associated with the first player falls into a category of types of in-game items identified through the previous analysis. The items may range from the player's equipment, different game relics, or custom avatar cosmetics. For example, one type of item may be the player's weaponry used for combat, armor used for protection, or tools used to interact with the environment. A player may prefer a particular equipment due to its efficiency, aesthetics, or rarity. For example, a player may regularly use a particular sword that provides a unique combination of speed and damage. This equipment choice may give valuable insight into the player's style, preferences, and strategy.
[0065] Different game relics are different types of in-game items that may be associated with a player. These are typically unique or rare items that a player may obtain through complex quests, high skill levels, or numerous in-game events. These relics often bestow special abilities or unlock unique aspects of the game. For example, a player may possess a talisman that provides increased magical power.
[0066] In some examples, avatar cosmetics, which are typically personal and visual elements with which a player can associate, may include a range of items such as clothing, hairstyles, or other forms of customization that allow players to express their personality or status within the game world. For example, a player may have a custom designed helmet that features unique insignia indicating their membership in a particular game guild.
[0067] The identification process may consider a player's pattern of item usage, its importance to their gameplay tactics, or even the emotional connection created from achievements or landmarks within the game. In some examples of the present disclosure, the system may consider the rarity or value of the item in the game's economy or the item's possible usefulness for other players.
[0068] In some examples, gameplay data may be accessed and analyzed to determine patterns or behaviors that connect a first player with a particular type of in-game item. This may be demonstrated through the first player's consistent utilization of the item, the efficiency demonstrated with their item, or the item's contribution to significant in-game achievements or milestones. For example, a first player may regularly engage with a sword, which corresponds to a weaponry item type, indicating a possible affinity for combat-oriented gameplay. This pattern of engagement may be quantified through factors such as frequency of use, performance gains attributed to the item, or correlation with successful game outcomes.
[0069] In addition, the first player's in-game interactions or social relationships may also be considered. Players often form in-game alliances or rivalries, trade items, or participate in common quests or events. These interactions may reveal more about the player's affinity for certain item types.
[0070] In step 340, an in-game display element may be generated that facilitates the transfer of in-game items between the first player and the pair of players. The in-game display element may take many forms. For example, in a modern game setting, it may appear as an interactive video kiosk or an immersive digital display. In a historical or medieval context, it may take a more analog form, such as parchment on a tree or heraldic banners. In a magical or fantasy setting, the display element may be an illusion or magical projection. In less immersive implementations, the in-game display element may be represented as more traditional game interface elements, such as dialog boxes, notifications, interactive icons, or designated menus within the game's user interface. In some examples, the in-game display element may be designed to present item transfer opportunities to players in an informative and attractive manner that effectively integrates with the game's overall aesthetic and user experience.
[0071] Upon activation of this display element, players may view details about the item, its origin, its associated players, its potential usefulness, and other relevant information. They may have the option to approve or deny the item transfer, and their selection may be recorded and utilized in further improving the accuracy and relevance of future correlations and item transfer suggestions.
[0072] In some examples, the in-game display element may also provide additional options or functionality, such as facilitating a trade negotiation or allowing the player to request additional information. It may also offer social interaction features, such as the ability to send messages or feedback related to the proposed item transfer.
[0073] In some examples, in-game display elements may be displayed in a manner that integrates within the game landscape and maintains an effective mix of visibility and non-obstructive gameplay immersion. Elements may be adjusted or updated in a context-dependent manner to match the game's aesthetic and narrative style. For example, in a fantasy-themed game, items may be displayed within a chest, while in a science fiction setting, they may appear on a state-of-the-art technology panel.
[0074] In some examples, in-game display elements may be integrated within existing game user interface (UI) elements such as in-game screens, panels, or map interfaces. In another example, a dedicated in-game display UI element may be generated and positioned in such a way that it does not obstruct the main gameplay view.
[0075] In some examples, the system may consider the timing of generating and displaying in-game display elements during gameplay, where the system and method may recognize periods of lower gameplay intensity and schedule display so as not to interfere with critical gameplay moments. For example, the system may determine that the most opportune time to display in-game display elements is when the player is within a game-specified safety zone, or at the start or completion of a particular quest.
