U.S. Pat. No. 11,615,461

SYSTEM AND METHOD FOR PROVIDING VIRTUAL ITEMS TO USERS OF A VIRTUAL WORLD

AssigneeKabam, Inc.

Issue DateNovember 17, 2020

Illustrative Figure

Abstract

A shop interface is presented to users in conjunction with presentation of views of an online game, wherein the shop interface is configured to facilitate presentations to users of offers to sell virtual items usable within the game in exchange for consideration. In response to detecting that the online game is systematically unavailable to users, an alternative virtual shop interface is presented to users that is accessed over the Internet separately from the online game, and offers to sell the virtual times usable within the game are presented to users in exchange for less consideration than the offers to sell the virtual items through the shop interface presented in conjunction with the online game.

Description

DETAILED DESCRIPTION FIG.1illustrates a system10for providing virtual items to users of a virtual world. The system may comprise a first server12and a second server14. The first server12may be configured to provide an online game in a virtual space to users of the system10through client computing platforms16associated with the users. The second server14may be configured to provide other services and/or experiences to users of the system10. For example, second server14may be an alternative virtual shop server providing users the ability to purchase virtual items outside of the online game provided by the first server12. The second server14may be configured to provide information about the online game and/or one or more users of the online game, such as statistical information, a level of progress, and/or one or more game metrics without the user having to log into the online game. The servers12,14may be configured to communicate with each other and/or one or more client computing platforms16according to one or more client/server architectures. Providing the virtual space may include hosting the virtual space over a network18. In some implementations, system10may include one or more virtual space servers12, one or more system servers14, and/or other components. The virtual space, or online game, server12may be configured to communicate with one or more client computing platforms16according to a client/server architecture to provide the virtual space to users via the client computing platforms16. The second server14may be configured to communicate with the client computing platforms16upon an indication that the online game is systematically unavailable to the users. With reference toFIG.2, the servers12,14may be configured to execute one or more computer program components. The computer program components may include one or more of a virtual space component24, a user component26, a shop component28, a server status component30, a merge component32, an alternative user component38, an alternative shop component40, ...

DETAILED DESCRIPTION

FIG.1illustrates a system10for providing virtual items to users of a virtual world. The system may comprise a first server12and a second server14. The first server12may be configured to provide an online game in a virtual space to users of the system10through client computing platforms16associated with the users. The second server14may be configured to provide other services and/or experiences to users of the system10. For example, second server14may be an alternative virtual shop server providing users the ability to purchase virtual items outside of the online game provided by the first server12. The second server14may be configured to provide information about the online game and/or one or more users of the online game, such as statistical information, a level of progress, and/or one or more game metrics without the user having to log into the online game. The servers12,14may be configured to communicate with each other and/or one or more client computing platforms16according to one or more client/server architectures.

Providing the virtual space may include hosting the virtual space over a network18. In some implementations, system10may include one or more virtual space servers12, one or more system servers14, and/or other components. The virtual space, or online game, server12may be configured to communicate with one or more client computing platforms16according to a client/server architecture to provide the virtual space to users via the client computing platforms16. The second server14may be configured to communicate with the client computing platforms16upon an indication that the online game is systematically unavailable to the users.

With reference toFIG.2, the servers12,14may be configured to execute one or more computer program components. The computer program components may include one or more of a virtual space component24, a user component26, a shop component28, a server status component30, a merge component32, an alternative user component38, an alternative shop component40, an administrator component42and/or other components.

The user component26may be configured to access and/or manage one or more user profiles and/or user information associated with users of the system10. For example, user component26may be configured to manage a first user account associated with a first user, and a second user account associated with a second user. The one or more user profiles and/or user information may include information stored by server12, server14, one or more of the client computing platforms16, one or more third party resources20, and/or other storage locations. The user profiles may include for example, information identifying users (e.g., a username or handle, a number, an identifier, and/or other identifying information) within the virtual space and/or online game, security login information (e.g., a login code or password), virtual space and/or online game account information, subscription information, virtual currency account information (e.g., related to currency held in credit for a user), relationship information (e.g., information related to relationships between users in the virtual space), virtual space and/or online game usage information, demographic information associated with users, interaction history among users in the virtual space and/or online game, information stated by users, purchase information of users, browsing history of users, a client computing platform identification associated with a user, a phone number associated with a user, and/or other information related to users.

