Virtual Store Segmentation for Spending-Based Access Control
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
In free-to-play online games, all users have equal access to virtual item stores, which fails to leverage high-spending users and can discourage low-spending players by making them aware of others' spending advantages, leading to a loss of revenue and player dissatisfaction.
Innovation Solution
A system that selectively provides access to an exclusive virtual store section based on user spending history, using a spend threshold to offer high-end virtual items only to high-spending players, enhancing their experience while maintaining fairness for low-spending players by hiding these offers.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If all users are given equal access to virtual item stores, then low-spending players can access affordable items, but high-spending users cannot be leveraged for additional revenue and low-spending players may feel discouraged by others' spending advantages
Solution Approach 1:
The virtual store is divided into multiple sections with different access levels. A first virtual store section is accessible to all users, while a second virtual store section with exclusive high-end items is restricted to high-spending users only. This segmentation allows the system to serve different user segments with appropriate content while maximizing revenue from high-value customers.
Solution Approach 2:
Different quality levels of virtual items and store access are provided to different user groups based on their spending behavior. High-spending users receive access to premium items and exclusive sections, while low-spending users access standard items. This local differentiation optimizes both user satisfaction and revenue extraction.
2Quantity of substance
If high-end virtual items are made available to all users, then more users can purchase items, but high-spending users may not feel sufficiently valued and medium spenders may not be motivated to increase spending
Solution Approach 1:
Access to virtual store sections is made dynamic based on user spending behavior. Users transition between access levels as their spending patterns evolve. This dynamic adaptation allows the system to respond to user behavior changes and maintain optimal engagement and revenue extraction.
Solution Approach 2:
The system changes the parameter of store access based on user spend parameters. By monitoring spending behavior and adjusting access levels accordingly, the system adapts the virtual store experience to match user value, encouraging medium spenders to increase spending to unlock additional content.
3Extent of automation
If the system tracks and monitors user spending behavior to provide selective access, then personalized offers can be made to high-spending users, but the system complexity increases
Solution Approach 1:
The system automatically monitors user spending behavior and grants or restricts access to virtual store sections based on predefined spend parameters and thresholds. This self-service automation eliminates manual intervention, allowing personalized offer delivery at scale without proportionally increasing operational complexity.
Data Source
AI summary
This disclosure relates to a system and methodology for obtaining information associated with spend history of a first user in connection with playing an online game and processing the information associated with the spend history to assign the user spend parameter value to the first user which may be further used to provide selective access to an exclusive virtual section associated with an online game when the user spend parameter value meets the spend threshold.