[0076] Additionally, the methods and systems may provide options for the in-game display element to be interactive. Upon interaction, such as clicking on or hovering over the suggestion, additional context about the item may be revealed. This may include, but is not limited to, the item's potential benefits, the first player's usage patterns, or its popularity among similar players. One such example of an interactive feature is a "try on" or "preview" option, which may allow players to visualize what the item depicted by the in-game display element would look like or perform when equipped by their in-game character.
[0077] In some examples, the systems and methods may allow adjustable settings for in-game display elements. Players may modify the frequency, visibility, and nature of displays as appropriate to their preferences. As an iterative process, the methods may be configured to learn from these adjustments and refine the generation process over time to better align with player satisfaction and engagement.
[0078] In some examples, the process may also integrate feedback from an identified portion of the players, allowing for continuous refinements to the generation process based on user interaction and satisfaction.
[0079] 4 illustrates an example gameplay scenario involving a second player from a set of players in a multiplayer video game. The figure shows an in-game avatar 410 associated with the second player and an in-game display element 420 that displays an in-game item 440 identified from the first player's inventory.
[0080] The second player's in-game avatar is graphically represented within the gameplay environment on in-game display elements that are strategically positioned within the game world to ensure clear visibility to the second player during gameplay.
[0081] In some examples, the positioning of an in-game display element is dynamically managed within the virtual game world such that its salience and visibility to a second player is maintained during gameplay. Such positioning may be determined based on the player's in-game location, the orientation of the avatar, a particular in-game event or quest in which the player is involved, or any other factor that contributes to player engagement with the display element. In some examples, the system control circuitry may employ an algorithm or set of rules that defines an ideal placement of the display element, and the display element may be dynamically adjusted based on ongoing events of the game and player actions.
[0082] For example, consider a multiplayer video game in which players are involved in combat quests. In FIG. 4, a second player, represented by avatar 410 (avatar 2), joins the game. As avatar 2 navigates through the game world, an in-game display element 420 appears in avatar 2's field of view. This display element presents a special combat item 440 (i.e., a visual representation of the avatar wearing a magic hat), which is an in-game item currently held by another player. The image of the avatar wearing the hat is combined with statistical information 430 (such as the hat's power, special abilities, and the degree to which it may potentially increase the avatar's combat abilities).
[0083] The positioning of the display elements is carefully calculated using control circuitry: if the avatar is currently within a safe zone, the elements may appear in the center and capture the full attention of Avatar 2. However, if Avatar 2 is in combat, the elements may be placed in the corners of the screen to avoid interfering with gameplay.
[0084] Avatar 2 may have options for interacting with display element 420. For example, they may select a hat for a closer look, compare it to their current equipment, or initiate a request to trade the hat.
[0085] In some examples, the avatar 2 may be shown equipped with an in-game item. Specifically, the in-game display element may depict the avatar equipped with the in-game item. This visual representation is not limited to the appearance of the avatar itself, but may optionally extend to illustrating potential functional changes in the avatar's abilities, characteristics, or status within the game world resulting from use of the item. Such functional changes may include, but are not limited to, improvements in the avatar's strength, speed, magical power, or other in-game attributes, each of which may be symbolized or indicated graphically in conjunction with the visual representation of the avatar.
[0086] Additionally, the in-game display elements also include various statistics 430 associated with the in-game item. These may include, but are not limited to, its impact on the avatar's attributes, its rarity, its usage history, or any other relevant information that may influence a player's decision to acquire it. This structured presentation of information may assist a player in making informed decisions regarding the in-game item.
