Dynamic Event Triggering for Online Game Revenue
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Solution Overview
Problem
Online games face challenges in maintaining player engagement and revenue generation during off-peak hours, as players tend to be idle or spend less during certain times, leading to reduced activity and revenue.
Innovation Solution
A system that automatically triggers events such as sales, promotions, or gameplay-based events based on user spending patterns, using modules like the event trigger module to select and execute events that enhance revenue generation and user engagement by regulating spend rates and providing notifications to users.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If the game operates without automated event triggering, then the system complexity is low, but player engagement and revenue generation during off-peak hours decrease
Solution Approach 1:
The system automatically monitors spend rates and triggers events without manual intervention. The event trigger module continuously evaluates spend rate parameters and autonomously selects and initiates appropriate events, allowing the system to self-regulate player engagement and revenue generation during off-peak hours
Solution Approach 2:
The system pre-configures multiple event templates with different spend rate thresholds and event parameters. When current spend rates meet predefined criteria, the corresponding pre-prepared events are automatically triggered, enabling rapid response to changing player behavior patterns without manual setup
2Speed
If manual monitoring and event triggering is used, then automation level is low, but response time to player spending patterns is slow
Solution Approach 1:
The system continuously monitors player spend rates and uses this feedback to dynamically trigger events. The event trigger module evaluates current spend rate parameters against thresholds and automatically initiates events when conditions are met, creating a closed-loop system that responds in real-time to player behavior changes
Solution Approach 2:
The system dynamically adjusts event triggering based on real-time spend rate variations. Different event types and parameters are selected based on current spending patterns, allowing the system to adapt its behavior to match changing player engagement levels and spending velocities
3Adaptability or versatility
If generic events are used for all players, then implementation is simple, but player-specific engagement and spending optimization are reduced
Solution Approach 1:
The system provides different event content and parameters to different player segments based on their specific spend rates and behavior patterns. The event trigger module selects from multiple event templates, configuring events with localized content appropriate to each player group's characteristics and spending velocity
Solution Approach 2:
The system segments players into different groups based on spend rate parameters and triggers different events for different segments. By dividing the player base into categories with distinct spending behaviors, the system can tailor event content to each segment's specific engagement patterns and spending capacity
Data Source
AI summary
One aspect of the disclosure relates to automatically triggering events (e.g., sales, promotions, gameplay-based events, and/or other events) in an online game based on varying levels of spend by users in the game. This automation of live operations in the online game may provide for management of revenue generation in the online game. The events may serve to draw users into the online game during traditional off-peak hours, may serve to entice user spending in the online game during times when spending would be low without an event, and/or provides for other enhancements.


