Providing leaderboard based upon in-game events

    公开(公告)号:US10252169B2

    公开(公告)日:2019-04-09

    申请号:US15877849

    申请日:2018-01-23

    申请人: Kabam, Inc.

    摘要: An approach to facilitate providing leaderboards based upon in-game events within a game space. The leaderboards based on user progress to achieving one or more administrator defined objectives within the game space, where each objective requires the completion of one or more activities. An objective metric for the first user, indicating the first user's progress toward achieving the objective may be determined, based upon one or more activity metric values for the first user. The activity metric values providing an indication of the first user's progress toward completing activities required to be completed to achieve the objective, as defined by an administrator.

    SYSTEM AND METHOD FOR DYNAMICALLY DETERMINING CRAFTING PARAMETERS BASED ON USER USAGE RATE OF A VIRTUAL SPACE
    8.
    发明申请
    SYSTEM AND METHOD FOR DYNAMICALLY DETERMINING CRAFTING PARAMETERS BASED ON USER USAGE RATE OF A VIRTUAL SPACE 审中-公开
    基于虚拟空间的用户使用率动态确定作业参数的系统和方法

    公开(公告)号:US20170072318A1

    公开(公告)日:2017-03-16

    申请号:US15344362

    申请日:2016-11-04

    申请人: KABAM, INC.

    IPC分类号: A63F13/67 A63F13/63 A63F13/58

    摘要: A system and method for dynamically determining parameters of crafting activities for individual users in a virtual space are disclosed. The crafting activity parameters may be determined based on rate of usage of the virtual space by the users. In some examples, a user usage rate of the virtual space may be determined to measure an amount of time a user spend in the virtual space during a period of real-world time. Based on the determined user usage rate of the virtual space, crafting activity parameters may be determined, for example, to balance differences in time spent in the virtual space by the users. In some implementations, for such determinations of the crafting activity parameters, one or more user normalization standards may be obtained.

    摘要翻译: 公开了一种动态地确定虚拟空间中各个用户的制作活动参数的系统和方法。 可以基于用户使用虚拟空间的速率来确定制作活动参数。 在一些示例中,可以确定虚拟空间的用户使用率以测量在真实世界时间的时段期间用户在虚拟空间中花费的时间量。 基于确定的虚拟空间的用户使用率,可以确定制作活动参数,例如,以平衡用户在虚拟空间中花费的时间的差异。 在一些实施方案中,对于制作活动参数的这种确定,可以获得一个或多个用户归一化标准。

    Dynamic item obtain rate based on player progression, action, and other in-game behavior
    9.
    发明授权
    Dynamic item obtain rate based on player progression, action, and other in-game behavior 有权
    基于玩家进度,动作和其他游戏行为的动态项目获取率

    公开(公告)号:US09573051B1

    公开(公告)日:2017-02-21

    申请号:US13863257

    申请日:2013-04-15

    申请人: KABAM, INC.

    IPC分类号: A63F9/24 A63F13/40 G07F17/32

    摘要: One aspect of the disclosure relates to altering a probability of fulfilling a game objective in a game space. The game objective may be associated with a set of potential reward items, the set of potential reward items including a first item. Probabilities of the first item from the set of potential reward items being provided to individual users as a reward for completing the game objective may be determined based on the rates of usage of the game space by the user. The probability of the first user being provided with the first item as a reward for completing the game objective may be determined based on the rate of usage of the game space by the first user.

    摘要翻译: 本公开的一个方面涉及改变在游戏空间中实现游戏目标的概率。 游戏目标可以与一组潜在的奖励项目相关联,该潜在奖励项目集合包括第一项目。 可以基于用户对游戏空间的使用率来确定从提供给个人用户的一组潜在奖励项目中的第一项目作为完成游戏目标的奖励的概率。 可以基于第一用户的游戏空间的使用率来确定第一用户被提供有第一项目作为完成游戏目标的奖励的概率。

    SYSTEM AND METHOD FOR PROVIDING A CUSTOMIZED USER EXPERIENCE BASED ON A SPEND FREQUENCY OF A USER
    10.
    发明申请
    SYSTEM AND METHOD FOR PROVIDING A CUSTOMIZED USER EXPERIENCE BASED ON A SPEND FREQUENCY OF A USER 审中-公开
    基于用户的频率频率提供自定义用户体验的系统和方法

    公开(公告)号:US20160367901A1

    公开(公告)日:2016-12-22

    申请号:US15252228

    申请日:2016-08-31

    申请人: KABAM, INC.

    摘要: One aspect of the disclosure relates to providing a customized user experience based on a spend frequency of a user in an online game. The users may be segmented based on a spend frequency associated with the user. A spend frequency may comprise an amount of purchases made by a user in a predetermined time period. The purchases made by the user in the online game may comprise purchases of virtual items made with virtual currency, purchases of real goods made with virtual currency, purchases of virtual items made with real currency, purchases of real goods made with real currency, a combination thereof, and/or other types of purchases.

    摘要翻译: 本公开的一个方面涉及基于在线游戏中的用户的花费频率来提供定制的用户体验。 可以基于与用户相关联的支出频率来对用户进行分段。 花费频率可以包括用户在预定时间段内进行的购买量。 用户在网络游戏中进行的购买可以包括以虚拟货币进行的虚拟物品的购买,用虚拟货币购买的真实商品的购买,用实际货币进行的虚拟物品的购买,用实际货币进行的实际商品的购买,组合 和/或其他类型的购买。