Tiered Game Trial Access System for Purchase Conversion

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Solution Overview

Problem

Video game designers face challenges in selecting trial or teaser levels that effectively appeal to potential players, leading to a need for systems and methods that can tailor game previews to user preferences and subscription levels to entice purchases.

Innovation Solution

A method and system that provide interactive gaming applications to users based on their access privileges, using a database to determine user preferences and interests, and interrupting gameplay with purchase prompts at predetermined lengths, allowing additional access or full game purchase based on user interactions and rental periods.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If trial or teaser levels are chosen arbitrarily to provide game previews, then implementation is simple, but user appeal and purchase conversion are low

Engineering Contradiction:
Improveuser appealVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the trial game experience into multiple access tiers (e.g., free trial, paid trial, subscription-based trial), each offering different levels of gameplay access, duration, and content. This segmentation allows the system to cater to different user preferences and willingness to pay, thereby improving user appeal without requiring a complete overhaul of the trial delivery mechanism.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements preliminary user profiling and preference assessment before delivering trial content. By collecting user data, gaming preferences, and behavioral patterns in advance, the system can pre-select and personalize trial levels that are most likely to appeal to each user, significantly improving conversion rates while maintaining manageable system complexity through automated profiling.

Inventive Principle:
Principle #10Preliminary action

2Productivity

If uniform trial access is provided to all users, then implementation is straightforward, but user engagement and retention are insufficient

Engineering Contradiction:
Improvepurchase conversionVSAvoidaccess control complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent implements dynamic access control where trial parameters (duration, content access, interruptions) automatically adjust based on user profile, behavior, and preferences. The system dynamically determines when to interrupt gameplay with purchase prompts and what tier of access to grant, allowing high purchase conversion through personalization while keeping access control complexity manageable via automated decision rules.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent incorporates continuous feedback loops where user behavior during trial gameplay is monitored and fed back into the access tier determination system. This feedback mechanism allows the system to learn from user interactions, adjust trial offerings in real-time, and optimize purchase conversion without requiring complex manual intervention in access control.

Inventive Principle:
Principle #23Feedback

3Productivity

If game trials are interrupted frequently with purchase prompts, then purchase opportunities increase, but user experience and engagement deteriorate

Engineering Contradiction:
Improvesales opportunityVSAvoiduser experience
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The patent applies partial action by providing purchase prompts selectively rather than continuously. The system interrupts gameplay with purchase opportunities only at strategically determined moments based on user engagement level, trial tier, and behavioral indicators, thereby capturing sales opportunities without excessively degrading user experience through constant interruptions.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The patent changes the parameter of interruption frequency based on user profile and trial tier. Different access tiers have different interruption rates, and the system adjusts this parameter dynamically based on user behavior, allowing higher sales opportunities for users who are more engaged or have paid for premium trials, while maintaining better user experience for others.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11717758B2Systems and methods for providing tiered game trials
Publication Date: 2023.08.08 SONY INTERACTIVE ENTERTAINMENT LLC
  • US11717758B2 patent drawing
  • US11717758B2 patent drawing
  • US11717758B2 patent drawing

AI summary

The present disclosure relates to systems and methods providing tiered access to video game rentals or video game teasers as interactive gaming applications to users in order to entice a purchase of a full-version of the game. In various aspects, the interactive gaming application may be configured to allow varied access to portions of the video game or rental of the video game for a finite period of time. Additionally, the systems and methods may prompt the user to purchase the full game at the height or apex of their engagement with the interactive application.