US2011218045A1PendingUtilityA1

Predicting game player monetization based on player logs

Assignee: UNIV SOUTHERN CALIFORNIAPriority: Mar 8, 2010Filed: Mar 8, 2011Published: Sep 8, 2011
Est. expiryMar 8, 2030(~3.6 yrs left)· nominal 20-yr term from priority
A63F 9/24A63F 13/67G06Q 10/40G07F 17/3272A63F 2300/535G07F 17/3237
36
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Claims

Abstract

A massively multiplayer online game (MMOG) monetization analysis computer system may include an electronic data processing system configured to electronically analyze data, including player behavioral logs, in accordance with one or more algorithms. Based on the analysis, the electronic data processing system may predict player changes that are relevant to monetization of the MMOG and generate a report relating to these predicted changes. The analysis may identify players whom are predicted to terminate their subscriptions to the MMOG, an amount of time each of several players is likely to spend playing the MMOG, and/or a number of transactions each of a several players is likely to engage in while playing the MMOG.

Claims

exact text as granted — not AI-modified
1 . A massively multiplayer online game (MMOG) monetization analysis computer system comprising:
 an electronic data input interface configured to electronically receive data relevant to monetization of the MMOG, including player behavioral logs;   an electronic data processing system configured to electronically analyze the data received by the data input interface, including the player behavioral logs, in accordance with one or more algorithms and, based on the analysis, to predict player changes that are relevant to monetization of the MMOG and to generate a report relating to these predicted changes; and   an electronic data output interface configured to electronically deliver the report to an output device.   
     
     
         2 . The MMOG monetization analysis computer system of  claim 1  wherein the predicted player changes are indicative of predicted changes by individual players. 
     
     
         3 . The MMOG monetization analysis computer system of  claim 1  wherein the electronic data processing system is configured to extract longitudinal data from the player behavioral logs indicative of player behavior over a period of time and to consider this longitudinal data as part of the analysis. 
     
     
         4 . The MMOG monetization analysis computer system of  claim 3  wherein the longitudinal data is indicative of player behavior in multiple categories. 
     
     
         5 . The MMOG monetization analysis computer system of  claim 1  wherein the electronic data processing system is configured to extract cross-sectional cumulative data from the player behavioral logs indicative of how frequently players perform the same type of activity and to consider this cross-sectional data as part of the analysis. 
     
     
         6 . The MMOG monetization analysis computer system of  claim 1  wherein the electronic data processing system is configured to extract social networking data from the player behavioral logs indicative of player social networking while playing the MMOG and to consider this social networking data as part of the analysis. 
     
     
         7 . The MMOG monetization analysis computer system of  claim 1  wherein:
 the data which the electronic data input interface is configure to electronically receive includes survey data indicative of the results of a survey of players and/or former players of the MMOG; and 
 the electronic data processing system is configured to consider this survey data as part of the analysis. 
 
     
     
         8 . The MMOG monetization analysis computer system of  claim 1  wherein:
 the data which the electronic data input interface is configure to electronically receive includes game context data indicative of all or portions of the game context in which the data in the player behavioral logs took place; and 
 the electronic data processing system is configured to consider this game context data as part of the analysis. 
 
     
     
         9 . The MMOG monetization analysis computer system of  claim 1  wherein:
 the data which the electronic data input interface is configure to electronically receive includes commercial outcome data indicative of changes in player subscriptions to the MMOG; and 
 the electronic data processing system is configured to consider this commercial outcome data as part of the analysis. 
 
     
     
         10 . The MMOG monetization analysis computer system of  claim 1  wherein the analysis identifies players whom are predicted to terminate their subscriptions to the MMOG. 
     
     
         11 . The MMOG monetization analysis computer system of  claim 1  wherein the analysis predicts an amount of time each of several players is likely to spend playing the MMOG. 
     
     
         12 . The MMOG monetization analysis computer system of  claim 1  wherein the analysis predicts a number of transactions each of a several players is likely to engage in while playing the MMOG. 
     
     
         13 . The MMOG of  claim 1  wherein the MMOG is a massively multiplayer role-playing online game (MMRPOG). 
     
     
         14 . A process for maximizing monetization of a massively multiplayer online game (MMOG) comprising:
 electronically receiving data relevant to monetization of the MMOG, including player behavioral logs;   electronically analyzing the received data, including the player behavioral logs, in accordance with one or more algorithms and, based on the analysis, predicting player changes that are relevant to monetization of the MMOG; and   modifying the MMOG to increase its monetization based on the predictions of the analysis.   
     
     
         15 . The process of  claim 14  wherein the predicted player changes are indicative of predicted changes by individual players. 
     
     
         16 . The process of  claim 14  wherein the analysis extracts from the player behavioral logs and considers longitudinal data indicative of player behavior over a period of time, cross-sectional cumulative data indicative of a how frequently players perform the same type of activity, and/or social networking data indicative of player social networking while playing the MMOG. 
     
     
         17 . The process of  claim 14  wherein the data which is analyzed includes an analysis of survey data indicative of the results of a survey of players and/or former players of the MMOG, game context data indicative of all or portions of the game context in which the data in the player behavioral logs took place, and/or commercial outcome data indicative of changes in player subscriptions to the MMOG. 
     
     
         18 . The process of  claim 14  wherein the analysis identifies players who are predicted to terminate their subscriptions to the MMOG. 
     
     
         19 . The process of  claim 14  wherein the analysis predicts how much time each of several players is likely to spend playing the MMOG over a time period. 
     
     
         20 . The process of  claim 14  wherein the analysis predicts a number of transactions each of several players is likely to engage in while playing the MMOG over a time period.

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