A system for user engagement and retention and method thereof
The system addresses the challenge of personalized user engagement by processing user data to create tailored rewards and games, ensuring alignment with individual interests and adapting to user behavior, thereby increasing interaction and loyalty on digital entertainment platforms.
Patent Information
- Application Number
- PCT/IB2025/054250
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-04-25
- Filing Date
- 2025-04-23
- Publication Date
- 2025-10-30
AI Technical Summary
Existing digital entertainment platforms face challenges in personalizing user engagement and retention strategies, as current rewards and games may not align well with individual user interests, leading to inefficiencies in maintaining user interaction and loyalty.
A system that processes user activity data to identify interests, generates personalized short-term and long-term rewards, and uses a spinner game with tailored time intervals to enhance engagement, while adjusting rewards based on user behavior.
Enhances user engagement and retention by providing personalized rewards and interactive games that align with user preferences, encouraging consistent platform use and adapting to changing behaviors.
Smart Images

Figure IB2025054250_30102025_PF_FP_ABST
Abstract
Description
A SYSTEM FOR USER ENGAGEMENT AND RETENTION AND METHOD THEREOFCROSS-REFERENCE TO RELATED APPLICATIONS AND PRIORITYThe present application claims priority from the Indian patent application having application number 202411032840 filed on 25 April 2024, incorporate herein by a reference.TECHNICAL FIELDThe invention pertains to the field of user engagement and retention, specifically in the context of an entertainment platform. It involves the use of user activity data to identify user interests and generate rewards, as well as the creation of a spinner game and the setting of a time interval frequency for the user.BACKGROUNDIn the realm of digital entertainment platforms, user engagement and retention are key factors that determine the success of the platform. These platforms often employ various strategies to keep users engaged and encourage them to return. One such strategy is the use of rewards and incentives, which can be effective in motivating users to interact with the platform more frequently and for longer periods of time.However, the effectiveness of these rewards can vary greatly depending on the individual user's interests and behaviours. Therefore, there is a need for a more personalized approach to user engagement and retention strategies. Furthermore, the use of games as a means of engagement has been found to be particularly effective, but the design and implementation of these games can be challenging. The games need to be engaging and fun, but also need to be designed in a way that encourages regular and consistent use. Additionally, the rewards offered through these games need to be appealing and relevant to the user, and should be distributed in a way that motivates continued use of the platform. However, designing and implementing such a system can be complex and challenging, and existing solutions may not fully address these needs.
[0001] Therefore, there is a need for a more effective and efficient method of user engagement and retention.SUMMARYThis summary is provided to introduce concepts related to a system for enhancing user engagement and retention and related methods thereof, and the concepts are furtherdescribed below in the detailed description. This summary is not intended to identify essential features of the claimed subject matter nor is it intended for use in determining or limiting the scope of the claimed subject matter.In accordance with embodiments, a system and method are provided for enhancing user engagement and retention. The system comprises a memory and a processor configured to execute programmed instructions stored in the memory. The system fetches user activity data from a database of an entertainment platform, processes the data to identify the user's area of interest, and generates short-term and long-term rewards based on this area of interest. A spinner game is generated, and a time interval frequency is set for the user based on their activity data. The user is awarded at least one short-term reward when they play the spinner game within the time interval frequency, and at least one long-term reward when they play the game consecutively for a predefined number of days. The system tracks user behaviour after each short-term reward and calibrates successive rewards based on this behaviour. In other embodiments, the system is further configured to provide additional opportunities to earn spins by completing specific tasks or challenges, track and reward consecutive daily usage, and personalize the spinner game and rewards based on detailed user data.BRIEF DESCRIPTION OF DRAWINGSThe detailed description is described with reference