The space component24may be configured to implement the instance of the virtual space executed by the computer components to determine state of the virtual space. The state may then be communicated (e.g., via streaming visual data, via object/position data and/or other state information) from server12to client computing platforms16for presentation to users. The space component24may be configured execute an instance of an online game playable in the virtual space, and to facilitate user participation in the online game by effectuating transmission of information related to the instance of the online game to client computing platforms16on which views of the online game are presented to users. Transmission of the state may be accomplished via network18. The state determined and transmitted to a given client computing platform16may correspond to a view for a user character in an online game being controlled by a user via the given client computing platform16. The state determined and transmitted to a given client computing platform16may correspond to a location in the virtual space and/or online game. The view described by the state for the given client computing platform may correspond, for example, to the location from which the view is taken, the location the view depicts, and/or other locations, a zoom ratio, a dimensionality of objects, a point-of-view, and/or view parameters of the view. One or more of the view parameters may be selectable by the user.

The instance of the virtual space and/or online game may comprise a simulated space that is accessible by users via clients (e.g., client computing platforms16) that present the views of the virtual space to a user. The simulated space may have a topography, express ongoing real-time interaction by one or more users, and/or include one or more objects positioned within the topography that are capable of locomotion within the topography. In some instances, the topography may be a 2-dimensional topography. In other instances, the topography may be a 3-dimensional topography. The topography may include dimensions of the space, and/or surface features of a surface or objects that are “native” to the space. In some instances, the topography may describe a surface (e.g., a ground surface) that runs through at least a substantial portion of the space. In some instances, the topography may describe a volume with one or more bodies positioned therein (e.g., a simulation of gravity-deprived space with one or more celestial bodies positioned therein). The instance executed by the computer components may be synchronous, asynchronous and/or semi-synchronous.

The above description of the manner in which state of the virtual space and/or online game is determined by space component24is not intended to be limiting. Furthermore, the use of virtual space and online game is not intended to be limiting. Both terms may be used either separately or interchangeably and may refer to consistent or inconsistent items and/or concepts. The space component24may be configured to express the virtual space and/or online game in a more limited or more rich manner. For example, views determined for the virtual space representing the state of the instance of the virtual space may be selected from a limited set of graphics depicting an event in a given place within the virtual space. The views may include additional content (e.g., text, audio, pre-stored video content, and/or other content) that describes particulars of the current state of the place beyond the relatively generic graphics. For example, a view may include a generic battle graphic with a textual description of the opponents to be confronted. Other expressions of individual places within the virtual space are contemplated.

Within the instance(s) of the virtual space and/or game executed by space component24, users may control characters, objects, simulated physical phenomena (e.g., wind, rain, earthquakes, and/or other phenomena) and/or other elements within the virtual space to interact with the virtual space and/or each other. The user characters may include avatars. As used herein, the term “user character” may refer to an object (or group of objects) present in the virtual space that represents an individual user. The user character may be controlled by the user with which it is associated. The user controlled element(s) may move through and interact with the virtual space (e.g., non-user characters in the virtual space, other objects in the virtual space). The user controlled elements controlled by and/or associated with a given user may be created and/or customized by the given user. The user may have an “inventory” of virtual goods and/or currency that the user can use (e.g., by manipulation of a user character or other user controlled element, and/or other items) within the virtual space.

The users may participate in the instance of the virtual space by controlling one or more of the available user controlled elements in the virtual space. Control may be exercised through control inputs and/or commands input by the users through client computing platforms16. The users may interact with each other through communications exchanged within the virtual space. Such communications may include one or more of textual chat, instant messages, private messages, voice communications and/or other communications. Communications may be received and entered by the users via their respective client computing platforms16. Communications may be routed to and from the appropriate users through one or more servers12(e.g., through space component24).

