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

VSEngineering 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

Engineering Contradiction:
Improverevenue generationVSAvoidsystem complexity
Core Design Contradiction:
ProductivityVSDevice complexity

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

Inventive Principle:
Principle #25Self-service

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

Inventive Principle:
Principle #10Preliminary action

2Speed

If manual monitoring and event triggering is used, then automation level is low, but response time to player spending patterns is slow

Engineering Contradiction:
Improveresponse timeVSAvoidautomation level
Core Design Contradiction:
SpeedVSExtent of automation

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

Inventive Principle:
Principle #23Feedback

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

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If generic events are used for all players, then implementation is simple, but player-specific engagement and spending optimization are reduced

Engineering Contradiction:
Improvecontent availabilityVSAvoidevent management complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

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

Inventive Principle:
Principle #3Local quality

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

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS10632386B1System and method for implementing dynamic content availability for individual players
Publication Date: 2020.04.28 ELECTRONIC ARTS INC
  • US10632386B1 patent drawing
  • US10632386B1 patent drawing
  • US10632386B1 patent drawing

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.