[0087] In some examples, the second player may interact with the element. They may, for example, inspect the item in more detail, compare it to their current equipment, or initiate a trade / transfer for the item. If the second player identifies the in-game item as beneficial, they may begin the procedure to acquire or trade the item. This may occur through an interactive interface of the in-game display element. In some examples, players in a multiplayer game environment may be given the ability to initiate the generation or placement of an in-game display for an item they wish to trade or share. To facilitate this, the game may present a curated list of potential in-game display element opportunities. Such a list may provide an array of options, from selecting a targeted player profile to choosing the type and location of the display element. Beyond the visual component, these in-game display elements may be extended with an auditory dimension. Players may be offered a choice of audio tracks or even the freedom to embed their own voice recordings. In a virtual setting that mimics a public arena, the game's underlying system may employ advanced detection algorithms to determine whether an in-game display element is within the direct line of sight of a targeted purchaser's character. For example, if the character is positioned such that only a portion of the display is visible, the system may dynamically adjust the display. In some examples, the game may employ a planned approach to identify and present in-game display elements that are within the visible field of view of multiple players at the same time. For example, the game may draw from various metrics, such as the player's recent trading history or current in-game status, and the game may prioritize players who receive personalized displays. In some examples, based on the player's proximity or other in-game dynamics, the system may sequence multiple personalized displays to ensure that each targeted player gets a tailored trading offer. In some examples, the game may capture the number of active in-game display elements in both private and public virtual instances.In the event of a flood of display requests, the game may employ a queuing system, then ensure that each request is addressed as space becomes available. In situations where the preferred or optimized display location lacks sufficient display elements, the game may retain the ability to dynamically create new ones. This ensures wide coverage and allows players flexibility in their display placement. In some instances, the game may introduce tiers in player account classes, particularly in models that differentiate between paid subscribers and free-to-play participants. In such scenarios, the game may reserve the ability to exclusively display trading items for certain premium tiers, thereby incentivizing players to upgrade for enhanced trading features. For example, in a massively multiplayer online game, if player A wants to trade rare artifacts, they may choose to secure a prime display spot within the game's central marketplace. This arrangement, similar to renting advertising space in the real world, may increase the visibility of their trading offers and draw attention among potential interested parties.
[0088] In some examples, the transfer of in-game items may involve exchanging in-game currency, trading other in-game items, or completing certain game-defined objectives or tasks. The initiation of the trade / transfer may receive approval from the first player or may be automated based on in-game rules or settings. In some examples, the transfer may involve the exchange of in-game currency. The in-game currency may be any form of virtual currency used within a video game environment, such as coins, gold, gems, credits, or any other form of value representation. This in-game currency may be earned by players through their performance in the game or, in some cases, may be purchased using real-world money. In some examples, the system may also enable the use of real-world currency for the transaction of in-game items. This may be facilitated through in-game purchases, where players buy in-game currency or items directly using real money. The real-world currency may be processed through various payment platforms integrated with the gaming system. These may include credit or debit cards, digital wallets, direct bank transfers, or any other acceptable payment system. In some examples, the transfer may be performed through a trade of other in-game items. Players may, for example, negotiate an agreement whereby an in-game item is exchanged for one or more other items from the inventory of the player acquiring the item. The items involved in the trade may be of equal, lesser, or greater value, depending on the details of the trade agreement and the value of the items granted to the players involved. Additionally, the transfer may also depend on the completion of certain game-defined objectives or tasks. These may include completing a particular mission, achieving a certain score, reaching a certain level, or any other in-game achievement. The tasks or objectives may be predefined by the game or custom defined by the players involved in the transaction. The initiation of the trade or transfer may also vary in different implementations. In some examples, it may require approval from the first player who owns the in-game item. In other examples, the initiation of the transfer may be driven automatically by predefined game rules or settings.This automation may facilitate a streamlined transaction process, reduce the need for manual intervention, and accelerate the transfer process. If the trade or transfer initiation requires approval from the first player, this may include several stages or processes. For example, when a second player indicates interest in an in-game item, a notification may be sent to the first player. This notification may detail the interest from the second player and may include details of the proposed transaction, such as the items or currency offered in exchange, or tasks to be completed for the transfer. The first player may then have the option to approve, negotiate, or reject the proposed transaction. Approval may initiate the transfer of the item under agreed upon terms. If the first player chooses to negotiate, they may propose different terms for the transaction, which may lead to back and forth until both parties arrive at a mutually agreed upon set of terms. Rejecting the transaction would, of course, terminate the proposed trade. In some examples, there may also be an option for the first player to set automated approval terms. For example, a first player may pre-determine that they will automatically approve any offer that meets or exceeds a certain value of in-game or real-world currency, or any offer that contains a particular rare item that they are looking for. The system may then automatically approve any transaction that meets these conditions, simplifying the process and allowing transactions to occur even when the first player is not actively engaged in the game.