The instance of the virtual space and/or the game that takes place therein may be persistent. That is, the virtual space and/or the game may continue on whether or not individual players are currently logged in and/or participating in the game. A player that logs out of the virtual space and then logs back in some time later may find the virtual space has been changed through the interactions of other players with the virtual space during the time the player was logged out. These changes may include changes to the simulated physical space, changes in the player's inventory, changes in other player's inventories, changes experienced by non-player characters, and/or other changes.

The shop component28may be configured to effectuate presentation of a shop interface to users in conjunction with presentation of views of the online game, wherein the shop interface is configured to facilitate presentations to users of offers to sell virtual items usable within the game in exchange for consideration. Such consideration may include an amount of real world currency and/or an amount of virtual currency. The consideration may be exchanged, by the user, for the virtual items.FIG.3illustrates a user interface50presented to users on one or more client computing platforms16(as shown inFIGS.1and2), provided by the game server(s)12. The user interface50may provide a representation of an online game52to the user. Within the representation of the online game52a user may cause entry and/or selection of an indication of a desire to enter the virtual shop interface54. In response to an interaction by the user of the online game52, the shop component28may be configured to effectuate presentation of a shop interface54to users in conjunction with presentation of views of the online game wherein the shop interface54is configured to facilitate presentations to users of offers to sell virtual items usable within the game in exchange for consideration. The presentation to users of offers to sell virtual items may comprise an indication of the virtual item62and an indication of the consideration64the user is required to exchange for the virtual item. For example, virtual item62is offered in the virtual shop60for an amount of consideration64equal to 10 gems. Virtual item66is offered to users in the virtual shop for an amount of consideration68equal to 40 gems. Virtual currency may take any form, for example, virtual currency may in the form of gems, stones, metals, credits, dollars, and/or any other representation of a virtual currency. The virtual shop component28may be configured to present offers for the sale of virtual items for consideration in the form of real currency. For example, the shop component28may be configured to facilitate the presentation of offers to exchange real currency for virtual currency usable by the users in the online game.

Within the presentation of the virtual shop interface54, user information may be provided such as identifying information56of the user and one or more attributes and/or game play metrics58of the user. For example, one or more attributes and/or game play metrics58of the user may comprise an indication of the amount of virtual currency held in credit for the user, an indication of the inventory of the user, an indication of levels of one or more parameters of the user, such as strength, speed, skill, power, special abilities and/or other parameters. The shop interface54may comprise one or more tabs60. Tabs60may be panels, views, control buttons and/or other graphical representations of one or more groupings within the virtual shop. One tab60may be a tab indicating that the user may obtain virtual currency for using in the online game52, other tabs may include virtual items that are usable in the online game by the user. Virtual items usable in the online game may be broken further by category or type, such as weapons, tools, clothing, food, resources and/or other virtual item categories within the virtual space and/or online game52. When the shop component28is causing the virtual shop interface54to present offers to users to sell virtual currency in exchange for consideration, wherein the consideration is an amount of real currency, the shop component28may be supported by an e-commerce component configured to facilitate obtaining real world currency from the users for the online game provider.

The system10may be configured to detect if the online game52is systematically unavailable to users. The online game52may be systematically unavailable to users when the game52has been purposefully made unavailable to users by an administrator. For example, the online game52and/or the one or more servers12providing the online game may have been disabled by one or more administrators for maintenance. The online game52may be systematically unavailable to users when the online game has been made unavailable to users due to a malfunction of the system10and/or game server(s)12. For example, the online game52may be unavailable due to the game server12providing the online game having a malfunction or the one or more connections between the client computing device16and the game server12providing the online game52being interrupted and/or other reasons.

