Dynamic Secondary Game Awards Based on Player Metrics
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Solution Overview
Problem
Online games face challenges in retaining user interest and increasing monetization through existing mechanisms, as they struggle to effectively provide engaging secondary games and awards that align with player progress and preferences.
Innovation Solution
A system that utilizes machine-readable instructions to configure processors to implement a secondary game component, which provides access to secondary games based on gameplay metrics, offering virtual awards with varying perceived values and user costs, and incentivizes players through notifications to advance in the online game by offering higher-value awards for higher gameplay metrics.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If traditional monetization mechanisms are used in online games, then revenue generation is limited, but user interest retention becomes difficult
Solution Approach 1:
The system dynamically adjusts award values and types based on player gameplay metrics and progress levels. Secondary games offer varying award pools that change according to player performance, creating a dynamic reward structure that adapts to individual player trajectories rather than using static reward systems.
Solution Approach 2:
The system changes key parameters including award perceived value, user cost, and gameplay metric thresholds based on player progress. By adjusting these parameters dynamically, the system optimizes both engagement and monetization effectiveness at different stages of player development.
2Reliability
If secondary games are provided to increase engagement, then user interest is retained, but alignment with player progress and preferences becomes challenging
Solution Approach 1:
The system continuously monitors player gameplay metrics and uses this feedback to determine eligibility for secondary games and to adjust award offerings. Player progress in the primary game directly influences access to and rewards from secondary games, creating a feedback loop that ensures alignment with player development.
Solution Approach 2:
The system segments the player base into different groups based on gameplay metrics and progress levels. Each segment receives tailored secondary game opportunities and award structures appropriate to their skill level and engagement stage, rather than applying a uniform approach to all players.
3Productivity
If higher-value awards are offered to incentivize player advancement, then player engagement increases, but user cost increases
Solution Approach 1:
The system applies different award values and costs to different player segments based on their gameplay metrics. Rather than uniform high-value awards for all players, the system localizes the reward structure to match individual player progress and engagement levels, optimizing the value-cost ratio for each player group.
Data Source
AI summary
An online game is provided to users via client computing devices. Gameplay metrics are determined for users of the online game based on actions taken by the users in the online game. Secondary games are provided, where the potential awards provided by the secondary games are determined based on the gameplay metrics of the users.