to the accompanying Figures. The same numbers are used throughout the drawings to refer like features and components.Figure 1 illustrates a network implementation of a system for enhancing user engagement, in accordance with an embodiment of the present disclosure;Figure 2 illustrates a block diagram of the system for enhancing user engagement, in accordance with an embodiment of the present disclosure; andFigure 3 illustrates a flowchart for enhancing user engagement, in accordance with an embodiment of the present disclosure.DETAILED DESCRIPTIONReference throughout the specification to “various embodiments,” “some embodiments,” “one embodiment,” or “an embodiment” means that a particular feature, structure, or characteristic described in connection with the embodiment is included in at least one embodiment. Thus, appearances of the phrases “in various embodiments,” “in some embodiments,” “in one embodiment,” or “in an embodiment” in places throughout the specification are not necessarily all referring to the same embodiment. Furthermore, theparticular features, structures or characteristics may be combined in any suitable manner in one or more embodiments.Referring to figure 1, network implementation 100 of a system 102 for enhancing user engagement is illustrated, in accordance with an embodiment of the present subject matter.In one embodiment, the system 102 may comprise a processor and a memory. Further, the system 102 may be connected to user devices 104 or applications residing over the user devices 104 through a network 106. It may be understood that the system 102 may be communicatively coupled with the user through one or more user devices / applications 104-1, 104-2, . . ., 104-n collectively referred to as a user device 104.In one embodiment, the network 106 may be a cellular communication network used by user devices 104 such as mobile phones, tablets, or a virtual device. In one embodiment, the cellular communication network may be the Internet. The user device 104 may be any electronic device, communication device, image capturing device, machine, software, automated computer program, a robot or a combination thereof. The system 102 may be configured to register and authenticate users over the system 102. In one embodiment, the user device 104 may be used by a user for accessing the system 102 through the network 106.In one embodiment, the user devices 104 may support communication over one or more types of networks in accordance with the described embodiments. For example, some user devices and networks may support communications over a Wide Area Network (WAN), the Internet, a telephone network (e.g., analog, digital, POTS, PSTN, ISDN, xDSL), a mobile telephone network (e g., CDMA, GSM, NDAC, TDMA, E-TDMA, NAMPS, WCDMA, CDMA-2000, UMTS, 3G, 4G), a radio network, a television network, a cable network, an optical network (e.g., PON), a satellite network (e.g., VSAT), a packet- switched network, a circuit- switched network, a public network, a private network, and / or other wired or wireless communications network configured to carry data. The aforementioned user devices 104 and network 106 may support wireless local area network (WLAN) and / or wireless metropolitan area network (WMAN) data communications functionality in accordance with Institute of Electrical and Electronics Engineers (IEEE) standards, protocols, and variants such as IEEE 802.11 (“WiFi”), IEEE 802.16 (“WiMAX”), IEEE 802.20x (“Mobile-Fi”), and others. The block diagram 200 of the system 102 for managing financial obligations is further illustrated in figure 2.
[0002] Referring now to figure 2, various components of the system 102 are illustrated, in accordance with an embodiment of the present subject matter. As shown, the system 102 may include at least one processor 202, an I / O interface 204 and a memory 206. The memory 206 consists of programmed instructions corresponding to a set of modules 208 and data 210. The set of modules 208 may include a data capturing module 212, a data processing module 214, a reward generation module 216, a gaming module 218, a frequency setting module 220, a reward distribution module 222, a user monitoring module 224, a user engagement module 226, an Artificial Intelligence Engine 228, a streak tracking module 230.
[0003] In one embodiment, the at least one processor 202 is configured to fetch and execute computer-readable instructions, stored in the memory 204, corresponding to each of the modules 208. It must be noted that though the invention is explained considering that the system 102 is deployed over a remote server and the user device 104 is communicatively coupled with the system 102 through the network 106. However, it must be noted that the system 102 or modules 208 of the system 102 may also be deployed on the user device 104 itself and the modules 208 perform the same functions as that on the remote server using the local hardware of the user device 104.
