US2013079144A1PendingUtilityA1
Campaign messaging system
Est. expirySep 26, 2031(~5.2 yrs left)· nominal 20-yr term from priority
A63F 13/87A63F 2300/572A63F 2300/5566A63F 2300/513A63F 2300/5593A63F 13/335A63F 13/352A63F 13/216A63F 2300/5553A63F 13/32A63F 13/332A63F 13/795
37
PatentIndex Score
0
Cited by
0
References
0
Claims
Abstract
A message is generated for communication to a set of players of an online game for a message campaign. The players in the set of players of the online game are identified based on a dynamic set of attributes. The message is customized with a template based on the dynamic set of attributes and information of each player from the set of players.
Claims
exact text as granted — not AI-modified1 . A campaign messaging system comprising:
at least one processor of a computer; a campaign generator configured to generate a message campaign corresponding to a message template associated with a dynamic set of attributes of a player of an online game having one or more player characters controlled by the player and one or more in-game virtual objects controlled by a game engine; a target player generator configured to identify a set of players of the online game to receive a message based on the dynamic set of attributes; and a template generator configured to generate the message customized with the message template to the set of players.
2 . The campaign messaging system of claim 1 , further comprising:
a campaign scheduler configured to schedule a time and frequency of the customized message for communication to the set of the players of the online game.
3 . The campaign messaging system of claim 1 , further comprising:
a campaign sender configured to generate and send emails based on the customized message to the set of players of the online game.
4 . The campaign messaging system of claim 1 , further comprising:
a campaign archiver configured to store the message campaign and customized messages in a storage device.
5 . The campaign messaging system of claim 1 , wherein the dynamic set of attributes comprises activities in the online game of each player from the set of players, the message to the set of players customized based on the activities in the online game of each player from the set of players, or based on a frequency of activities in the online game of each player from the set of players within a predetermined amount of time.
6 . The campaign messaging system of claim 1 , wherein the dynamic set of attributes comprises a game level of the online game of each player from the set of players, the message for communication to the set of players customized based on the game level of the online game of each player from the set of players, or based on a range of game level in the online game of each player from the set of players within a predetermined amount of time.
7 . The campaign messaging system of claim 1 , wherein the dynamic set of attributes comprises a type of device from which a corresponding player accesses the online game, the message for communication to the set of players customized based on the type of device of each player from the set of players.
8 . The campaign messaging system of claim 1 , wherein the dynamic set of attributes comprises a measure of an active social network of each player from the set of players in the online game, the active social network comprises one or more other players with whom a player has a minimum number of reciprocated messages within a predetermined amount of time, the message to the set of players customized based on the measure of the active social network of each player from the set of players, each player from the set of players having a corresponding measure of the active social network less than a predetermined minimum number of active social networks for the online game.
9 . The campaign messaging system of claim 1 , wherein the dynamic set of attributes comprises an IP (Internet Protocol)-based geographic location of each player from the set of players, the message to the set of players customized based on the IP-based geographic location of each player from the set of players.
10 . The campaign messaging system of claim 1 , wherein the message campaign is configured to promote another online game, to provide updates of the online game, or to provide rewards and bonuses of the online game.
11 . The campaign messaging system of claim 1 , wherein the target player generator is configured to identify one or more players from the set of players, who have requested to be removed from the message campaign.
12 . A computer-implemented method comprising:
generating a message campaign corresponding to a message template associated with a dynamic set of attributes of a player of an online game having one or more player characters controlled by the player and one or more in-game virtual objects controlled by a game engine; identifying, with at least one processor, a set of players of the online game to receive a message based on the dynamic set of attributes; and generating the message customized with the message template to the set of players.
13 . The computer-implemented method of claim 12 , further comprising:
scheduling a time and frequency of the customized message for communication to the set of the players of the online game; generating and sending emails based on the customized message for communication to the set of players of the online game; and storing the message campaign and customized messages in a storage device.
14 . The computer-implemented method of claim 12 , wherein the dynamic set of attributes comprises activities in the online game of each player from the set of players, the message to the set of players customized based on the activities in the online game of each player from the set of players, or based on a frequency of activities in the online game of each player from the set of players within a predetermined amount of time.
15 . The computer-implemented method of claim 12 , wherein the dynamic set of attributes comprises a game level of the online game of each player from the set of players, the message for communication to the set of players customized based on the game level of the online game of each player from the set of players, or based on a range of game level in the online game of each player from the set of players within a predetermined amount of time.
16 . The computer-implemented method of claim 12 , wherein the dynamic set of attributes comprises a type of device from which a corresponding player accesses the online game, the message for communication to the set of players customized based on the type of device of the corresponding players.
17 . The computer-implemented method of claim 12 , wherein the dynamic set of attributes comprises a measure of an active social network of each player from the set of players in the online game, the active social network comprises one or more other players with whom a player has a minimum number of reciprocated messages within a predetermined amount of time, the message for communication to the set of players customized based on the measure of the active social network of each player from the set of players, each player from the set of players having a corresponding measure of the active social network less than a predetermined minimum number of active social networks for the online game.
18 . The computer-implemented method of claim 12 , wherein the dynamic set of attributes comprises an IP (Internet Protocol)-based geographic location of each player from the set of players, the message for communication to the set of players customized based on the IP-based geographic location of each player from the set of players.
19 . The computer-implemented method of claim 12 , wherein the message campaign is configured to promote another online game, to provide updates of the online game, or to provide rewards and bonuses of the online game.
20 . The computer-implemented method of claim 12 , further comprising:
identifying one or more players from the set of players, who have requested to be removed from the message campaign.
21 . A non-transitory computer-readable storage medium storing a set of instructions that, when executed by one or more processors, cause the one or more processors to perform operations, comprising:
generating a message campaign corresponding to a message template associated with a dynamic set of attributes of a player of an online game having one or more player characters controlled by the player and one or more in-game virtual objects controlled by a game engine; identifying a set of players of the online game to receive a message based on the dynamic set of attributes; and generating the message customized with the message template to the set of players.Join the waitlist — get patent alerts
Track US2013079144A1 — get alerts on status changes and closely related new filings.
We store only your email — no account needed. See our privacy policy.