Dynamic Balance Goals for Virtual Item Monetization

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Solution Overview

Problem

Existing online game systems lack effective mechanisms to incentivize users to alter virtual item balances in their inventories, limiting monetization opportunities and user engagement.

Innovation Solution

A system that includes a server configured with modules for managing virtual item balances, setting balance goals with specific target levels and time constraints, and distributing rewards, encouraging users to acquire or consume virtual items through dynamic balance goals based on current inventories and gameplay activities.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If traditional in-game goals (e.g., kill monsters) are used to incentivize users, then user progression is facilitated, but monetization opportunities are limited

Engineering Contradiction:
Improveuser progressionVSAvoidmonetization opportunities
Core Design Contradiction:
ProductivityVSQuantity of substance

Solution Approach 1:

The system changes the parameter of incentive targets from traditional gameplay achievements (monster kills) to virtual item balance targets. By allowing dynamic adjustment of target balances and offering rewards specifically for reaching these balance goals, the system transforms how users interact with virtual economies, directly linking progression incentives to monetization opportunities through virtual currency and item trading.

Inventive Principle:
Principle #35Parameter changes

2Quantity of substance

If balance goals with high target balances are set to induce users to acquire virtual items, then monetization is enhanced, but system complexity increases

Engineering Contradiction:
Improvevirtual item balancesVSAvoidsystem complexity
Core Design Contradiction:
Quantity of substanceVSDevice complexity

Solution Approach 1:

The balance goal system serves multiple functions simultaneously: it tracks virtual item balances, sets dynamic targets, monitors user progress, and distributes rewards. By consolidating these functions into a unified balance goal module that works across different virtual items and user inventories, the system achieves high monetization potential without proportionally increasing complexity.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The system implements dynamic balance goals that can be adjusted based on current virtual economy conditions, user progress, and monetization objectives. Targets are not fixed but can be modified to optimize both user engagement and revenue generation, allowing the system to adapt to changing conditions without requiring complete system redesign.

Inventive Principle:
Principle #15Dynamics

3Ease of operation

If balance goals specify time constraints for reaching target balances, then user engagement is improved, but measurement precision requirements increase

Engineering Contradiction:
Improveuser engagementVSAvoidbalance monitoring accuracy
Core Design Contradiction:
Ease of operationVSMeasurement precision

Solution Approach 1:

The system implements continuous feedback mechanisms that monitor virtual item balances in real-time and notify users of their progress toward balance goals. By providing ongoing information about current balances, target balances, and time remaining, the system enhances user engagement through transparent progress tracking while managing measurement precision requirements through systematic monitoring protocols.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS10475058B1Incentivizing users to alter virtual item balances in an online game
Publication Date: 2019.11.12 ELECTRONIC ARTS INC
  • US10475058B1 patent drawing
  • US10475058B1 patent drawing
  • US10475058B1 patent drawing

AI summary

A system and method for incentivizing users to alter virtual item balances in an online game are disclosed. The incentives may include rewards for users to reach balance goals. The balance goals may specify target balances of virtual items to be reached in user inventories, and a time by which such target balances must be reached in order for the users to receive a reward. Such target balance may include minimum or maximum balances levels, a range of absolute balance levels, a change in the current balance levels of virtual items in the user inventories and/or any other target balances. Determinations whether a given user has reached such target balance in accordance with a balance goal may be made at or before the time specified in the balance goal.