[0004] In one embodiment, the memory 204 may include any computer-readable medium known in the art including, for example, volatile memory, such as static random-access memory (SRAM) and dynamic random-access memory (DRAM), and / or non-volatile memory, such as read-only memory (ROM), erasable programmable ROM, flash memories, hard disks, optical disks, and memory cards.
[0005] In one embodiment, the programmed instructions may include routines, programs, objects, components, data structures, etc., which perform particular tasks, functions, or implement particular abstract data types. The data 210 may comprise a data repository 221, and other data. The other data amongst other things, serves as a repository for storing data processed, received, and generated by one or more components and programmed instructions. The working modules 208 of the system 102 will now be described in detail referring to figure 3.
[0006] Now referring to figure 3 a flowchart 300 for preventing the spread of disinformation, is illustrated in accordance with an embodiment of the present disclosure. At step 302 involves fetching user activity data of a user from the database 108 associated with an entertainment platform by a data capturing module 212. The entertainment platform may be a multi user online gaming platform. This step serves asthe foundation for the system's ability to enhance user engagement and retention. The data capturing module 212 is responsible for retrieving user-specific information, which can include interactions with the entertainment platform, such as viewing history, game playtime, preferences, and engagement metrics that the platform records and the like.The action of fetching user activity data is manifested by the data capturing module 212 initiating a query or request to the database 108 where user activity logs are stored. The database 108 is an organized collection of data that is designed to efficiently store and retrieve user- related data. The data capturing module 212 communicates with the database 108 through the network 106, using a predefined protocol to ensure secure and accurate data transfer.The purpose of this action is to gather data about the user's behavior and preferences on the entertainment platform. This data is essential for the system 102 to perform subsequent steps, such as identifying the user's area of interest, generating personalized rewards, and setting appropriate time interval frequencies for game engagement. The data capturing module handles potentially large volumes of data and is optimized for performance to minimize latency.In practice, the data capturing module 212 may use methods such as executing Structured Query Language (SQL) commands, calling Application Programming Interface (API) endpoints, or using other data retrieval mechanisms provided by a database management system at the database 108. The data capturing module 212 also ensures data integrity and privacy compliance, adhering to data protection regulations.The fetched user activity data is then passed on to the data processing module 214 for analysis. The operation of step 302 is necessary for the system's ability to accurately assess and enhance user engagement and retention throughout the subsequent steps of the method.At step 304 the data processing module 214 receives user activity data from the data capturing module 212. The data processing module 214 analyzes the user activity data to determine the user's areas of interest within the entertainment platform. This process may include examining various metrics such as viewing history, game playtime, search queries, and other engagement indicators. The module applies algorithms or heuristics to discern patterns and preferences indicative of the user's engagement. The output from the data processing module 214 is used to inform the reward generation module 216 about the types of rewards that would align with the user's interests. By aligning the rewards with the user's interests, the system aims to maintain user engagement with the platform.The data processing module 214 operates according to programmed instructions stored in the memory 206 and executed by the processor 202. It is capable of handling large volumes of data and processes this data to provide insights into user preferences. The insights generated by the data processing module 214 are utilized by the reward generation module 216 to create personalized rewards that encourage the user to continue interacting with the platform.In summary, the step 304 involves the data processing module 214 performing analysis of user activity data to extract information about the user's interests. This information is then used to generate personalized rewards that are likely to motivate the user to engage with the entertainment platform.At step 306, the reward generation module 216 executes a process to create a set of shortterm and long-term rewards based on the user's area of interest. The reward generation module 216 operates within the system's processor, utilizing programmed instructions stored in the memory. The reward generation module 216 analyzes user activity data, which has been previously identified by the data processing module 214 in step 102, to discern the user's preferences within the entertainment platform.The reward generation module 216 then creates rewards that are designed to align with the user's interests. These rewards are categorized into short-term and long-term, with the intention of providing immediate rewards and sustaining engagement over time. The mechanism by which these rewards are generated involves algorithms that interpret user data to determine preferences. Furthermore, at the step 306, it is specified that the longterm rewards are distributed using a randomization process. This process likely involves random number generation to ensure that the distribution of long-term rewards does not follow a predictable pattern, thereby