The system10and/or server status component30may be configured to detect that the online game is presently systematically unavailable. In response to detecting that the online game is presently systematically unavailable, the system10and/or the server status component30may be configured to direct client computing platforms16associated with users of the online game to communicate with an alternative server, such as alternative server14. The alternative server14may have one or more processors36configured to execute one or more computer program components. For example, the one or more processors36of the alternative server(s)12may be configured to effectuate execution of an alternative user component38, an alternative shop component40, an administrator component and/or one or more other components. The alternative server14and the one or more associated processors34may be configured to execute one or more computer programs in the same or similar manner as the game server12.

FIG.4is an illustration of an alternative interface70in accordance with one or more implementations. In response to a determination that the online game52is systematically unavailable to users, the alternative shop component40may be configured to effectuate presentation of an alternative interface70such as an alternative virtual shop interface74to users. The alternative interface70and/or alternative virtual shop interface74may be accessed over a network18, such as the Internet, separately from the online game52. In the alternative virtual shop interface70, users may purchase virtual items (e.g., virtual goods, virtual resources, virtual currency, and/or other virtual items) usable within the online game. The alternative interface70may be configured to present a notification72to users. The notification72may present information to the users that the online game is currently systematically unavailable. The notification72may present information to users of a discount and/or reduction in the amount of consideration required to be exchanged for the virtual items, thus providing a positive experience when the online game is systematically unavailable. The notification72may present information to users of additional types of virtual items available through the alternative virtual shop interface74that are unavailable through the shop interface54. In some implementations, users may utilize resource or currency balances held in their game accounts even while the online game server is unavailable to accept one or more of the offers presented through the alternative shop interface74.

The alternative virtual shop interface70may be configured to present to users offers to sell the virtual items usable within the game. As such, the system10and/or alternative shop component40may be configured to present an alternative virtual shop70interface to a first user in response to detection that the online game52is presently systematically unavailable to the first user, wherein the alternative virtual shop interface70may be accessed over a network18, such as the Internet, by the first user separately from the online game52. The alternative virtual shop interface70may be configured to present an offer to sell virtual item76for an amount of consideration78.

The offers to sell virtual items may be provided in exchange for less consideration through the alternative virtual shop interface70than the offers to sell the virtual items through the shop interface54presented in conjunction with the online game52, thereby incentivizing users to accept offers presented in the alternative virtual shop interface. For example, virtual item62offered through the shop interface54for an amount of consideration64equaling twenty gems is offered through the alternative virtual shop interface as virtual item76for an amount of consideration equaling sixteen gems, thereby giving the user a 20% discount in the cost of the virtual item. The virtual shop interface74may comprise one or more discount notifications associated with offers to sell virtual items. For example, virtual item76having a consideration amount78less than consideration amount64for virtual item62, wherein virtual items76and62are the same, may have an indication86of the difference between alternative consideration amount78and the consideration amount64when the game is available.

The alternative virtual shop interface74may be configured to provide offers to users to purchase virtual currency in exchange for an amount of consideration wherein the consideration is real world currency. Virtual currency obtained through the alternative virtual shop interface74may be provided at a discount compared to the virtual currency offered through the shop interface54in conjunction with the online game52.

The offers presented through the shop interface54associated with the online game52may include a first offer to sell a first set of one or more virtual items62for a first consideration amount64and the offers presented through the alternative virtual shop interface74may include a second offer to sell the first set of one or more virtual items76for a second consideration amount78that is less than the first consideration amount64. As such the second offer to sell virtual items62to the first user through the alternative virtual shop interface74may have a second consideration amount78that is less than the first consideration amount62of the offer to sell virtual items provided to the first user through the shop interface54associated with the online game52. In this manner, the user may be incentivized to accept the second offer when the online game is systematically unavailable, thereby generating revenue for the online game provider when the online game is systematically unavailable.

