Personalized Gaming Messaging System Using Player Segmentation
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Solution Overview
Problem
Video game developers face challenges in retaining gamers due to the lack of personalized experiences, as mass communications often fail to address individual player needs and preferences, leading to frustration and dissatisfaction.
Innovation Solution
A system and method for generating personalized messaging campaigns using player profile data and behavioral insights to deliver relevant messages through various channels, tailored to specific game genres, platforms, and player classifications, with triggers and scoring formulas ensuring message relevance.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Quantity of substance
If mass communications are used to reach all gamers, then the reach and coverage are improved, but the relevance and personalization deteriorate
Solution Approach 1:
The patent segments gamers into different groups based on their skill levels, preferences, and behaviors. By dividing the gamer population into distinct segments (novice, expert, different genres, platforms), the system can deliver personalized messages to each segment while maintaining broad reach through automated classification and targeted communication strategies.
2Loss of information
If customized communications are created for individual players, then the relevance and engagement are improved, but the complexity and resource requirements worsen
Solution Approach 1:
The system enables automated self-service through algorithmic classification and message selection. The computer automatically classifies gamers, selects appropriate messages from templates, and delivers personalized communications without requiring manual intervention for each player. This reduces complexity while maintaining high relevance through automated decision-making processes.
Solution Approach 2:
The patent changes parameters such as skill level, genre preference, platform, and behavior patterns to create customized messages. By systematically varying these parameters based on gamer profiles, the system generates relevant personalized communications efficiently without manual complexity.
3Loss of information
If manual processes are used to customize messages, then the personalization quality is improved, but the productivity and scalability worsen
Solution Approach 1:
The patent replaces manual mechanical processes with automated computer-based systems. Algorithms substitute for human analysts in classifying gamers and selecting messages, enabling the system to handle large volumes of players simultaneously. This substitution maintains personalization quality while dramatically improving scalability and productivity.
4Ease of manufacture
If generic messages are sent to all players, then the ease of implementation is improved, but the player satisfaction and retention worsen
Solution Approach 1:
The system performs preliminary classification and message selection before communication delivery. By pre-segmenting gamers and pre-selecting appropriate messages based on their profiles, the system maintains ease of implementation through automated workflows while significantly improving player retention through relevant, personalized content that resonates with each player's preferences and skill level.
Data Source
AI summary
A system and method for generating personalized messaging campaigns for video game players is provided. A video game player's profile data and/or behavioral data may be used to create a customized messaging campaign for the player. The messaging campaign may comprise one or more messages, each selected from a variety of message types, that may be delivered to a game player through one or more channels, at predetermined time intervals. Examples of message types may include gameplay tips, techniques, strategy information, news, awards, milestones, promotions relating to microtransactions (e.g., offers, discounts, etc.), overviews of new products, features, etc., or other message types. Any number of predefined messages may exist (e.g., tens, hundreds, thousands, etc.) for each message type.