maintaining a level of excitement and unpredictability for the user.The reward generation module 216 operates on the principle that personalized rewards can enhance user participation by making the user's experience more engaging. The rewards are likely digital, such as virtual currency, bonus points, or exclusive content access, which can be utilized within the entertainment platform.In summary, the step 306 involves the reward generation module 216 performing the process of generating a set of rewards that are personalized to the user's identified area of interest. This process is designed to incentivize user participation and loyalty to the entertainment platform by offering rewards that provide immediate satisfaction andbenefits over time. The generation of these rewards takes into account user data and preferences, and the strategic goal of maintaining user engagement.At step 308 the gaming module 218 generates a game. This step is central to the system's user engagement strategy, as it provides an interactive element designed to incentivize user participation on the entertainment platform.The action in step 308, "generating a game," is executed by the gaming module 218, which is a software component within the system's architecture. The gaming module 218 is tasked with creating the spinner game, a type of game where the outcome is determined by spinning a wheel or a similar mechanic that randomly selects a result. The spinner game requires the gaming module 218 to employ graphics rendering and event handling to create an engaging experience for the user.The spinner game serves as a tool to encourage users to return to the platform to play and receive rewards. The design of the spinner game would involve considerations such as visual appeal and ease of use. The gaming module 218 would also need to integrate with other system components to ensure that rewards can be awarded based on the outcomes of the game.In practice, the gaming module 218 would be implemented using programming languages and frameworks suitable for game development. The gaming module 218 operates on the system's processor 202, using the memory 206 to store necessary data and instructions. The gaming module 218 activates when a user opts to play the game, generating the game instance, managing the game state, and determining the outcome of each spin.The spinner game is a manifestation of gamification strategies, where game-like elements are introduced into non-game contexts to promote user interaction with the platform. In summary, the step 308 and its associated action involve the creation and management of the spinner game by the gaming module 218, linking enjoyable activity with the platform's reward system to enhance user engagement.Further, the step 310 involves the frequency setting module 220 executing programmed instructions to analyze user activity data and establish a time interval at which the user is prompted to engage with the spinner game. The frequency setting module 220 accesses the user activity data, which may include information such as game play history and login times. Using this data, the module applies algorithms to determine an optimal time interval frequency that aligns with the user's usage patterns.The time interval frequency set by the frequency setting module 220 is a parameter that influences when the user is encouraged to interact with the game. It is personalized for each user based on their activity data, ensuring that the engagement strategies are tailored to individual usage patterns. The frequency setting module 220 may also consider broader objectives, such as peak usage times, to synchronize individual user engagement with overall platform activity.In summary, the step 310 involves the frequency setting module 220 analyzing user activity data to determine and set a personalized time interval frequency for game engagement. This step is designed to enhance user retention and engagement by leveraging data-driven insights to deliver a personalized user experience.The step 312 involves the reward distribution module 222 dispensing at least one reward from a set of short-term rewards when a user engages with a spinner game within a predetermined time interval. The reward distribution module 222 operates by recognizing user engagement with the game and allocating a reward accordingly. This process is designed to provide immediate recognition for user participation.The frequency setting module 220 establishes a time interval frequency for each user based on their activity data. This module calculates an optimal time frame to encourage frequent interaction with the game, aiming to sustain user interest and engagement. The user participation in the spinner game is facilitated by the gaming module 218, which generates the game interface. The user's interaction with this game interface is necessary for the eligibility of short-term rewards.The step 312 introduces a mechanism for users to earn additional spins by completing specific tasks or challenges. The Artificial Intelligence Engine 228 is responsible for analyzing user data to identify patterns and creating tasks that are tailored to engage the user further. This mechanism is designed to provide users with additional motivation to interact with the platform, thereby potentially increasing the frequency and duration of user engagement.In summary, step 312 involves a series of coordinated actions between the reward distribution module 222, the frequency setting module 220, the gaming module 218, and the Artificial Intelligence Engine 228. These actions are orchestrated to reward user interaction within a specific time frame and offer additional incentives for completing tasks, with the aim of sustaining user interest and encouraging regular engagement with the platform.The step 314 involves the reward distribution module 222 executing the function of providing at least one long-term reward to