[0089] 5 shows an illustrative example of a scenario involving a first player 510 and a second player 530 from a set of players 550 in a multiplayer video game. At 520, a representation of the first player's inventory is shown, which consists of various in-game items. The inventory may provide an organized view of items owned by the first player.
[0090] The second player 530 is testing or "trying out" the in-game item 540 that originates from the first player's inventory 520. This try-out feature may allow the second player to explore the functionality and benefits of the in-game item without permanently owning it. This try-out does not affect the item's ownership status to the first player, ensuring that the owner's rights are preserved.
[0091] In some examples, while the second player is utilizing the item in the trial phase, the item may be temporarily locked in the first player's inventory, preventing its use, sale, or transfer to another player. This safeguard ensures that the item remains available to the second player for the duration of the trial.
[0092] In addition, during the trial phase, the game system may impose certain conditions or restrictions on the second player. For example, the second player may not be allowed to earn in-game achievements or rewards while using the trial item. This restriction may serve to maintain balance in the game and prevent misuse of the trial features.
[0093] The game system may also perform predictive analytics based on the collected gameplay data. It may estimate the likelihood that a first player will transfer an item or the chances that a second player will acquire it from the first player. These predictions may be based on a variety of factors, including, but not limited to, the in-game behavior of players, the popularity of an item among a group of players, and historical data of similar item transfers.
[0094] In some examples, the system analyzes actions, interactions, and decisions made by the first player and set of players to recognize underlying patterns and trends that may affect their item transfer tendencies.
[0095] Additionally, the system may take into account the popularity of an item among a set of players. By gauging the level of demand and interest in an in-game item among potential recipients, the gaming system may better assess the likelihood of a successful transfer. For example, if an item is being actively pursued by multiple players, the system may predict an increased chance that the first player will consider an item exchange. Additionally, the gaming system may incorporate historical data regarding previous item transfers to recognize recurring patterns, player preferences, and successful item transactions.
[0096] If the second player decides to acquire the item, a cooldown timer may be initiated. This cooldown period represents the duration of time during which subsequent transfers of the same item are restricted. In some examples, upon transfer of an in-game item, a cooldown timer may be activated. This timer represents the cooldown period during which subsequent transfers of the same item are restricted. The cooldown period may help maintain game balance and prevent exploitation of the system. The duration of the timer may vary based on factors such as item rarity, power level, and game economy. During this cooldown, the item may be usable but non-transferable.
[0097] In some examples, the gaming system may generate notifications for players based on gameplay data. For example, if there is high demand for an item owned by a first player, a notification may be sent to the first player. Similarly, if a high demand item is available from another player, a notification may be sent to the second player. In some examples, the gaming system may generate context-based notifications based on analyzed gameplay data to inform players about potential item transfers. For example, if a first player holds an item that the system identifies as having high demand, the first player may receive a notification suggesting an opportunity for transfer. This may be initiated by a player expressing an intent to facilitate an item transfer or through an analysis of the system that indicates that their inventory holds an item of significant interest to other players. Similarly, if an item to be acquired is available from another player, a notification may be sent to interested players (the second player and others). This may occur when the gaming system recognizes that a player's gameplay preferences, style, or past interactions would benefit from acquiring such an item. These notifications are aimed at facilitating the exchange or transfer of items, helping players optimize their in-game inventory and improving their gameplay experience.
[0098] 6 presents an exemplary interaction between a first player 610 and a second player 650 from a set of players in a multiplayer video game environment. The first player 610 is shown equipped with a sword 618, which is an embodiment of an in-game item from an item type (combat weapons). The item is determined to be utilized by the first player to successfully complete a quest in the game. The depiction of the player successfully completing a quest using a particular in-game item highlights the player's preferred gameplay style, strategy, and item utilization patterns.
[0099] The example of a first player 610 successfully navigating a quest with the use of a particular in-game item, in this case a sword 618, provides important insight into the player's gameplay methodology, strategy planning, and item deployment tendencies.
