Virtual Currency Redemption for User Activity
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Solution Overview
Problem
Existing end-user applications, such as games and fitness apps, fail to motivate users to adopt desired behaviors due to lack of real-value incentives, leading to user motivation loss and reduced profitability for developers.
Innovation Solution
A system and method that redeem user activity levels for virtual currency, which can be earned through various means such as activity sensors, self-reported data, or external devices, and can be used for in-application purchases or out-of-application rewards like coupons or discounts.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If fitness applications provide scores or medals based on user activity, then user motivation is improved within the application, but the rewards are not perceived as having real value leading to loss of long-term user motivation
Solution Approach 1:
The patent introduces virtual currency as an intermediary that bridges the gap between in-application activity and real-world value. The system converts user activity into redeemable virtual currency that can be exchanged for real-world goods, services, or donations, giving tangible value to what was previously intangible game scores or medals.
Solution Approach 2:
The patent changes the parameter of reward value from intangible (scores, medals) to tangible (redeemable virtual currency with real-world purchasing power). This transformation allows the same user activity to generate rewards that have both in-application utility and external real-world value, sustaining long-term motivation.
2Productivity
If applications use straightforward in-game purchases with real currency, then profitability is improved, but user behavior motivation outside the application is not achieved
Solution Approach 1:
The patent makes the virtual currency multi-functional by enabling it to be used both within the application for game-related purchases and outside the application for real-world goods, services, or charitable donations. This universality allows the same currency system to serve both profitability goals and external behavior motivation goals simultaneously.
Solution Approach 2:
The system establishes a feedback loop where user real-world activities are monitored, converted into virtual currency, and can be redeemed for rewards. This closed-loop feedback mechanism reinforces desired real-world behaviors while maintaining application engagement and profitability.
3Duration of action of stationary object
If virtual currency is made redeemable for real-world value, then long-term user engagement is improved, but system complexity increases
Solution Approach 1:
The patent implements self-service mechanisms where users automatically earn virtual currency through their real-world activities as tracked by mobile device sensors and application usage. The system automatically converts activity data into currency balances and manages redemption processes, reducing the need for complex manual verification or intervention while maintaining user engagement.
Data Source
AI summary
Systems, electronic devices, and methods for redeeming user activity level or other desired user behaviors for virtual currency are disclosed. In some implementations, a method includes: at a computer system, obtaining user activity information indicating an activity level of a user; and computing an in-application credit based on the activity level. The in-application credit can be redeemed by the user in an associated application. The in-application credit can be redeemed by the user for a coupon that can be applied towards out-of-application purchases. In some implementations, the activity level is determined in accordance with (i) a motion parameter reported by an activity sensor of an electronic device associated with the user, (ii) information obtained from a cell phone tower or a GPS device (e.g., using cell tower triangulation techniques); and (iii) self-reported user activity information. In some implementations, the method also includes converting the in-application credit for out-of-application purchases.