users who engage with the spinner game over a series of consecutive days. The reward distribution module 222 interfaces with the gaming module 218 to verify user participation within the designated time intervals and for the required number of consecutive days. Upon confirmation that the user meets the criteria, the reward distribution module 222 initiates the distribution of the predetermined long-term reward.Further, the step 314 involves the streak tracking module 230, which is responsible for monitoring user engagement with the game on a daily basis. The streak tracking module 230 records each day the user interacts with the game and provides incentives to encourage ongoing participation. The function of the streak tracking module 230 is to maintain a record of user activity and to administer rewards for sustained engagement.The reward distribution module 222 and the streak tracking module 230 operate collaboratively to recognize and reward user participation with the game. The distribution of long-term rewards by the reward distribution module 222 is designed to provide an incentive for users to maintain their interaction with the platform over an extended period. The streak tracking module 230 supports this by keeping track of daily user engagement and ensuring that the participation meets the criteria for streak-based rewards.In summary, step 314 describes the functions of the reward distribution module 222 and the streak tracking module 230, which work together to administer rewards based on user engagement patterns with the spinner game. These functions are structured to encourage regular use of the platform, thereby aiming to increase user retention.
[0007] Further, the step 316 involves the user monitoring module 224 tracking user behavior following the distribution of short-term rewards. The user monitoring module 224 collects data on user interactions within the entertainment platform after a reward has been awarded. This data collection is aimed at understanding the impact of short-term rewards on user engagement patterns, such as session frequency, content interaction, and any observable changes in behavior.The user monitoring module 224 may utilize various data analysis methods to process the collected information. The goal is to gather insights that can inform the system's approach to personalizing the user experience. The user monitoring module 224 operates by observing and recording user activities, which is essential for the system to adapt its reward strategy.The user monitoring module 224 functions by capturing and analyzing data related to user activities post-reward issuance. This process is ongoing and feeds into the system's understanding of user preferences.The information derived from step 316 is subsequently used in step 318, where the user engagement module 226 calibrates future rewards. This calibration is based on the behavior patterns identified, ensuring that the rewards offered align with user interests and encourage continued engagement with the platform.In essence, the step 316 is a systematic process of data collection and analysis by the user monitoring module 224, which is vital for the system 102 to maintain an adaptive feedback mechanism. This mechanism informs the adjustment of future rewards to enhance the user experience on the platform.The step 318 involves the calibration of successive short-term and long-term rewards based on user behavior by a user engagement module 226. This step ensures that the rewards remain relevant and motivating for the user, thereby encouraging continued interaction with the entertainment platform. The user engagement module 226 performs the action of calibrating rewards. Calibration refers to the adjustment or fine-tuning of the rewards to better align with the user's behavior and preferences. This process is dynamic and ongoing, as the user's behavior may change over time. The goal of calibration is to maintain or increase user engagement by providing rewards that are perceived as valuable and attainable.The user engagement module 226 operates by analyzing data that reflects the user's interactions with the engagement platform, such as the frequency of game play, the types of rewards claimed, and the user's response to previous rewards. The engagement platform is gathered by the user monitoring module 224, which tracks user behavior after each short-term reward is awarded. The user engagement module 226 uses this information to determine what adjustments need to be made to the upcoming rewards. For example, if a user is consistently engaging with the platform and claiming rewards, the user engagement module 226 may calibrate the rewards to offer higher value or more personalized rewards to maintain the user's interest.The calibration process may involve algorithms or heuristics that take into account various factors such as user engagement metrics, reward redemption rates, and user feedback. The user engagement module 226 may also interface with other system components, such as the reward generation module 216, to ensure that the calibrated rewards are feasible and consistent with the overall reward strategy of the platform.In summary, the user engagement module 226 in step 318 is responsible for adjusting the reward system based on user behavior to sustain and enhance user engagement with the entertainment platform. This involves data analysis and decision-making processes to ensure that the rewards remain appealing and effective in retaining users. Although implementations for the system 102 and the method 300 for user engagement and retention, have been described in language specific to structural features and methods, it must be understood that the claims are not limited to the specific features or methods described. Rather, the specific features and methods are disclosed as examples of implementations for the system 102 and the method 300 for user engagement and retention.