[0100] In this example, use of sword 618 may indicate a preference for direct combat oriented gameplay, indicating the player's proficiency in weapon-based confrontations and a tendency to utilize items that inflict physical damage.
[0101] In other examples, a player may complete a quest using a stealth-based approach utilizing items such as an invisibility cloak or silent shoes, which may indicate a preference for stealth and evasion strategies.
[0102] Similarly, the choice of weapon type may provide further insight into a player's strategic preferences: some players may prefer long-range weapons such as bows or wands, others may choose defensive items such as shields, while still others may lean toward close-combat weapons such as swords or daggers. The items chosen may reflect their strategies for approaching in-game challenges and the techniques they are likely to master.
[0103] Patterns of item usage also convey further information. For example, a player may use an item frequently, infrequently, or only in certain situations. Observing a first player 610 use a sword 618 throughout a quest suggests a consistent reliance on this item type, which may indicate a comfort level with this method of gameplay. In another example, a player uses a variety of items throughout a quest, which may indicate versatility and suitability to different situations within the game.
[0104] Successful completion of a quest may provide feedback regarding the effectiveness of the chosen gameplay style, strategy, and items used, which may suggest that the chosen method was not only preferable but also well executed by the first player 610.
[0105] Through these insights, the system can establish correlations between player actions and types of in-game items and aid in identifying potential item transfers that may be beneficial for other players within a multiplayer video game environment.
[0106] Following quest completion, a notification 612 appears on a game interface tailored specifically to the first player 610. This notification, which is an embodiment of an in-game display element, may reveal detailed information about additional items in the first player's inventory, labeled as 620. Specifically, it highlights a magic wand 614 that the player owns but did not employ in completing the recently performed quest.
[0107] The notification 612 serves as an embodiment of an in-game display element, as depicted in Figure 6. It shows information about another in-game item associated with the first player 610, and in particular may display the presence of a magic wand 614. Despite being part of the first player's inventory, this magic wand 614 was not deployed for execution of a recently completed quest.
[0108] In this example, even though the first player 610 has primarily utilized the sword 618 to complete the quest, a system employing analysis of gameplay data associated with both players has identified the magic wand 614 as an item of potential interest for the second player 650. This selection may be derived from a number of factors, such as the second player's past gameplay data, the second player's current gameplay context, and the characteristics of the magic wand itself.
[0109] In some instances, both players may have similar gameplay styles and may face similar game scenarios. For example, they may both exhibit a tendency toward strategically driven, direct combat oriented gameplay. However, the second player 650 may frequently employ magical items such as wands, unlike the first player 610, who may prefer swords.
[0110] With that in mind, the system may determine that a magic wand 614 in the first player's inventory, even if not frequently used by the first player, may be particularly advantageous for the second player 650. The wand may possess certain attributes, such as casting high-damage spells or enhancing certain abilities, that may not align with the first player's strategy but may significantly enhance the second player's gameplay in the identified scenario.
[0111] In some examples, the system may also offer to transfer the sword 618 to the second player if the sword has certain properties that are consistent with the second player's gameplay needs and preferences. The sword may be rare, powerful, or possess unique abilities, making it a valuable addition to the second player's arsenal, especially if they are prepared to encounter similar gameplay scenarios.
[0112] By this method, the system is not limited to suggesting the transfer of items used infrequently by a first player, but may also suggest the transfer of items regularly employed by a second player based on a match in gameplay preferences and the potential usefulness of the items for them.
[0113] The notification 612 may serve multiple purposes. First, it may provide information about the potential interest other players may have in the magic wand 614. This feature introduces the possibility of item transfer and promotes a collaborative game environment. In addition, it may convey to the first player that the magic wand 614 holds significant value within the broader player community, which may influence the player's decision-making regarding the proposed item transfer. In some examples, if the score associated with an item such as the magic wand 614 is significantly high for the first player 610, it may suggest that the item is not only valuable to trade, but may also be important for the player's own quest or challenge. Upon receiving the notification 612 with such a high score, the first player 610 may be prompted to utilize the item in their gameplay rather than trading it. By choosing to use the item, the player effectively removes it from the potential trading market.
