Dual Virtual Currency System for Online Game Revenue
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Solution Overview
Problem
Online game operators face revenue limitations due to players accumulating excessive virtual currency, which can be obtained through game exploits, reducing opportunities for generating revenue.
Innovation Solution
Implementing a dual virtual currency system within the online game, where a first virtual currency can be traded for advancements in the main game and a second virtual currency, specific to an autonomous game module, can only be used for advancements within that module, preventing inter-module trading and allowing real currency exchange for both.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If players can accumulate virtual currency through game exploits, then players can advance in the game without purchasing real currency, but revenue opportunities for game operators are reduced
Solution Approach 1:
The patent segments the virtual currency into two distinct types: a first virtual currency that can be obtained through game exploits and a second virtual currency that must be purchased with real currency. This segmentation allows the game to maintain playability through the first currency while generating revenue through the second currency, resolving the contradiction between ease of operation and productivity.
2Device complexity
If a single virtual currency system is used, then the game economy is simple to manage, but players can amass large amounts of currency limiting revenue opportunities
Solution Approach 1:
The patent divides the currency system into two separate virtual currencies with distinct purposes and acquisition methods. The first virtual currency maintains game economy simplicity for regular play, while the second virtual currency creates new revenue opportunities. This segmentation resolves the contradiction by adding complexity only where needed for revenue generation.
Solution Approach 2:
The patent introduces a second virtual currency as an intermediary that bridges the gap between real currency purchases and in-game advancement. This intermediary currency allows players to spend real money without directly affecting the main game economy, resolving the contradiction between currency system simplicity and revenue generation.
3Adaptability or versatility
If virtual currency can be exchanged between different currencies, then players have flexible trading options, but revenue streams from real currency exchanges are limited
Solution Approach 1:
The patent segments the currency system into two non-interchangeable virtual currencies, each with its own acquisition and usage paths. This segmentation maintains adaptability within each currency's domain while ensuring that the second currency remains exclusively tied to real currency purchases, thereby preserving revenue streams.
Data Source
AI summary
Methods, systems, and computer programs for generating revenue in an online game are presented. One method includes an operation for creating, in the online game, a first virtual currency and a game score, where the amount of the first virtual currency can be increased in exchange for real currency. The first virtual currency can be traded for advancement in the online game. Further, a game module, that is an autonomous game within the online game, is started, and a second virtual currency and a module score are created in the game module. The amount of the second virtual currency can be increased in exchange for real currency, where the second virtual currency can be traded for advancement in the game module and cannot be traded for advancement in the online game outside of the game module. Advancement in the game module increases the module score and does not increase the game score. In addition, at least one form of advancement in the game module can be obtained with the second virtual currency and cannot be obtained with the first virtual currency.


