System and method for managing benefit items of a game run by a gaming engine
The system addresses duplicate asset management issues by allowing users to progressively access benefit items based on accumulation, enhancing user engagement and engine efficiency in gaming engines.
Patent Information
- Application Number
- PCT/IL2025/050579
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-07-08
- Filing Date
- 2025-07-07
- Publication Date
- 2026-01-15
AI Technical Summary
Existing gaming engines face challenges in managing duplicate assets, leading to negative user experiences and reduced engagement, as well as inefficiencies in asset distribution among players.
A system and method for creating a lineup of benefit items within a gaming engine, where each item is associated with a sequentially increasing defined level of accumulation, allowing users to progressively access items based on their current level of asset return, thereby improving gaming experience and engagement.
Enhances user engagement and improves gaming engine efficiency by providing a positive experience through incremental benefit acquisition and optimizing asset distribution.
Smart Images

Figure IL2025050579_15012026_PF_FP_ABST
Abstract
Description
[0001] SYSTEM AND METHOD FOR MANAGING BENEFIT ITEMS OF A GAME
[0002] RUN BY A GAMING ENGINE
[0003] RELATED APPLICATION
[0004] This application claims the benefit of priority of U.S. Provisional Patent Application No. 63 / 668,341, filed on July 8, 2024, the contents of which are incorporated herein by reference in their entirety.
[0005] FIELD AND BACKGROUND OF THE INVENTION
[0006] The present invention, in some embodiments thereof, relates to management of a game run by a game engine and, more specifically, but not exclusively, to management of benefit items of a game run by a game engine.
[0007] Benefit items may be in-game objects or resources that provide players with various advantages or enhancements. The benefit items may improve the performance of the players, improve ability of the players to play the game, or may improve the overall experience of playing the game. These items can take many forms and serve different purposes depending on the game's genre and mechanics.
[0008] SUMMARY OF THE INVENTION
[0009] According to a first aspect, a computer implemented method of enhancing an experience of a user playing a game run by a gaming engine, comprises: creating a lineup of benefit items within the gaming engine, each benefit item associated with a sequentially increasing defined level of accumulation, presenting the lineup of benefit items on a display of a client terminal used by the user for accessing the gaming engine, monitoring a current level of accumulation of the user, progressively presenting selectable benefit items based on the user’s current level of accumulation within the gaming engine, and providing at least one of the selected benefit items for use by the user in the game.
[0010] According to a second aspect, a system for enhancing an experience of a user playing a game run by a gaming engine, comprises: at least one processor executing a code for: creating a lineup of benefit items within the gaming engine, each benefit item associated with a sequentially increasing defined level of accumulation, presenting the lineup of benefit items on a display of a client terminal used by the user for accessing the gaming engine, monitoring a current level of accumulation of the user, progressively presenting selectable benefit items based on the user’s current level of accumulation within the gaming engine, and providing at least one of the selected benefit items for use by the user in the game.
[0011] According to a third aspect, a non-transitory medium storing program instructions for enhancing an experience of a user playing a game run by a gaming engine, which when executed by at least one processor, cause the at least one processor to: create a lineup of benefit items within the gaming engine, each benefit item associated with a sequentially increasing defined level of accumulation, present the lineup of benefit items on a display of a client terminal used by the user for accessing the gaming engine, monitor a current level of accumulation of the user, progressively present selectable benefit items based on the user’s current level of accumulation within the gaming engine, and provide at least one of the selected benefit items for use by the user in the game.
[0012] In a further implementation form of the first, second, and third aspects, the line of benefit items are selected according to a prediction that when provided for use by the user, at least one metric indicating a gaming experience and / or incentivizing further engagement with the gaming engine, is improved.
[0013] In a further implementation form of the first, second, and third aspects, the level of accumulation is of duplicate assets returned by a user to the gaming engine.
[0014] In a further implementation form of the first, second, and third aspects, the benefit items are different than the duplicate assets.
[0015] In a further implementation form of the first, second, and third aspects, the duplicate assets are features of the gaming engine that are useful as a single asset, wherein a duplicate of the asset is used as a single asset or non-useable.
[0016] In a further implementation form of the first, second, and third aspects, the duplicate assets are of a plurality of users participating in a multi-player game, wherein a single user of the plurality of users is able to use one of the duplicate assets, and wherein providing comprises providing for the single user.
[0017] In a further implementation form of the first, second, and third aspects, the benefit items are of a plurality of users participating in a multi-player game, wherein a single user of the plurality of users is able to use one of the benefit items, and wherein providing comprises providing for the single user
[0018] In a further implementation form of the first, second, and third aspects, the duplicate assets stored in an inventory of the user within a database of the gaming engine, and further comprising: identifying the duplicate assets of the user stored in the inventory, and generating a prompt on the client terminal recommending to the user to return one or more of the duplicate assets to the gaming engine, wherein a return of one or more duplicate assets removes the assets from the inventory of the user, wherein the return of the one or more duplicate assets increases the current level of accumulation monitored for the user.
[0019] In a further implementation form of the first, second, and third aspects, further comprising: displaying on a display of the client terminal, the accumulation of returned duplicates and associated benefit items within the gaming engine, indicating to the user when a sufficient number of duplicated assets have been returned to release at least one benefit item, and releasing the corresponding at least one benefit item accordingly.
[0020] In a further implementation form of the first, second, and third aspects, an amount of the duplicate assets managed by the gaming engine is finite, wherein storage of the duplicate assets by an inventory of the user removes the duplicate assets from use by other players, and return of the duplicate asset to the gaming engine enables other players to access the duplicate assets.
[0021] In a further implementation form of the first, second, and third aspects, storage of the duplicate assets by an inventory of the user increases a price of the duplicate assets to other players, and return of the duplicate asset to the gaming engine reduces the price of the duplicate assets to other players.
[0022] In a further implementation form of the first, second, and third aspects, the duplicate assets includes at least one of: (i) in-game cards, (ii) virtual weapons and / or equipment, (iii) character skins and / or costumes, (iv) power-ups and / or boosts, (v) resources and / or materials, and (vi) decorative items and / or accessories.
[0023] In a further implementation form of the first, second, and third aspects, further comprising: presenting on the display of the client terminal, a payment requirement for releasing of the at least one of the selected benefit items; and facilitating the releasing of the at least one of the selected benefit items upon reception of the payment.