[0114] In some examples, the system may employ a scoring system to determine which players from a set of players should receive an identified item via an in-game display element. This score, calculated by the game's underlying systems, may represent the relative usefulness or desirability of the magic wand 614 for each player. It may serve as an internal measurement that guides the system's decision-making process.
[0115] In this example, the score 654 is higher for the second player 650 than for the first player 610. This difference may indicate that, based on the system's analysis, the magic wand may potentially be more valuable to the second player in their future quests.
[0116] In some examples, the score may not be directly visible to the player, ensuring that the gameplay experience remains immersive and that the inner workings of the game's recommendation system remain hidden. However, it may play a role in identifying possible item transfers that may improve the player's performance or gameplay experience. In some examples, the score may be made selectively visible. Such visibility may be triggered either by the player's request or under certain game scenarios. For example, the game may provide a first player with the ability to actively request recommendations from the game system. When the first player considers selling or transferring an item from their inventory, they may trigger a prompt that asks the game for suggestions based on the calculated scores of other players. This may result in the game system highlighting potential players who may find the most value from the item.
[0117] FIG. 7 illustrates a flow chart depicting steps according to some examples of the present disclosure. The examples shown in FIG. 7 refer to the use of system 100 and process 300 as shown in FIG. 1A and FIG. 3, but it should be understood that the illustrative process shown in FIG. 7 may be implemented in whole or in part on system 100 and system 200 or within process 300, alone or in combination with each other and / or any other suitably configured system architecture. The process begins at step 710. Subsequently, decision point 712 determines whether offline data is available. In some examples, offline data may include, but is not limited to, player actions, item usage, or player interactions that occurred while the player was not connected to the game's online server. If such data is available, the process proceeds to step 752. Here, offline gameplay data is accessed, which may include a range of information such as player performance metrics, items obtained, quests completed, and more. The data obtained at this stage may be valuable for analyzing player behavior during periods of disconnection from gameplay. From 752, the process proceeds to step 754 where this offline data is synchronized with the existing online gameplay. Subsequently, the process continues to point 714.
[0118] If offline data is not available at decision point 712, the process moves to step 714, where online gameplay data associated with player actions is accessed. This data may span a number of parameters including the player's in-game moves, interactions, wins, losses, items used, and more. At 716, the system analyzes the accessed data and draws correlations between player actions and types of in-game items, which may potentially suggest the player's preferences, strategies, or style of gameplay.
[0119] Next, decision point 718 determines whether social interaction data is available. Social interaction data may include information about player interactions, communications, collaborations, competitions, transactions, and more. If such data is available, the process proceeds to 762 to access gameplay data tied to the players' social interactions.
[0120] At 764, the system determines correlations based on this social interaction data, player actions, and types of in-game items, thereby creating a detailed inventory for each player in the game. The process then proceeds to 766, where suggestions for transfer of in-game items between players are made based on the assembled inventory data. Following that, the process continues to point 720.
[0121] At decision point 718, if no social interaction data is present, the process proceeds to step 720. Here, the system identifies a first player associated with an in-game item that matches the identified type of in-game item. This identification may be based on a variety of factors, such as frequency of item use, duration of item ownership, or the player's effectiveness with the item. At 722, the system calculates a score associated with the in-game item for the first player and a comparable score for the second player. These scores may be based on a variety of factors, such as item utility, player preferences, in-game performance with the item, etc.
[0122] At decision point 724, the process verifies whether there is high demand for the item owned by the first player. This determination may be made based on the item's rarity, its frequency of search or request by other players, or its perceived value within the gaming community. If high demand exists, the process is diverted to 782, prompting the first player to trigger the occurrence of an in-game display element to provide a visual prompt about the demand or value of their item.
