Viral Reward System for Online Game Social Expansion
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing online multiplayer games lack effective mechanisms to incentivize player engagement and social interaction, as traditional reward systems often rely solely on asset or game state requirements, neglecting the potential of social interactions to drive player participation and community expansion.
Innovation Solution
Implementing a system where players can acquire 'viral rewards' by satisfying social requirements, such as inviting friends to play, which combines with asset and game state requirements to create a dynamic and evolving set of challenges that encourage social network expansion and engagement, using a game engine that dynamically adjusts these requirements to maintain player interest.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If traditional reward systems rely solely on asset or game state requirements, then the reward system is simple to implement, but player engagement and social interaction are insufficient
Solution Approach 1:
The patent implements dynamic reward requirements that adjust based on player behavior and game state. The system dynamically modifies asset requirements, social interaction requirements, and game state requirements based on player progression, engagement levels, and community needs, making the reward system adaptive rather than static
Solution Approach 2:
The patent divides the reward system into multiple independent requirement components: asset requirements (in-game currency/items), social requirements (friend invitations, community interactions), and game state requirements (achievements, levels). These segmented requirements can be independently adjusted and combined to create diverse reward challenges
2Productivity
If viral rewards with social requirements are implemented, then player engagement and social network expansion increase, but the reward system complexity increases
Solution Approach 1:
The patent creates a universal reward framework that handles multiple types of requirements (asset, social, game state) through a single integrated system. The same core architecture manages diverse reward types including viral rewards, traditional quest rewards, and community event rewards, reducing overall system complexity through consolidation
Solution Approach 2:
The patent introduces a reward management intermediary system that mediates between player actions and reward distribution. This intermediary layer processes social interactions, validates requirements, and coordinates reward issuance, simplifying the complexity by centralizing control logic rather than distributing it across multiple systems
3Adaptability or versatility
If dynamic adjustment of reward requirements is implemented, then player interest is maintained, but the system requires more complex game engine integration
Solution Approach 1:
The patent implements feedback loops where the system continuously monitors player engagement metrics, reward redemption patterns, and community growth. This feedback informs dynamic adjustments to reward requirements, ensuring the system adapts to maintain player interest while using data-driven decisions rather than complex manual configuration
Solution Approach 2:
The patent dynamically changes key parameters of the reward system including asset thresholds, social interaction requirements, and game state conditions. These parameter changes are implemented through centralized configuration that allows the game engine to adapt reward difficulty and requirements without requiring structural modifications to the underlying system architecture
Data Source
AI summary
Example systems and methods related to player recruitment for acquiring rewards in an online game network is presented. In an example, an online game for a plurality of players is hosted. A player of the game is provided an asset based satisfaction of an acquisition requirement that includes a social requirement satisfied by a new association of a predetermined number of people with the online game.