The alternative virtual shop interface74may comprise the same elements as the shop interface54presented in conjunction with the online game52. For example, the alternative virtual shop interface74may comprise information80about the user. User information may be provided such as identifying information80of the user and one or more attributes and/or game play metrics82of the user. For example, one or more attributes and/or game play metrics82of the user may comprise an indication of the amount of virtual currency held in credit for the user, an indication of the inventory of the user, an indication of levels of one or more parameters of the user, such as strength, speed, skill, power, special abilities and/or other parameters. The alternative virtual shop interface74may comprise one or more tabs84. Tabs84may be panels, views, control buttons and/or other graphical representations of one or more groupings within the virtual shop. One tab84may be a tab indicating that the user may obtain virtual currency for using in the online game52Other tabs may include virtual items that are usable in the online game by the user. Virtual items usable in the online game may be broken further by category or type, such as weapons, tools, clothing, food, resources and/or other virtual item categories within the virtual space and/or online game52. When the alternative shop component40is causing the virtual shop interface74to present offers to users to sell virtual currency in exchange for consideration, wherein the consideration is an amount of real currency, the alternative shop component40may be supported by an e-commerce component configured to facilitate obtaining real world currency from the users for the online game provider.

The alternative user component38may be configured to manage one or more alternative user accounts of the users of the online game. The alternative user accounts may be configured to store an inventory of the users of the online game. The alternative user accounts may comprise the same or similar information as the user accounts managed by the user component26described above. An indication of the virtual items purchased through the alternative virtual shop interface74may be stored in the alternative user accounts associated with the users managed by the alternative user component38. For example, the alternative user accounts managed by the alternative user component38may include a first alternative account associated with a first user and a second alternative account associated with a second user.

The virtual items purchased through the alternative virtual shop interface74may become available to the user once the online game52is no longer systematically unavailable. For example, where the online game52is provided by an online game server12and the alternative virtual shop interface74is provided by an alternative server14, the user account associated with the online game and managed by the online game server12may be reconciled with the virtual items purchased by the user through the alternative virtual shop interface74, such that the virtual items purchased by the user through the alternative virtual shop interface become available to the user in the online game52once the online game52is no longer systematically unavailable.

WhileFIG.2illustrates the merge component32being initiated and implemented by the online game server12, the merge component32, may be implemented by one or more of the game server12, the alternative server14, client computing devices16and/or other computing components in the system10. The functions of the merge component32may be performed by the user component26, the alternative user component38and/or other components in any or all of the computing devices of system10. The merge component32may be configured to reconcile the user accounts managed by the user component26with the alternative user accounts managed by the alternative user component38. For example, upon an indication that the online game52is no longer systematically unavailable, the merge component32may update the first user account of the first user managed by the user component26with the virtual items obtained by the first user through the alternative virtual shop interface74and stored in the first alternative user account managed by the alternative user component38.

While the online game is available to users, the merge component32may be configured to maintain the alternative user accounts managed by the alternative user component38updated with the information associated with the users of the online game. When the online game52is systematically unavailable a record of the current status of the user will be maintained in the alternative user accounts. In this manner, when the users are presented with the alternative virtual shop interface74they will have a complete, or nearly complete, record of status of their user accounts, enabling them to view their current inventories. Users may be able to exchange individual ones or groups of ones of virtual items in their inventories for other virtual items through the alternative virtual shop interface74.

The one or more physical processors22,36may be configured by computer-readable instructions to redirect the view presented on the client computing device16and/or provide a link on the client computing device16to the alternative virtual shop interface74, in response to detecting that the online game52is systematically unavailable. The view presented to the first user through the client computing device16associated with the first user may be automatically redirected to the alternative virtual shop interface74upon a determination that the online game52is systematically unavailable to the first user. The view presented to the first user through the client computing device16associated with the first user may be of a link to the alternative virtual shop interface74wherein the user may select and/or enter an indication of a desire to be directed to the alternative virtual shop interface74.

The one or more physical processors22,36may be configured by computer-readable instructions and/or the administrator component42may be configured to facilitate entry and/or selection of one or more parameters associated with the one or more sets of virtual items by an administrator. The one or parameters may include the consideration amount associated with the virtual items. The system10and/or administrator component42may be configured to facilitate entry by the administrator of a consideration amount for the one or more offers for the sale of virtual items through the alternative virtual shop interface74. The consideration amount for the offer to sell virtual items through the alternative virtual shop interface74may be a defined amount or may be a set percentage of the consideration amount for the offer to sell the same or similar virtual items through the shop interface associated with the online game. The virtual items of the offers to sell virtual items may include virtual items usable by users in the online game52. The virtual items of the offers to sell virtual items may include virtual currency usable by the users in the online game52.

The online game server12, the alternative server14, client computing platforms16and/or external resources20may be operatively linked via one or more electronic communication links. For example, such electronic communication links may be established, at least in part, via a network18such as the Internet and/or other networks. It will be appreciated that this is not intended to be limiting, and that the scope of this disclosure includes implementations in which servers12and14, client computing platforms16and/or external resources20may be operatively linked via some other communication media.

A given client computing platform16may include one or more processors configured to execute computer program components. The computer program components may be configured to enable an expert or user associated with the given client computing platform16to interface with system10and/or external resources20and/or provide other functionality attributed herein to client computing platforms16. By way of non-limiting example, the given client computing platform16may include one or more of a desktop computer, a laptop computer, a handheld computer, a tablet computing platform, a NetBook, a Smartphone, a gaming console, and/or other computing platforms.

The external resources20may include sources of information, hosts and/or providers of virtual environments outside of system10, external entities participating with system10and/or other resources. In some implementations, some or all of the functionality attributed herein to external resources20may be provided by resources included in system10.

The game server12may include electronic storage34, one or more processors22and/or other components. The alternative server14may include electronic storage44, one or more processors34and/or other components. The components of game server12may be the same or similar to the components of alternative server14. The servers12and14may include communication lines, or ports to enable the exchange of information with a network18and/or other computing platforms. Illustration of servers12and14inFIG.2is not intended to be limiting. The servers12and14may include a plurality of hardware, software and/or firmware components operating together to provide the functionality attributed herein to servers12and14. For example, servers12and14may be implemented by a cloud of computing platforms operating together as servers12and14.

Electronic storage34and44may comprise electronic storage media that electronically stores information. The electronic storage media of electronic storage34and44may include one or both of system storage that is provided integrally (i.e., substantially non-removable) with servers12and14and/or removable storage that is removably connectable to servers12and14via, for example, a port (e.g., a USB port, a firewire port, etc.) or a drive (e.g., a disk drive, etc.). Electronic storage34and44may include one or more of optically readable storage media (e.g., optical disks, etc.), magnetically readable storage media (e.g., magnetic tape, magnetic hard drive, floppy drive, etc.), electrical charge-based storage media (e.g., EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.) and/or other electronically readable storage media. The electronic storage34and44may include one or more virtual storage resources (e.g., cloud storage, a virtual private network and/or other virtual storage resources). Electronic storage34and44may store software algorithms, information determined by processors22and36, information received from servers12and14, information received from client computing platforms16, and/or other information that enables servers12and14to function as described herein.

Processor(s)22and36are configured to provide information processing capabilities in servers12and14, respectively. As such, processors22and36may include one or more of a digital processor, an analog processor, a digital circuit designed to process information, an analog circuit designed to process information, a state machine and/or other mechanisms for electronically processing information. Although processors22and36are shown inFIG.2as a single entity in each server12and14, this is for illustrative purposes only. In some implementations, processors22and36may include a plurality of processing units. These processing units may be physically located within the same device, or processors22and36may represent processing functionality of a plurality of devices operating in coordination. The processors22and26may be configured to execute components24,26,28,30,32,37,40,42and/or other components. Processors22and36may be configured to execute components24,26,28,30,32,37,40,42and/or other components by software, hardware, firmware, some combination of software, hardware and/or firmware and/or other mechanisms for configuring processing capabilities on processor22and36.

It should be appreciated that although components24,26,28,30,32,37,40,42and/or other components are illustrated inFIG.2as being co-located within processing units22and36, in implementations in which processors22and36include multiple processing units, one or more of components24,26,28,30,32,37,40,42and/or other components may be located remotely from the other components. The description of the functionality provided by the different components24,26,28,30,32,37,40,42and/or other components described herein is for illustrative purposes, and is not intended to be limiting, as any of components24,26,28,30,32,37,40,42and/or other components may provide more or less functionality than is described. For example, one or more of components24,26,28,30,32,37,40,42and/or other components may be eliminated, and some or all of its functionality may be provided by other ones of components24,26,28,30,32,37,40,42and/or other components. As another example, processors22and36may be configured to execute one or more additional components that may perform some or all of the functionality attributed below to one of components24,26,28,30,32,37,40,42and/or other components.

FIG.5illustrates a method90for providing virtual items to users of a virtual world. The operations of method90presented below are intended to be illustrative. In some embodiments, method90may be accomplished with one or more additional operations not described, and/or without one or more of the operations discussed. Additionally, the order in which the operations of method90are illustrated inFIG.5and described below is not intended to be limiting.

In some embodiments, method90may be implemented in one or more processing devices (e.g., a digital processor, an analog processor, a digital circuit designed to process information, an analog circuit designed to process information, a state machine, and/or other mechanisms for electronically processing information). The one or more processing devices may include one or more devices executing some or all of the operations of method90in response to instructions stored electronically on an electronic storage medium. The one or more processing devices may include one or more devices configured through hardware, firmware and/or software to be specifically designed for execution of one or more of the operations of method xx.

At an operation92whether an online game is available to users may be determined. Such operations may be performed by a server status component, such as server status component30in accordance with some implementations.

At an operation94in response to a determination at operation92that the online game is available to users, an instance of the online game may be implemented. Such operations may be performed by a space component, such as space component24, in accordance with some implementations.

At an operation96presentation of a shop interface to users may be effectuated in conjunction with presentation of views of the online game. Such operations may be performed by a shop component and/or a space component, such as shop component28and space component24, in accordance with some implementations.

At an operation98, in response to a determination at operation92that the online game is systematically unavailable to users, presentation of an alternative virtual shop interface accessed separately from the online game is effectuated. Such operations may be performed by an alternative shop component, such as alternative shop component40, in accordance with some implementations.

At an operation100whether an online game is available to users may be determined. Such operations may be performed by a server status component, such as server status component30, in accordance with some implementations.

At an operation102, in response to a determination at operation100that the online game is available to users, the user accounts associated with the users of the online game are reconciled with the alternative user accounts associated with the users, such that the virtual items obtained by users through the alternative virtual shop interface become available to the users in the online game. Such operations may be performed by a merge component, such as merge component32, in accordance with some implementations.

Although the present technology has been described in detail for the purpose of illustration based on what is currently considered to be the most practical and preferred implementations, it is to be understood that such detail is solely for that purpose and that the technology is not limited to the disclosed implementations, but, on the contrary, is intended to cover modifications and equivalent arrangements that are within the spirit and scope of the appended claims. For example, it is to be understood that the present technology contemplates that, to the extent possible, one or more features of any implementation can be combined with one or more features of any other implementation.

Claims

  1. A system for providing virtual items to users of an online game, wherein the users are presented with one or more shop interfaces that facilitate selling virtual items usable within the online game in exchange for amounts of one or more currencies, wherein the virtual items include a particular virtual item offered for purchase in exchange for a particular amount of the one or more currencies, the system comprising: one or more physical processors configured by computer-readable instructions to: receive information regarding a detection that the online game is presently systematically unavailable to the users;and subsequent to receiving the information regarding the detection that the online game is presently systematically unavailable to the users, effectuate presentation of at least one of the one or more shop interfaces to the users via the client computing platforms, wherein the presentation presents to the users one or more offers to purchase the virtual items usable within the online game in exchange for one or more amounts of the one or more currencies, wherein a particular offer to purchase the particular virtual item is presented in exchange for a second amount of the one or more currencies, wherein the second amount is less than the particular amount.
  1. The system of claim 1, wherein the one or more physical processors are further configured by computer-readable instructions to detect whether the online game is presently systematically unavailable to the user.
  2. The system of claim 1, wherein the users are associated with client computing platforms, and wherein the one or more physical processors are further configured to: execute an instance of the online game;and facilitate participation of the users by effectuating transmission of information related to the instance of the online game to the client computing platforms on which views of the online game are presented to the users.
  3. The system of claim 1, wherein the one or more physical processors are further configured to: effectuate the presentation of the one or more shop interfaces to users in conjunction with presentation of views of the online game.
  4. The system of claim 1, wherein when the online game is presently systematically unavailable to the users, the online game has been purposefully made presently systematically unavailable to the users by an administrator.
  5. The system of claim 1, wherein when the online game is presently systematically unavailable to the users, the online game has been made presently unavailable due to a malfunction.
  6. The system of claim 4, wherein the one or more offers include a first offer to purchase a first set of one or more virtual items for a first amount of currency.
  7. The system of claim 1, wherein the virtual items purchased during a period of the online game being systematically unavailable become available to a purchaser once the online game is no longer systematically unavailable.
  8. The system of claim 2, wherein the one or more physical processors are further configured by computer-readable instructions to redirect the view presented on the client computing device and/or provide a link one the client computing device to the one or more shop interfaces, responsive to the detection.
  9. The system of claim 1, wherein the one or more physical processors are further configured by computer-readable instructions to facilitate entry and/or selection of one or more parameters associated with one or more sets of virtual items, by an administrator.
  10. The system of claim 10, wherein the one or more parameters may include a specific amount of currency associated with the one or more sets of virtual items.
  11. The system of claim 1, wherein the virtual items include virtual currency usable in the virtual space by the users.
  12. A method for providing virtual items to users of an online game, wherein the users are presented with one or more shop interfaces that facilitate selling virtual items usable within the online game in exchange for amounts of one or more currencies, wherein the virtual items include a particular virtual item offered for purchase in exchange for a particular amount of the one or more currencies, and wherein the method is performed by one or more physical processors, the method comprising: receiving information regarding a detection that the online game is presently systematically unavailable to the users;and subsequent to receiving the information regarding the detection that the online game is presently systematically unavailable to the users, effectuating presentation of at least one of the one or more shop interfaces to the users via the client computing platforms, wherein the presentation presents to the users one or more offers to purchase the virtual items usable within the online game in exchange for one or more amounts of the one or more currencies, wherein a particular offer to purchase the particular virtual item is presented in exchange for a second amount of the one or more currencies, wherein the second amount of currency is less than the particular amount.
  13. The method of claim 13, further comprising: detecting whether the online game is presently systematically unavailable to the user.
  14. The method of claim 13, wherein the users are associated with client computing platforms, the method further comprising: executing an instance of the online game;and facilitating participation of the users by effectuating transmission of information related to the instance of the online game to the client computing platforms on which views of the online game are presented to the users.
  15. The method of claim 13, further co p sang: effectuating the presentation of the one or more shop interfaces to users in conjunction with presentation of views of the online game.
  16. The method of claim 13, wherein when the online game is presently systematically unavailable to the users, the online game has been purposefully made presently systematically unavailable to the users by an administrator.
  17. The method of claim 16, wherein the one or more offers include a first offer to purchase a first set of one or more virtual items for a first amount of currency.
  18. The method of claim 14, further comprising redirecting the view presented on the client computing device and/or providing a link on the client computing device to the one or more shop interfaces, responsive to the detection.
  19. The method of claim 13, further comprising facilitating entry and/or selection of one or more parameters associated with one or more sets of virtual items, by an administrator.

Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.