[0123] If at decision point 724 there is no high demand, the process proceeds to 726 where the in-game display element is positioned and directed within the line of sight (or at least field of view) of the targeted player. This step may incorporate various considerations, such as the players' current in-game location, their viewing angle, or even their gameplay status, to avoid obscuring important gameplay information. At decision point 728, the system checks if it is the right time or location to generate the display element. If not, the process returns to 726. If it is the right time and location, the process moves to 730 where the in-game display element is generated to facilitate the transfer of the in-game item between the first player and the pair of players. In some examples, the display element may be generated outside the line of sight or field of view of the targeted player for display, for example, when generation of the display element may interfere with player actions. For example, the targeted player may receive notification that, at the appropriate time, the display element is being generated, for example, at the targeted player base or elsewhere in the game environment.
[0124] At 732, a proposal is made for the transfer of an in-game item from the first player to the second player when the first player's score is higher than the second player's score. In some embodiments, this score difference may be set to a certain threshold to trigger the proposal. At decision point 734, the process checks whether the second player has approved the transfer. If the transfer is approved, the process moves to 736, where a cool-down timer is initiated. This timer may limit subsequent transfers of the same item for a prescribed period of time, reducing the potential for item hoarding or monopolization. The process is then completed.
[0125] If the second player does not approve the transfer at decision point 734, the process is diverted to 772, where the second player may choose to trial the in-game item. This trial period allows the second player to assess the usefulness of the item without affecting the ownership status of the item by the first player.
[0126] After the trial period step at 772, the process loops back to 717, where the system continues to analyze gameplay data and determine correlations between player actions and in-game items. This cyclical nature of the process ensures that the system is constantly adapting to changing gameplay dynamics and keeping up with new actions, strategies, and item usage patterns that emerge among the player community. This maintains the relevance and effectiveness of the item transfer suggestions that the system generates.
[0127] Variations to the process may include different factors or conditions being used at each decision point, which may be adapted or updated to the particulars of the multiplayer game. For example, at decision point 712, instead of checking the availability of offline data, the system may instead check the availability of historical data from previous gameplay sessions, or even data imported from other games in which the players participate.
[0128] Similarly, the scoring system used in 722 may be varied to include additional parameters other than player actions, such as player achievements, their social reputation within the game, or factors from outside the game, such as player feedback or engagement in the game's online forums.
[0129] The process may include additional steps or decision points. For example, following step 737, an additional step may involve providing feedback to the first player about the successful transfer, or even a reward to further encourage such behavior. Similarly, after the trial at 772, an additional decision point may check whether the second player wishes to proceed with the item transfer after their trial, potentially skipping the loop back to 717 and starting the cooldown timer directly at 737.
[0130] In some examples, the system for facilitating / enabling item transfer may be applied to virtual social interaction environments (VSIEs), such as social media platforms. These environments may be complex, multi-faceted digital landscapes and may blend elements of gaming with social interaction platforms.
[0131] Within the VSIE, users engage with one another through personally configured avatars, which reflect the user's changing preferences and serve as a medium for diverse social interactions. In this context, an in-game item may represent a range of assets, such as one or more skins and / or other display elements, related to the appearance of the avatar. In some examples, the appearance of the avatar may determine how the user is able to interact with other avatars / users in the virtual environment and / or the virtual environment itself. Additionally or alternatively, an in-game item may represent an access token or permission setting that enables the user to access media content within the VSIE and / or one or more virtual arenas, such as chat groups, marketplaces, paid participation events, etc. In some examples, an in-game item may serve as an element that enables the user to perform specific actions and / or access different areas or content within the VSIE, potentially altering the dynamics of user interaction and / or the way in which the user is able to interact with the VSIE. Such features enable enhanced user interaction and engagement within the environment, providing users with new avenues for social interaction, collaboration, and content exploration, while preserving the structured nature and inherent rules of the digital landscape. In some examples, such features may enable improvements in the operational efficiency of the VSIE, for example, by eliminating or limiting the requirement for an operator of the VSIE to manage the interaction and / or access privileges described above.