[0024] In a further implementation form of the first, second, and third aspects, further comprising: presenting on the display of the client terminal, a payment requirement for releasing of the at least one of the selected benefit items corresponding to the level of accumulation corresponding to the level of accumulation of duplicate assets returned by the user to the gaming engine, and facilitating the releasing of the at least one of the selected benefit items corresponding to the level of accumulation upon reception of the payment.
[0025] In a further implementation form of the first, second, and third aspects, the duplicate assets and the benefit items are the same, wherein the duplicate assets are returned by a first player of the gaming engine, and the payment is provided by a second user for releasing the benefit items to the second user of the gaming engine. In a further implementation form of the first, second, and third aspects, the payment is provided to the first user in response to returning the duplicate assets.
[0026] In a further implementation form of the first, second, and third aspects, progressively presenting comprises presenting a first benefit item when a first level of accumulation is reached, and presenting a second benefit item when a second level of accumulation greater than the first level is reached, wherein the second benefit item is not provided prior to providing of the first benefit item.
[0027] In a further implementation form of the first, second, and third aspects, the benefit items include at least one of: health potions for restoring a portion of the player’s health, speed booster for increasing the player’s movement speed, damage booster for increasing the player’s attack power, armor / shield for increasing the players defense / reducing damage, temporary invincibility for making the player invulnerable for a short duration, ammunition for a weapon used by the player, experience boost for increasing the rate at which a player gains experience points, skill booster for gaining a new ability or improving an existing ability, power-up for granting special abilities like flying or super strength, teleportation device for allowing the player to quickly travel to a different destination, and in-game currency that may be used to purchase items such as upgrades or items to be used in the game.
[0028] In a further implementation form of the first, second, and third aspects, the defined level of accumulation is based on meeting in-game objectives, wherein the current level of accumulation of the user is associated with a current in-game objective, wherein the provided benefit items are for assisting the user for meeting the current in-game objective.
[0029] In a further implementation form of the first, second, and third aspects, the current in-game objective necessarily follows a preceding in-game objective and precedes a successive in-game objective, such that the user is required to meet a first in-game objective before preceding to a second in-game objective.
[0030] Unless otherwise defined, all technical and / or scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which the invention pertains. Although methods and materials similar or equivalent to those described herein can be used in the practice or testing of embodiments of the invention, exemplary methods and / or materials are described below. In case of conflict, the patent specification, including definitions, will control. In addition, the materials, methods, and examples are illustrative only and are not intended to be necessarily limiting. BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS
[0031] Some embodiments of the invention are herein described, by way of example only, with reference to the accompanying drawings. With specific reference now to the drawings in detail, it is stressed that the particulars shown are by way of example and for purposes of illustrative discussion of embodiments of the invention. In this regard, the description taken with the drawings makes apparent to those skilled in the art how embodiments of the invention may be practiced.
[0032] In the drawings:
[0033] FIG. 1 is a block diagram of components of a system for generating a lineup of benefit items each associated with a sequentially increasing defined level of accumulation, in accordance with some embodiments of the present invention;
[0034] FIG. 2 is a flowchart of a method of generating a lineup of benefit items each associated with a sequentially increasing defined level of accumulation, in accordance with some embodiments of the present invention; and
[0035] FIG. 3 is a schematic of a display presenting a screen from an exemplary game depicting a lineup of benefit items each associated with a sequentially increasing defined level of accumulation, in accordance with some embodiments of the present invention.
[0036] DESCRIPTION OF SPECIFIC EMBODIMENTS OF THE INVENTION
[0037] The present invention, in some embodiments thereof, relates to management of a game run by a game engine and, more specifically, but not exclusively, to management of benefit items of a game run by a game engine.
[0038] As used herein, the terms player and user may sometimes be interchanged.
[0039] As used herein, the term game and gaming engine may sometimes be interchanged.
[0040] An aspect of some embodiments of the present invention relates to systems, methods, computing devices, and / or code instructions (stored on a data storage device and executable by one or more processors) for providing one or more benefit items for use by a user playing a game run by a gaming engine, for example, for enhancing an experience of the user playing the game run by the gaming engine. A lineup of benefit items within the gaming engine is created and presented on a display of a client terminal used by the user for accessing the gaming engine. Each benefit item may be associated with a sequentially increasing defined level of accumulation. The level of accumulation may be of duplicate assets returned by a user to the gaming engine. A current level of accumulation of the user is monitored. Selectable benefit items based on the current user’s level of accumulation within the gaming engine are progressively presented according to the monitored increasing current level of accumulation. A subsequent benefit item associated with a higher level of accumulation may not be selected by the user until the user has first qualified to select a preceding benefit item with a lower level of accumulation. The benefit items may be associated with a prediction that when the respective benefit item is provided to the user, one or more metrics indicating a gaming experience and / or incentivizing further engagement with the gaming engine, are improved. One or more of the benefit items are provided for use by the user in the game, optionally, in response to selection by the user with a sufficient level of accumulation qualifying to obtain the benefit item. The metric may be improved based on the user using the benefit item, which may enhance the user’s experience playing the game. Alternatively or additionally, the metric may be improved based on the user not having to consider what to do with the duplicated assets, for example, the user feeling they are not gaining benefit by having duplicates of the asset rather than obtaining new benefits they do not currently possess.
[0041] At least some implementations described herein address the technical problem of improving a metric measuring a gaming experience by a user and / or incentivizing further engagement with the gaming engine. At least some implementations described herein improve the technology of gaming engines, by improving a metric measuring a gaming experience by a user and / or incentivizing further engagement with the gaming engine.
[0042] Accumulations, such as duplicated assets, may lead to the user having a negative game playing experience, where the user may play for less time, stop playing, and / or avoid playing the game again. For example, when the user accumulates duplicated assets, the user may feel they are not significantly benefiting in the game, since the user has just earned more of the same without any benefit from the duplicate. Alternatively or additionally, the lineup of benefit items, where the user sequentially acquires the ability to select benefits according to increasing levels of accumulation, may improve the metric. For example, a user reaching a first benefit may feel an incentive to keep on playing the game in an effort to reach the second benefit, which may be greater than the first benefit. The otherwise negative experience of the user in accumulating duplicated assets may be turned into a positive experience by using enabling using the increasing amounts of accumulation to acquire increasing levels of benefits.
[0043] At least some implementations described herein address the technical problem of improving efficiency of a gaming engine managing a game being played by one or more players. Accumulations, such as duplicated assets, may reduce performance of the gaming engine, for example, leading to reduced assets available to provide to other players, leading to a reduction in supply of the accumulations which may lead to in-game inflation, and the like. At least some implementations described herein address the technical field of gaming engines, by increasing efficiency of the gaming engine. At least some embodiments described herein provide a solution for the aforementioned technical problem(s), and / or improve the aforementioned technical field(s), by creating a lineup of benefit items within the gaming engine. Each benefit item is associated with a sequentially increasing defined level of accumulation. Selectable benefit items are progressively presented based on the current user’s level of accumulation within the gaming engine.
[0044] Before explaining at least one embodiment of the invention in detail, it is to be understood that the invention is not necessarily limited in its application to the details of construction and the arrangement of the components and / or methods set forth in the following description and / or illustrated in the drawings and / or the Examples. The invention is capable of other embodiments or of being practiced or carried out in various ways.
[0045] The present invention may be a system, a method, and / or a computer program product. The computer program product may include a computer readable storage medium (or media) having computer readable program instructions thereon for causing a processor to carry out aspects of the present invention.
[0046] The computer readable storage medium can be a tangible device that can retain and store instructions for use by an instruction execution device. The computer readable storage medium may be, for example, but is not limited to, an electronic storage device, a magnetic storage device, an optical storage device, an electromagnetic storage device, a semiconductor storage device, or any suitable combination of the foregoing. A non-exhaustive list of more specific examples of the computer readable storage medium includes the following: a portable computer diskette, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or Flash memory), a static random access memory (SRAM), a portable compact disc read-only memory (CD-ROM), a digital versatile disk (DVD), a memory stick, a floppy disk, and any suitable combination of the foregoing. A computer readable storage medium, as used herein, is not to be construed as being transitory signals per se, such as radio waves or other freely propagating electromagnetic waves, electromagnetic waves propagating through a waveguide or other transmission media (e.g., light pulses passing through a fiber-optic cable), or electrical signals transmitted through a wire.
[0047] Computer readable program instructions described herein can be downloaded to respective computing / processing devices from a computer readable storage medium or to an external computer or external storage device via a network, for example, the Internet, a local area network, a wide area network and / or a wireless network. The network may comprise copper transmission cables, optical transmission fibers, wireless transmission, routers, firewalls, switches, gateway computers and / or edge servers. A network adapter card or network interface in each computing / processing device receives computer readable program instructions from the network and forwards the computer readable program instructions for storage in a computer readable storage medium within the respective computing / processing device.
[0048] Computer readable program instructions for carrying out operations of the present invention may be assembler instructions, instruction-set-architecture (ISA) instructions, machine instructions, machine dependent instructions, microcode, firmware instructions, state-setting data, or either source code or object code written in any combination of one or more programming languages, including an object oriented programming language such as Smalltalk, C++ or the like, and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The computer readable program instructions may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the latter scenario, the remote computer may be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet Service Provider). In some embodiments, electronic circuitry including, for example, programmable logic circuitry, field-programmable gate arrays (FPGA), or programmable logic arrays (PLA) may execute the computer readable program instructions by utilizing state information of the computer readable program instructions to personalize the electronic circuitry, in order to perform aspects of the present invention.
[0049] Aspects of the present invention are described herein with reference to flowchart illustrations and / or block diagrams of methods, apparatus (systems), and computer program products according to embodiments of the invention. It will be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer readable program instructions.
[0050] These computer readable program instructions may be provided to a processor of a general purpose computer, special purpose computer, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions / acts specified in the flowchart and / or block diagram block or blocks. These computer readable program instructions may also be stored in a computer readable storage medium that can direct a computer, a programmable data processing apparatus, and / or other devices to function in a particular manner, such that the computer readable storage medium having instructions stored therein comprises an article of manufacture including instructions which implement aspects of the function / act specified in the flowchart and / or block diagram block or blocks.
[0051] The computer readable program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other device to cause a series of operational steps to be performed on the computer, other programmable apparatus or other device to produce a computer implemented process, such that the instructions which execute on the computer, other programmable apparatus, or other device implement the functions / acts specified in the flowchart and / or block diagram block or blocks.
[0052] The flowchart and block diagrams in the Figures illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of the present invention. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of instructions, which comprises one or more executable instructions for implementing the specified logical function(s). In some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and / or flowchart illustration, and combinations of blocks in the block diagrams and / or flowchart illustration, can be implemented by special purpose hardware-based systems that perform the specified functions or acts or carry out combinations of special purpose hardware and computer instructions.
[0053] Reference is now made to FIG. 1, which is a block diagram of components of a system for generating a lineup of benefit items each associated with a sequentially increasing defined level of accumulation, in accordance with some embodiments of the present invention. Reference is also made to FIG. 2, which is a flowchart of a method of generating a lineup of benefit items each associated with a sequentially increasing defined level of accumulation, in accordance with some embodiments of the present invention. Reference is also made to FIG. 3, which is a schematic of an exemplary game depicting a lineup of benefit items each associated with a sequentially increasing defined level of accumulation, in accordance with some embodiments of the present invention.
[0054] System 100 may implement the acts of the method described with reference to FIGs. 2-3 by processor(s) 102 of a computing environment 104 executing code instructions 106A stored in a memory 106 (also referred to as a program store). Computing environment 104 may be implemented as, for example one or more and / or combination of: a computing cloud, a group of connected devices, a server, a virtual server, a client terminal, a virtual machine, a desktop computer, a thin client, a network node, and / or a mobile device (e.g., a Smartphone, a Tablet computer, a laptop computer, a wearable computer, glasses computer, and a watch computer).
[0055] Computing environment 104 may generate a lineup of benefit items each associated with a sequentially increasing defined level of accumulation, and / or manage the benefit items and / or the accumulation, as described herein.
[0056] Game engine 112A may be hosted by a computing platform 112, for example, a server and / or computing cloud. Computing platform 112 may be implemented as, and / or may include, and / or be in communication with, a service engine that manages game engine(s) 112A. Game engine 112A may be designed for interaction by a single player or multiple players (e.g., simultaneously), optionally using respective client terminals 120 via a network 110.
[0057] Multiple architectures of system 100 based on computing device 104 may be implemented. For example:
[0058] * Computing environment 104 may be separate from computing platform 112. In such architecture, computing environment 104 creates the lineup of benefit items and / or monitors the accumulation, and provides the lineup of benefits and / or the accumulation to computing platform 112 for management game engine 112A. It is noted that computing environment 104 may implement other features described herein for computing platform 112.
[0059] * Computing environment 104 may be integrated with computing platform 122. In such architecture, game engine 112A uses the lineup of benefit items and / or the accumulation created and / or managed by computing environment 104 (i.e., the integrated platform).
[0060] * Computing environment 104 may centrally create lineups of benefit items and / or monitor accumulations for different games run by the same game engine 112A and / or by different game engines 112, on the same computing platform 112 and / or on different computing platforms 112. Respective lineup of benefit items and / or accumulation may be provided to respective game engines 112A optionally on respective computing platforms 112. Different client terminals 108 may access computing environment 104 for defining different lineup of benefit items and / or accumulations, for example, for different games and / or based on different rules and / or using different items (e.g., provided by respective client terminals 108).
[0061] * Computing environment 104 may be locally running on a dedicated device, for example, a mobile device and / or client terminal of a user. For example, a user uses their own computing environment 104 to create and / or manage the lineup of benefit items and / or the accumulation for customizing game engine 112A. The customized game engine 112A may be run remotely on computing platform 112 (which is separate from computing environment 104) or locally run on computing platform 112 integrated with computing environment 104.
[0062] * Management of game engine 112A using the lineup of benefit items and / or the accumulation may be performed, for example, manually by a user (e.g., via client terminal 118), automatically by computing platform 112, automatically by computing environment 104 (e.g., remotely accessing game engine 112A, such as via a virtual interface for example, an application programming interface (API)), and / or by another external computing device.
[0063] Computing environment 104 may provide the service of creating and / or managing the lineup of benefit items and / or the accumulation, for example by: providing software as a service (SaaS) to the client terminal(s) 108, providing software services accessible using a software interface (e.g., application programming interface (API), software development kit (SDK)), providing an application for local download to the client terminal(s) 108, providing an add-on to a web browser running on client terminal(s) 108, and / or providing functions using a remote access session to the client terminals 108, such as through a web browser executed by client terminal 108 accessing a web site hosted by environment device 104 such as remote access of computing environment 104.
[0064] Processor(s) 102 of computing environment 104 may be implemented, for example, as a central processing unit(s) (CPU), a graphics processing unit(s) (GPU), field programmable gate array(s) (FPGA), digital signal processor(s) (DSP), and application specific integrated circuit(s) (ASIC). Processor(s) 102 may include a single processor, or multiple processors (homogenous or heterogeneous) arranged for parallel processing, as clusters and / or as one or more multi core processing devices.
[0065] Memory 106 stores code instructions executable by processor(s) 102, for example, a random access memory (RAM), read-only memory (ROM), and / or a storage device, for example, non-volatile memory, magnetic media, semiconductor memory devices, hard drive, removable storage, and optical media (e.g., DVD, CD-ROM). Memory 106 stores code 106A that implements one or more features and / or acts of the method described with reference to FIGs. 2-3 when executed by processor(s) 102.
[0066] Computing environment 104 may include a data storage device 114 for storing data, for example, a benefit item repository 114A set to store lineups of benefit items, accumulation repository 114B set to store accumulations such as returned duplicated assets, and / or other data to compute other features, as described herein. Data storage device 114 may be implemented as, for example, a memory, a local hard-drive, virtual storage, a removable storage unit, an optical disk, a storage device, and / or as a remote server and / or computing cloud (e.g., accessed using a network connection). It is noted that code stored on data storage device 114 may be loaded into memory 106 for execution by processor(s) 102.
[0067] Network 110 may be implemented as, for example, the internet, a local area network, a virtual network, a wireless network, a cellular network, a local bus, a point to point link (e.g., wired), and / or combinations of the aforementioned.
[0068] Computing environment 104 may include a network interface 116 for connecting to network 110, for example, one or more of, a network interface card, a wireless interface to connect to a wireless network, a physical interface for connecting to a cable for network connectivity, a virtual interface implemented in software, network communication software providing higher layers of network connectivity, and / or other implementations.
[0069] Computing device 104 (and / or other components such as client terminals 108, 120) includes and / or is in communication with one or more physical user interfaces 150 that include a mechanism for a user to enter data (e.g., manually define rules for trading accumulations for benefit items) and / or view data (e.g., view the created lineup and / or current level of accumulation). Exemplary user interfaces 150 include, for example, one or more of, a touchscreen, a display, a virtual reality display (e.g., headset), gesture activation devices, a keyboard, a mouse, and voice activated software using speakers and microphone.
[0070] Referring now back to FIG. 2, at 202, a lineup of benefit items is created within the gaming engine. The lineup of benefit items may be presented on a display of a client terminal used by the player for accessing the gaming engine. The same lineup of benefit items may be presented on displays of client terminals of multiple players in a multi-player game. Alternatively, a customized lineup of benefit items may be created and presented to each player, optionally each of multiple players in the multi-player game.
[0071] Each benefit item of the lineup is associated with a sequentially increasing defined level of accumulation. Benefit items may be presented according to the lineup, where a first benefit items is associated with a first level of accumulation, a second benefit item next in the lineup after the first benefit item is associated with a second level of accumulation greater than the first level of accumulation, a third benefit item next in the lineup after the second benefit item is associated with a third level of accumulation greater than the second level of accumulation, etc...
[0072] Benefit items may be in-game objects or resources that provide players with various advantages or enhancements. Benefit items may provide the player with temporary or permanent advantages. The benefit items may improve the performance of the players, improve ability of the players to play the game, or may improve the overall experience of playing the game. These items can take many forms and serve different purposes depending on the game's genre and mechanics.
[0073] Examples of benefit items include: health potions for restoring a portion of the player’s health, speed booster for increasing the player’s movement speed, damage booster for increasing the player’s attack power, armor / shield for increasing the players defense / reducing damage, temporary invincibility for making the player invulnerable for a short duration, ammunition for a weapon used by the player, experience boost for increasing the rate at which a player gains experience points, skill booster for gaining a new ability or improving an existing ability, power- up for granting special abilities like flying or super strength, teleportation device for allowing the player to quickly travel to a different destination, and in-game currency that may be used to purchase items such as upgrades or items to be used in the game.