Claims
WE CLAIM:
1. A system for user engagement and retention, comprising: a memory; and a processor, wherein the processor is configured to execute programmed instructions stored in the memory for fetching, by a data capturing module (212), user activity data corresponding to a user, from a database (108) of an entertainment platform; processing, by a data processing module (214), the user activity data to identify area of interest, of the user, associated with the entertainment platform; generating, by a reward generation module (216), a set of short-term rewards and a set of long-term rewards based on the area of interest of the user; generating, by a gaming module (218), a spinner game; setting, by a frequency setting module (220), a time interval frequency corresponding to the user, wherein the time interval frequency is determined based on the user activity data; awarding, by a reward distribution module (222), atleast one reward from the set of short-term rewards, when the user plays the spinner game within the time interval frequency; awarding, by the reward distribution module (222), atleast one reward from the set of long-term rewards, when the user plays the spinner game consecutively for a predefined number of days; tracking, by a user monitoring module (224), user behaviour after each short-term reward; and calibrating, by a user engagement module (226), a successive short-term reward and long-term reward based on user behaviour.
2. The system of claim 1, wherein the set of long-term rewards are distributed randomly.
3. The system of claim 1, wherein the method for analyzing the user behaviour involves analyzing user preferences and behaviour to tailor the short-term rewards and the longterm rewards to individual users based on their activity or preferences.
4. The system of claim 1 further configured for providing additional opportunities to users to earn additional spins by completing specific tasks or challenges, wherein the specific tasks or challenges are determined based on user behaviour, wherein an Artificial Intelligence Engine (228) is configured for tracking user behaviour and determine the specific tasks or challenges.
5. The system of claim 1, wherein a streak tracking module (230) is configured for tracking and rewarding consecutive daily usage.
6. The system of claim 1, wherein the database storing user data is accessed through a config server that contains detailed user data, crucial for personalizing the spinner game, and influences the reward calculation.
7. The system of claim 6, wherein the reward generation module (216) is configured for determining rewards and tracking user behaviour.
8. The system of claim 1, wherein the interface for user interaction is a client interface where users interact with the spinner game, displays personalized offerings tailored to the user, and provides unique redirection links for product distribution and tracking engagement, wherein the client interface is accessed through the user device 104 of the user.
9. A method for user engagement and retention, comprising steps of: fetching, by a data capturing module (212), user activity data corresponding to a user, from a database of an entertainment platform; processing, by a data processing module (214), the user activity data to identify area of interest, of the user, associated with the entertainment platform; generating, by a reward generation module (216), a set of short-term rewards and a set of long-term rewards based on the area of interest of the user;generating, by a gaming module (218), a spinner game; setting, by a frequency setting module (220), a time interval frequency corresponding to the user, wherein the time interval frequency is determined based on the user activity data; awarding, by a reward distribution module (222), atleast one reward from the set of short-term rewards, when the user plays the spinner game within the time interval frequency; awarding, by the reward distribution module (222), atleast one reward from the set of long-term rewards, when the user plays the spinner game consecutively for a predefined number of days; tracking, by a user monitoring module (224), user behaviour after each short-term reward; and calibrating, by a user engagement module (226), a successive short-term reward and long-term reward based on user behaviour.
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