[0132] In some examples, the systems and methods disclosed herein may be adaptable to specialized virtual markets designed for the efficient exchange of various expert digital assets, including, but not limited to, computer-aided design (CAD) tools, unique coding sequences, and specialized audiovisual effects. In these markets, the disclosed systems and methods may serve as a structured medium, enabling experts to interact and exchange digital assets and knowledge (which may, in some circumstances, be classified as in-game items). For example, in a scenario where a software developer is using a piece of code for demonstrable benefit, that piece of code may be classified as an in-game item. Similar principles may also be applied to CAD programs or tools used within media content (e.g., lectures, seminars, presentations, academic research texts, etc.) useful within educational environments. In some examples, implementation of the systems and methods in such markets may include tailoring of the in-game items to align with the overall design and functional principles of the virtual market. This may include ensuring the visibility, accessibility, and appropriateness of the in-game items, and maintaining a balance between user interaction and preserving the user experience within the specialized virtual environment.
[0133] The processes described above are illustrative and not intended to be limiting. Those skilled in the art will understand that the steps of the processes discussed herein may be omitted, modified, combined, and / or rearranged, and any additional steps may be implemented, without departing from the scope of the present disclosure. More generally, the above disclosure is illustrative and not meant to be limiting. Only the following claims are meant to set boundaries on what the present disclosure includes. Furthermore, it should be noted that the features and limitations described in any one example may be applied to any other example herein, and that the flow charts or examples related to one example may be combined with any other example in an appropriate manner, performed in a different order, or performed in parallel. In addition, the systems and methods described herein may be performed in real time. It should also be noted that the systems and / or methods described above may be applied or used in accordance with other systems and / or methods.
Claims
1. 1. A method, comprising: accessing game play data associated with player actions of a set of players in a multiplayer video game using control circuitry; analyzing the game play data using the control circuitry to determine correlations between the player actions and types of in-game items; identifying, using the control circuitry, a first player of the multiplayer video game associated with an in-game item belonging to the type of in-game item; using the control circuitry to generate an in-game display element that facilitates a transfer of the in-game item between the first player and at least one player from the set of players; A method comprising:
2. accessing the game play data associated with social interactions of players of the set of players in the multiplayer video game; determining an inventory of items for at least one player in the set of players based on the gameplay data associated with the player's social interactions and the correlations between the player actions and the types of the in-game items; Proposing a transfer of the in-game items between the set of players according to the inventory of items; The method of claim 1 further comprising:
3. accessing offline gameplay data associated with player actions of the set of players in the multiplayer video game during offline gameplay; synchronizing the offline gameplay data with the gameplay data upon re-establishment of an online connection; The method of claim 1 further comprising:
4. The method of claim 3 , further comprising accessing a record of item transfers between players participating in the local multiplayer video game during the offline gameplay.
5. 10. The method of claim 1, further comprising facilitating a trial of the in-game item by a second player from the set of players, the trial not affecting an ownership status of the in-game item by the first player.
6. determining a first score associated with the in-game item based on the player action of the first player; determining a second score associated with the in-game item based on the player actions of a second player; offering a transfer of the in-game item from the first player to the second player when the first score is higher than the second score; The method of claim 1 further comprising:
7. 1. A system comprising control circuitry, the control circuitry comprising: accessing game play data associated with player actions of a set of players in a multiplayer video game; analyzing the gameplay data to determine correlations between the player actions and types of in-game items; identifying a first player of the multiplayer video game associated with the in-game item that matches a type of the in-game item; generating an in-game display element facilitating the transfer of the in-game item between the first player and the set of players; A system configured to:
8. The control circuitry includes: accessing the game play data associated with social interactions of players of the set of players in the multiplayer video game; determining an inventory of items for each player in the set of players based on the gameplay data associated with the players' social interactions and the correlations between the player actions and the types of the in-game items; Proposing a transfer of the in-game items between the set of players according to the inventory of items; The system of claim 7 , further configured to:
9. The control circuitry includes: accessing offline gameplay data associated with player actions of the set of players in the multiplayer video game during offline gameplay; synchronizing the offline gameplay data with the gameplay data upon re-establishment of an online connection; The system of claim 7 , further configured to:
10. 10. The system of claim 9, wherein the control circuitry is further configured to access a record of item transfers between players participating in a local multiplayer video game during the offline gameplay.
11. The control circuitry includes: determining a first score associated with the in-game item based on the player action of the first player; determining a second score associated with the in-game item based on the player actions of a second player; offering a transfer of the in-game item from the first player to the second player when the first score is higher than the second score; The system of claim 7 , further configured to: