Cross-Game Virtual Container Distribution
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Solution Overview
Problem
Conventional virtual containers in online games are limited to a single game environment, failing to incentivize users to engage with multiple online games and lacking cross-promotional opportunities.
Innovation Solution
Introducing cross-game virtual containers that include multiple virtual items usable across multiple online games, offered for purchase in virtual stores and activated to distribute items across different game platforms, with pricing strategies and notifications designed to incentivize engagement across multiple games.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If conventional virtual containers are provided for a single online game, then users can access virtual items within that specific game, but users are not incentivized to engage with multiple online games and cross-promotional opportunities are lost
Solution Approach 1:
The virtual container system is designed to distribute virtual items across multiple online games, allowing a single container instance to provide items usable in different game titles. This multi-functional approach enables users to engage with multiple games through one container mechanism, resolving the contradiction between versatility and complexity by creating a universal container system that operates across game boundaries while maintaining a unified technical implementation
2Productivity
If virtual items are made available indefinitely after container activation, then users have flexible access, but users lack incentive to engage with other online games promptly
Solution Approach 1:
The system implements time-limited availability for virtual items distributed through containers, where items can be accessed only within a determined time period after container activation. This periodic action creates urgency and incentivizes users to engage with multiple online games promptly, resolving the contradiction between engagement rate and item availability duration by using time-bound access to drive user activity
Solution Approach 2:
The system pre-determines time periods for virtual item availability at the moment of container activation, establishing the access window in advance. This preliminary action allows users to understand the time constraints before using the items, enabling better planning of their game engagement while ensuring prompt multi-game participation
3Ease of manufacture
If virtual containers are offered at individual item prices, then users can compare prices transparently, but users perceive less value and purchase incentive compared to bundled pricing
Solution Approach 1:
The system combines multiple virtual items into a single virtual container offering with bundled pricing, where the container price is presented as a fraction of the total individual item prices. This merging approach creates perceived value for users while maintaining transparency about individual item worth, resolving the contradiction between pricing transparency and purchase rate by showing both the bundled discount and the equivalent individual prices for comparison
Data Source
AI summary
System and method for providing cross-game virtual containers in online games are disclosed. Virtual items usable in multiple online games may be packaged in a cross-game virtual container. Instances of cross-game virtual container may be presented for purchase by user in a virtual store. The price of a given instance of cross-game virtual container may be set as a fraction of the total of the individual prices of the virtual items in the given instance of cross-game virtual container. After an activation of a purchased instance of cross-game virtual container by a user in one of the online games, virtual items in the purchased instance of cross-game virtual container may be made available for access to the user in respective online games. In some examples, a notification may be generated for informing the user of the availability of the virtual items in the activated instance of cross-game virtual container.