[0074] Optionally, duplicates of benefit items may be useful. For example, multiple temporary speed boosters may each be used by the player.
[0075] The lineup of benefit items may be selected according to a prediction that when provided for use by the user, one or more metrics indicating a gaming experience and / or incentivizing further engagement with the gaming engine, are improved. The lineup may be arranged such that benefit items predicted to increase the metric significantly more are later on in the lineup (requiring a higher level of accumulation), which may motivate the user even more to try and obtain them. Benefit items predicted to increase the metric less may located earlier on in the lineup (requiring less accumulation), which may help provide rewards to the user while motivating the user to try to reach the benefit items located later on in the lineup.
[0076] The lineup of benefits may be created for the specific gaming engine according to the state of the players and / or the game. Alternatively or additionally, the lineup of benefits may be dynamically adapted according to the real time state of the players and / or the game. Alternatively or additionally, the lineup of benefits may be determined based on an analysis of historical play by the same players or similar players or different players playing the same game or similar game, for example, by a machine learning model trained on historical records and / or by analysis code. For example, in a game in which the players are having a hard time with defeating enemies, the benefit items may be selected as items for increasing attack strength. In another example, the benefit items may be selected according to the ability of the players, for example, one set of benefit items may be suitable for novice and / or younger players, and a different set of benefit items may be suitable for more experienced and / or older players.
[0077] Example of metrics may be based on one or more of the following:
[0078] Engagement Metrics • Daily Active Users (DAU): The number of unique players who play the game each day.
[0079] • Monthly Active Users (MAU): The number of unique players who play the game each month.
[0080] • Session Length: The average duration of a single play session.
[0081] • Session Frequency: How often players log in and play the game.
[0082] Retention Metrics
[0083] • Day 1, Day 7, Day 30 Retention Rates: The percentage of players who return to the game one day, seven days, and thirty days after their first play session.
[0084] • Chum Rate: The percentage of players who stop playing the game over a certain period. Monetization Metrics
[0085] • Average Revenue Per User (ARPU): The average amount of revenue generated per user.
[0086] • Average Revenue Per Paying User (ARPPU): The average amount of revenue generated per user who makes a purchase.
[0087] • Conversion Rate: The percentage of players who make in-game purchases.
[0088] Progression Metrics
[0089] • Level Completion Rates: The percentage of players who complete each level or stage of the game.
[0090] • Time to Level Up: The average time it takes for players to advance to the next level.
[0091] • Achievement Unlock Rates: The percentage of players who unlock specific achievements or milestones.
[0092] Social Metrics
[0093] • Friends List Growth: The rate at which players add friends within the game.
[0094] • Guild / Clan Participation: The percentage of players who join and participate in guilds or clans.
[0095] • In-Game Chat Activity: The frequency and volume of messages sent in in-game chat channels.
[0096] Satisfaction Metrics
[0097] • Net Promoter Score (NPS): A measure of how likely players are to recommend the game to others.
[0098] • Player Feedback: Ratings and reviews provided by players within the game or on external platforms.
[0099] • Bug Reports and Support Tickets: The number and nature of issues reported by players. In-Game Economy Metrics
[0100] • In-Game Currency Earned vs. Spent: Tracking the balance of currency earned and spent by players.
[0101] • Item Popularity: The frequency with which specific in-game items are purchased or used.
[0102] • Auction House Activity: Metrics related to player transactions in an in-game auction house or marketplace.
[0103] Gameplay Metrics
[0104] • Kill / Death Ratio (KDR): Common in competitive games to measure a player's effectiveness.
[0105] • Win / Loss Ratio: The ratio of wins to losses in competitive gameplay.
[0106] • Objectives Completed: The number of in-game objectives or missions completed by players.
[0107] • Completion of objectives score: Players earn points for completing in-game objectives, quests, or missions. This could include tasks such as defeating bosses, reaching certain levels, or completing storylines.
[0108] • Skill Mastery: Points are awarded based on the player's proficiency with game mechanics, such as accuracy in shooting games, precision in platformers, or strategic decision-making in strategy games.
[0109] • Time Spent: The amount of time a player spends in-game. Longer play sessions or consistent play over time could contribute to a higher score.
[0110] • Community Interaction: Engaging with the game's community, whether through forums, social media, or in-game chat, could also be rewarded. This fosters a sense of belonging and encourages players to stay connected.
[0111] • Achievements and Trophies: These milestones often require significant effort and skill, serving as a testament to a player's dedication.
[0112] • Customization and Personalization: Customization options utilized by the player, such as character customization, creating custom content (like levels or mods), or decorating virtual spaces.
[0113] At 204, a current level of accumulation of the user, which may be used to obtain the benefit items, is monitored.
[0114] Optionally, the level of accumulation is of duplicate assets. For example, in a game where users collect cards of different types, the duplicate assets may be duplicates of a certain type of card which the player already possesses. Optionally, the duplicate assets are returned by a user to the gaming engine. The return of the duplicate asset may make the assets available to other players of the game. The duplicate assets may be stored in an inventory of the user within a database of the gaming engine. The duplicate assets of the user stored in the inventory may be automatically monitored and / or identified by the gaming engine. A prompt may be generated on the display of the client terminal of the user recommending to the user to return one or more of the duplicate assets to the gaming engine. A return of one or more duplicate assets removes the assets from the inventory of the user, and increases the current level of accumulation monitored for the user. The user may use the returned duplicated assets to access benefit items according to their corresponding accumulation levels.
[0115] Optionally, an amount of the duplicate assets managed by the gaming engine is finite. For example, there are a finite number of in-game cards which are available to be used by all players. Storage of the duplicate assets (e.g., by an inventory of the user) removes the duplicate assets from use by other players. The other players cannot access the duplicate asset while it is held by the user. Return of the duplicate asset to the gaming engine by the user enables other players to access the returned duplicate assets.
[0116] Optionally, when the user is holding the duplicate assets (e.g., placed in storage by an inventory of the user), a price of the duplicate assets is increased. For example, other players that wish to buy the duplicate asset need to pay a higher price using in-game currency. The price may increase due to the decrease in available supply of the duplicate assets. Return of the duplicate asset to the gaming engine may reduce the price of the duplicate assets to other players, such as due to an increase in supply.
[0117] The accumulation may dynamically change as the player is playing the game, such as increasing in number as the player obtains additional (e.g., duplicate) accumulations, or decreasing in number when the player returns (e.g., duplicate) accumulations to the gaming engine.
[0118] The duplicate assets may be features of the gaming engine that are useful as a single asset. A duplicate of the asset, i.e., an excess instance of the asset, may be non-useable, or usable as a single asset. For example, when the duplicate asset is armor for a character to protect during sword fights, a duplicate of the armor cannot be used by the player since the character cannot wear two of the same types of armor. In the implementation of a multi-player game, the duplicate assets may be of users participating in a multi-player game, where different users may access the common pool of duplicate assets to use them. For example, a single user of the multiple players is able to use one of the duplicate assets, and another user may use another of the duplicate assets. For example, when the assets are swords, and a user can only use one sword at a time, two users can use two swords from a common pool of duplicated swords. The multiple players may return one or more of the duplicate assets, such as when there are too many assets for all the players to use, or when the players determine that there are enough assets.
[0119] Alternatively or additionally, in the implementation of the multi-player game, the benefit items may be of multiple users participating in the multi-player game. A single user of the multiple users participating in the multi-player game may be able to use one of the benefit items. One or more of the benefit items may be provided to the single user. For example, a single user of the multiple players is able to use one of the duplicate assets, and another user may use another of the duplicate assets. For example, when the benefit items are health potions, and a user can only use one benefit potion, two users can use two different benefit potions from a common pool of potions. User of a certain potion by one user may “consume” the potion, rendering the certain potion unavailable to other users.
[0120] Optionally, the accumulation excludes in-game currency, such as coins, gems, and the like. In-game currency may not be a duplicate asset, for example, since multiple coins may be used by a player to purchase a greater amount and / or more expensive in game items / features than a single or fewer coins.
[0121] Examples of duplicate assets include:
[0122] • In-game cards. Representing, for example, characters, items, abilities, and actions. The ingame cards may be collected, traded, and / or upgraded to other cards.
[0123] • Virtual weapons and / or equipment, for example, for killing enemies, protecting against attack, and for causing damage.
[0124] • Character skins and / or costumes. For example, for enabling players to customize appearance of their characters.
[0125] • Power-ups and / or boosts. For example, for providing temporary advantages and / or enhancement to the player’s ability, such as speed, power, restoration of health, and protection.
[0126] • Resources and / or materials. For example, for crafting, building, trading, or progressing through the game, such as wood, iron ore, and diamonds.
[0127] • Decorative items and / or accessories. For example, allowing players to customize their environments. Examples include: furniture, clothing, wallpaper, flooring, and the like.
[0128] The benefit items may be different than the duplicate assets. For example, the duplicate assets may be in-card games, where duplicates of specific types of cards are not useful to the user, whereas the benefit items may be features helping the player achieve in game objectives, such as power-ups, where duplicates of the benefit items may be useful. The defined level of accumulation may be based on meeting in-game objectives. The current level of accumulation of the user may be associated with a current in-game objective. For example, the user may accumulate points according to the time taken to reach a certain goal. The benefit items that may be obtained according to the accumulation may be for assisting the user for meeting the current in-game objective. For example, the benefit item may be a speed-up, which may help the player to move even faster to reach another goal within a time that qualifies for the accumulation of points.
[0129] Optionally, the current in-game objective associated with the current level of accumulation for the current benefit which may be accessed necessarily follows a preceding in-game objective associated with a preceding level of accumulation for a preceding benefit which was accessed. The current in-game object precedes a successive in-game objective associated with a successive level of accumulation. The user is required to meet the current in-game objective before preceding to the successive in-game objective. For example, in a car racing game, each sequential in-game objective is for a certain distance that the player needs to drive in the car. The player must first pass through a first distance before being able to move to the second distance.
[0130] At 206, selectable benefit items are progressively presented and / or made accessible to the user based on the user’s current level of accumulation within the gaming engine. A first benefit item may be presented when a first level of accumulation is reached. A second benefit item may be presented when a second level of accumulation is reached, where the second level of accumulation is greater than the first level of accumulation. The second benefit item is not presented and / or is not accessible by the user prior to the first benefit item being presented and / or accessible. The approach is similarly extended to three or more benefit items.
[0131] At 208, features described with reference to 204-206 may be iterated.
[0132] During the iterations, the accumulation of returned duplicate assets and associated benefit items which may be accessed according to corresponding levels of accumulation are dynamically updated and presented on the display of the client terminal used by the player(s). An indication of when a sufficient number of duplicated assets have been returned to release one or more benefit items may be presented on the display.
[0133] At 210, a selection of a certain benefit item may be received. In response to the selection, the accumulations for release of the certain benefit may be deduced from the inventory of the user.
[0134] Optionally, a payment requirement for releasing of a certain benefit item(s) is presented on the display of the client terminal. The certain benefit item(s) may be a benefit item(s) corresponding to the level of accumulation of duplicate assets returned by a user to the gaming engine. Alternatively or additionally, the certain benefit item(s) may be a selected benefit item, which is non-connected to accumulation of duplicate assets returned by the user. The payment may be, for example, using in-game currency and / or real money. The payment requirement may be presented in response to the selection of the certain benefit item, and / or in association with each benefit item (whether or not the user has selected it). The release of the certain benefit item(s) to the user may be facilitated upon reception of the payment.
[0135] Optionally, in embodiments where the duplicate assets and the benefit items are the same, the duplicate assets may be returned by a first player of the gaming engine, and the payment may be provided by a second user for releasing the returned duplicate assets, which are the benefit items, to a second player of the gaming engine. The payment may be provided to the first user in response to returning the duplicate asset. For example, the duplicated assets are transferred from the first user to the second user in response to the second user providing payment to the first user.
[0136] At 212, the selected benefit item is provided for use by the user in the game.
[0137] Referring now back to FIG. 3. a screen 302 from an exemplary game depicting a lineup of benefit items each associated with a sequentially increasing defined level of accumulation, is presented. Screen 302 is from a mobile card-collecting game where players collect cards of varying rarity, for example, Common, Rare, Epic, and Legendary. Duplicate cards are common and can clutter a player's inventory.
[0138] The player encounters a "Pack Maker," 304 a system to trade duplicate cards for rewards. The duplicate cards represent the accumulated assets described herein. The rewards represent the benefit items described herein.
[0139] Screen 304 may include an info pop up 306 which may present, for example, instructions for using Pack Maker 304. Screen may further include an exit 308 icon, to exit Pack Maker 304.
[0140] Pack Maker 304 may include one or more of the following features: A timer 310 which may provide a limited amount of time to the user for using Pack Maker 304. Completed windows 312 indicating benefit items that have been redeemed. Inactive windows 314 indicating benefit items which the user cannot yet access due to insufficient accumulation. Active window 316 indicating the benefit items which the user may access, having sufficient accumulation, or which is next in the lineup to be accessed when sufficient accumulations have been reached. An amount of accumulation 318 to access active window 316 may be presented. An amount of accumulation 320 to access the next window which is current the inactive window 304, may be presented. A progress bar 322 may present the player’s movement along the lineup of benefit items, and / or indicating the amount of current accumulations and / or how close the current accumulations are for releasing the next benefit item in the lineup. Benefit items which have been released may be presented within an active rewards area 324. A price 326 for releasing the benefit items in active rewards area 324 may be presented. An amount of current accumulation 328 (e.g., points from returning duplicate assets) may be presented.
[0141] Three tiers may be available:
[0142] • Window 1: 150 Points - Gold Chest
[0143] • Window 2: 500 Points - Premium Pack
[0144] • Window 3: 1,500 Points - Legendary Chest
[0145] Duplicate card point values:
[0146] • Common: 10 points
[0147] • Rare: 50 points
[0148] • Epic: 250 points
[0149] • Legendary: 1250 points
[0150] The Player's Journey may be as follows:
[0151] 1. Gold Chest: The player recycles 15 Common cards (150 points) and instantly unlocks the Gold Chest. The player choose not to purchase it now.
[0152] 2. Premium Pack: After some play, the player has 3 Rare cards and 1 Epic card. The player returns the Rare cards (obtaining 150 points) but holds onto the Epic card. Later, the player gains 2 more Epics. Deciding to go for it, the player recycles both Epic cards (obtaining 500 points), instantly unlocking the Premium Pack. This time, the player pays $2.99 to claim it.
[0153] 3. Legendary Chest: The scenario ends before the player reaches 1,500 points for the Legendary Chest.
[0154] The descriptions of the various embodiments of the present invention have been presented for purposes of illustration, but are not intended to be exhaustive or limited to the embodiments disclosed. Many modifications and variations will be apparent to those of ordinary skill in the art without departing from the scope and spirit of the described embodiments. The terminology used herein was chosen to best explain the principles of the embodiments, the practical application or technical improvement over technologies found in the marketplace, or to enable others of ordinary skill in the art to understand the embodiments disclosed herein.
[0155] It is expected that during the life of a patent maturing from this application many relevant accumulations and benefit items will be developed and the scope of the terms accumulations and benefit items are intended to include all such new technologies a priori.
[0156] As used herein the term “about” refers to ± 10 %. The terms "comprises", "comprising", "includes", "including", “having” and their conjugates mean "including but not limited to". This term encompasses the terms "consisting of" and "consisting essentially of".
[0157] The phrase "consisting essentially of" means that the composition or method may include additional ingredients and / or steps, but only if the additional ingredients and / or steps do not materially alter the basic and novel characteristics of the claimed composition or method.
[0158] As used herein, the singular form "a", "an" and "the" include plural references unless the context clearly dictates otherwise. For example, the term "a compound" or "at least one compound" may include a plurality of compounds, including mixtures thereof.
[0159] The word “exemplary” is used herein to mean “serving as an example, instance or illustration”. Any embodiment described as “exemplary” is not necessarily to be construed as preferred or advantageous over other embodiments and / or to exclude the incorporation of features from other embodiments.
[0160] The word “optionally” is used herein to mean “is provided in some embodiments and not provided in other embodiments”. Any particular embodiment of the invention may include a plurality of “optional” features unless such features conflict.
[0161] Throughout this application, various embodiments of this invention may be presented in a range format. It should be understood that the description in range format is merely for convenience and brevity and should not be construed as an inflexible limitation on the scope of the invention. Accordingly, the description of a range should be considered to have specifically disclosed all the possible subranges as well as individual numerical values within that range. For example, description of a range such as from 1 to 6 should be considered to have specifically disclosed subranges such as from 1 to 3, from 1 to 4, from 1 to 5, from 2 to 4, from 2 to 6, from 3 to 6 etc., as well as individual numbers within that range, for example, 1, 2, 3, 4, 5, and 6. This applies regardless of the breadth of the range.
[0162] Whenever a numerical range is indicated herein, it is meant to include any cited numeral (fractional or integral) within the indicated range. The phrases “ranging / ranges between” a first indicate number and a second indicate number and “ranging / ranges from” a first indicate number “to” a second indicate number are used herein interchangeably and are meant to include the first and second indicated numbers and all the fractional and integral numerals therebetween.
[0163] It is appreciated that certain features of the invention, which are, for clarity, described in the context of separate embodiments, may also be provided in combination in a single embodiment. Conversely, various features of the invention, which are, for brevity, described in the context of a single embodiment, may also be provided separately or in any suitable subcombination or as suitable in any other described embodiment of the invention. Certain features described in the context of various embodiments are not to be considered essential features of those embodiments, unless the embodiment is inoperative without those elements.
[0164] Although the invention has been described in conjunction with specific embodiments thereof, it is evident that many alternatives, modifications and variations will be apparent to those skilled in the art. Accordingly, it is intended to embrace all such alternatives, modifications and variations that fall within the spirit and broad scope of the appended claims.
[0165] It is the intent of the applicant(s) that all publications, patents and patent applications referred to in this specification are to be incorporated in their entirety by reference into the specification, as if each individual publication, patent or patent application was specifically and individually noted when referenced that it is to be incorporated herein by reference. In addition, citation or identification of any reference in this application shall not be construed as an admission that such reference is available as prior art to the present invention. To the extent that section headings are used, they should not be construed as necessarily limiting. In addition, any priority document(s) of this application is / are hereby incorporated herein by reference in its / their entirety.
Claims
WHAT IS CLAIMED IS:
1. A computer implemented method of enhancing an experience of a user playing a game run by a gaming engine, comprising: creating a lineup of benefit items within the gaming engine, each benefit item associated with a sequentially increasing defined level of accumulation; presenting the lineup of benefit items on a display of a client terminal used by the user for accessing the gaming engine; monitoring a current level of accumulation of the user; progressively presenting selectable benefit items based on the user’s current level of accumulation within the gaming engine; and providing at least one of the selected benefit items for use by the user in the game.
2. The computer implemented method of claim 1, wherein the line of benefit items are selected according to a prediction that when provided for use by the user, at least one metric indicating a gaming experience and / or incentivizing further engagement with the gaming engine, is improved.
3. The computer implemented method of claim 1, wherein the level of accumulation is of duplicate assets returned by a user to the gaming engine.
4. The computer implemented method of claim 3, wherein the benefit items are different than the duplicate assets.
5. The computer implemented method of claim 3, wherein the duplicate assets are features of the gaming engine that are useful as a single asset, wherein a duplicate of the asset is used as a single asset or non-useable.
6. The computer implemented method of claim 3, wherein the duplicate assets are of a plurality of users participating in a multi-player game, wherein a single user of the plurality of users is able to use one of the duplicate assets, and wherein providing comprises providing for the single user.
7. The computer implemented method of claim 1, wherein the benefit items are of a plurality of users participating in a multi-player game, wherein a single user of the plurality of users is able to use one of the benefit items, and wherein providing comprises providing for the single user.
8. The computer implemented method of claim 3, wherein the duplicate assets stored in an inventory of the user within a database of the gaming engine, and further comprising: identifying the duplicate assets of the user stored in the inventory; and generating a prompt on the client terminal recommending to the user to return one or more of the duplicate assets to the gaming engine, wherein a return of one or more duplicate assets removes the assets from the inventory of the user, wherein the return of the one or more duplicate assets increases the current level of accumulation monitored for the user.
9. The computer implemented method of claim 8, further comprising: displaying on a display of the client terminal, the accumulation of returned duplicates and associated benefit items within the gaming engine; indicating to the user when a sufficient number of duplicated assets have been returned to release at least one benefit item; and releasing the corresponding at least one benefit item accordingly.
10. The computer implemented method of claim 3, wherein an amount of the duplicate assets managed by the gaming engine is finite, wherein storage of the duplicate assets by an inventory of the user removes the duplicate assets from use by other players, and return of the duplicate asset to the gaming engine enables other players to access the duplicate assets.
11. The computer implemented method of claim 3, wherein storage of the duplicate assets by an inventory of the user increases a price of the duplicate assets to other players, and return of the duplicate asset to the gaming engine reduces the price of the duplicate assets to other players.
12. The computer implemented method of claim 3, wherein the duplicate assets includes at least one of: (i) in-game cards, (ii) virtual weapons and / or equipment, (iii) character skins and / or costumes, (iv) power-ups and / or boosts, (v) resources and / or materials, and (vi) decorative items and / or accessories.
13. The computer implemented method of claim 1, further comprising: presenting on the display of the client terminal, a payment requirement for releasing of the at least one of the selected benefit items; and facilitating the releasing of the at least one of the selected benefit items upon reception of the payment.
14. The computer implemented method of claim 3, further comprising: presenting on the display of the client terminal, a payment requirement for releasing of the at least one of the selected benefit items corresponding to the level of accumulation of duplicate assets returned by the user to the gaming engine; and facilitating the releasing of the at least one of the selected benefit items corresponding to the level of accumulation upon reception of the payment.
15. The computer implemented method of claim 14, wherein the duplicate assets and the benefit items are the same, wherein the duplicate assets are returned by a first player of the gaming engine, and the payment is provided by a second user for releasing the benefit items to the second user of the gaming engine.
16. The computer implemented method of claim 15, wherein the payment is provided to the first user in response to returning the duplicate assets.
17. The computer implemented method of claim 1, wherein progressively presenting comprises presenting a first benefit item when a first level of accumulation is reached, and presenting a second benefit item when a second level of accumulation greater than the first level is reached, wherein the second benefit item is not provided prior to providing of the first benefit item.
18. The computer implemented method of claim 1, wherein the benefit items include at least one of: health potions for restoring a portion of the player’s health, speed booster for increasing the player’s movement speed, damage booster for increasing the player’s attack power, armor / shield for increasing the players defense / reducing damage, temporary invincibility for making the player invulnerable for a short duration, ammunition for a weapon used by the player, experience boost for increasing the rate at which a player gains experience points, skill booster for gaining a new ability or improving an existing ability, power-up for granting special abilities likeflying or super strength, teleportation device for allowing the player to quickly travel to a different destination, and in-game currency that may be used to purchase items such as upgrades or items to be used in the game.
19. The computer implemented method of claim 1, wherein the defined level of accumulation is based on meeting in-game objectives, wherein the current level of accumulation of the user is associated with a current in-game objective, wherein the provided benefit items are for assisting the user for meeting the current in-game objective.
20. The computer implemented method of claim 19, wherein the current in-game objective necessarily follows a preceding in-game objective and precedes a successive in-game objective, such that the user is required to meet a first in-game objective before preceding to a second in-game objective.
21. A system for enhancing an experience of a user playing a game run by a gaming engine, comprising: at least one processor executing a code for: creating a lineup of benefit items within the gaming engine, each benefit item associated with a sequentially increasing defined level of accumulation; presenting the lineup of benefit items on a display of a client terminal used by the user for accessing the gaming engine; monitoring a current level of accumulation of the user; progressively presenting selectable benefit items based on the user’s current level of accumulation within the gaming engine; and providing at least one of the selected benefit items for use by the user in the game.
22. A non-transitory medium storing program instructions for enhancing an experience of a user playing a game run by a gaming engine, which when executed by at least one processor, cause the at least one processor to: create a lineup of benefit items within the gaming engine, each benefit item associated with a sequentially increasing defined level of accumulation; present the lineup of benefit items on a display of a client terminal used by the user for accessing the gaming engine; monitor a current level of accumulation of the user;progressively present selectable benefit items based on the user’s current level of accumulation within the gaming engine; and provide at least one of the selected benefit items for use by the user in the game.
Citation Information
Patent Citations
Online open progressive jackpot contests
US10026266B1
Systems and methods for combining a computer story game with a computer non-story game
US11045731B1
Wagering game with persistent state of game assets affecting other players
US20130005446A1
System and method for managing the presentation of content in a multiplayer online game
US20180318712A1
Systems and methods for incentivizing participation in gameplay events in an online game
US20240100441A1