U.S. Pat. No. 9,808,708

DYNAMICALLY ADJUSTING VIRTUAL ITEM BUNDLES AVAILABLE FOR PURCHASE BASED ON USER GAMEPLAY INFORMATION

AssigneeKabam Inc

Issue DateApril 25, 2013

Illustrative Figure

Abstract

This disclosure relates to adjusting virtual item bundles made available to users of on online game based on user gameplay information. In implementations, information relating to prospective usage of the online game is used to classify users according by user type. Responsive to the determined user type of a user, customizations of item bundles in the online game made available to individual users for purchase within the online game may be determined.

Description

DETAILED DESCRIPTION FIG. 1illustrates a system100configured to provide a virtual space. System100is only one example of a suitable computing environment and is not intended to suggest any limitation as to the scope of use or functionality of the features described herein. Providing the virtual space may include hosting the virtual space over a network. In this disclosure, aspects of an online game that a user most enjoys may be identified, and virtual item bundles presented to the user may be adjusted based on the gameplay the user enjoys. Accordingly, embodiments may be configured for customization of virtual item bundles that may result in a virtual online game providing more engaging and immersive in-game experiences for users. In some implementations, system100may include one or more servers102. The server102may be configured to communicate with one or more client computing platforms104according to a client/server architecture. The users may access system100and/or the virtual space via client computing platforms104, for instance, to engage in one or more games. The server(s)102may be configured to execute one or more computer program modules. The computer program modules may include one or more of a game module106, a user information module108, a user type module110, and an item bundle customization module112, and/or other modules. As noted, the client computing platform(s)104may include one or more computer program modules that are the same as or similar to the computer program modules of the server(s)102to facilitate in-game actions. The game module106may be configured to execute an instance of a game to facilitate presentation of the game to users. The game module106may be configured to implement in-game actions in the instance of the game, in response to action requests for the in-game actions by the users. The game may be provided via a virtual space, and may include a plurality of resource types ...

DETAILED DESCRIPTION

FIG. 1illustrates a system100configured to provide a virtual space. System100is only one example of a suitable computing environment and is not intended to suggest any limitation as to the scope of use or functionality of the features described herein. Providing the virtual space may include hosting the virtual space over a network. In this disclosure, aspects of an online game that a user most enjoys may be identified, and virtual item bundles presented to the user may be adjusted based on the gameplay the user enjoys. Accordingly, embodiments may be configured for customization of virtual item bundles that may result in a virtual online game providing more engaging and immersive in-game experiences for users.

In some implementations, system100may include one or more servers102. The server102may be configured to communicate with one or more client computing platforms104according to a client/server architecture. The users may access system100and/or the virtual space via client computing platforms104, for instance, to engage in one or more games.

The server(s)102may be configured to execute one or more computer program modules. The computer program modules may include one or more of a game module106, a user information module108, a user type module110, and an item bundle customization module112, and/or other modules. As noted, the client computing platform(s)104may include one or more computer program modules that are the same as or similar to the computer program modules of the server(s)102to facilitate in-game actions.

The game module106may be configured to execute an instance of a game to facilitate presentation of the game to users. The game module106may be configured to implement in-game actions in the instance of the game, in response to action requests for the in-game actions by the users.

The game may be provided via a virtual space, and may include a plurality of resource types and/or maps. An instance of the virtual space may be executed by computer modules to determine views of the virtual space. The views may then be communicated (e.g., via streaming, via object/position data, and/or other information) from server(s)102and/or sources to client computing platforms104for presentation to users. The view determined and transmitted to a given client computing platform104may correspond to a location in the virtual space (e.g., 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. One or more of the view parameters may be selectable by the user.

The instance of the virtual space may comprise a simulated space that is accessible by users via clients (e.g., client computing platform(s)104) 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 section 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 modules may be synchronous, asynchronous, and/or semi-synchronous.

The above description of the manner in which views of the virtual space are provided is not intended to be limiting. The virtual space may be expressed in a more limited, or more rich, manner. For example, views determined for 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, 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 corresponds to an individual user. The user character may be controlled by the user with which it is associated.

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 (e.g., resources of the plurality of resource types) that the user can use (e.g., by manipulation of a user character or other user-controlled element) and/or other items, to perform in-game actions 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 platforms104. 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 platforms104. Communications may be routed to and from the appropriate users through server(s)102. In implementations, game module106may also be configured to implement customizations of item bundles for individual users of the online game in the instance of the online game for the individual user.

The user information module108may be configured to obtain user gameplay information related to prospective usage of the online game by the users. In implementations, user information module108may be further configured to monitor the users' usage of the online game. User gameplay information may include information about the users that has some value in predicting their preferred styles of gameplay, for example demographic and geographic information, gender information, device type, interests, activity in other online games, and information about other users that are associated users, in addition to in-game actions taken by the users in the online game. Such gameplay information may be obtained directly from the users, for example using pop-ups and/or other graphical interfaces, automatically from users' social network or other profiles, from IP addresses, cookies, etc. In implementations, the user information obtained by user information module108may include online game usage information associated with other users associated with a first user of the online game. The other users may be associated with the first user on an online social network. For example, the other users and the first users may be associated via relationships, affiliations, connections, etc. on a blogging service provided by Twitter™, a social network provided by Facebook™, the social network provided by MySpace™, a social network provided by Foursquare®, a file sharing service provided by Flickr®, Blogger, YouTube, PlayStation® Home, Xbox® Live, and/or other interactive electronic social media.

The user type module110may be configured to determine user types of users based on obtained user gameplay information. The user types may include at least one of the following: 1) a collection or harvesting type, preferring at least one of resource collection, resource cultivation and resource manufacturing; 2) a player versus player type, preferring competing with other users within the online game; 3) a player versus environment type preferring completing quests, and/or other user types. User type determinations may be made based at least in part on the frequency with which users perform certain in-game actions or types of in-game actions. For example, in implementations certain in-game actions may be classified as corresponding to certain user types, e.g. resource harvesting in-game actions correspond to a collection or harvesting type, player battling in-game actions correspond to a player versus player type, etc. User types may then be determined based on the frequency with which users perform these various types of in-game actions. In implementations, the user type module110may also be configured to determine the user type of the first user in response to the first user's user type in other online games. For example, if the first user has the same user type in a plurality of other online games, user type module110may determine that the first user may have the same user type for the online game. In implementations, user type module110may also be configured to determine the user type of the first user based on the gameplay information of other users associated with first user. For example, the user type of the first user may be based on the user type(s) of the other users associated with the first user.

The item bundle customization module112may be configured to determine customizations of item bundles in the online game made available to individual users for purchase within the online game based on the user types. The item bundles may be comprised of various items that the user may use in the game. The items within an item bundle may in implementations assist users in carrying out various in-game actions. The items may for example increase or decrease for users and/or user-controlled elements: the speed and/or frequency with which various in-game actions may be performed, the quantity and/or quality of resources gathered and/or manufactured, the number of skills/abilities/spells and associated actions available, various attributes such as health/stamina, magic/mana, etc., combat abilities and capabilities, speed of movement and available map areas, etc. In implementations, the items may be represented as virtual goods such as virtual clothing (e.g. footwear, headware, armor), virtual tools such as weapons, manufacturing or agricultural implements, etc., accessories such as talismans, amulets, rings, pins, knick-knacks, and even vehicles or mounts. The customizations may derive from sets of user gameplay information and are designed to enhance item bundles presented to the users of the online game. Determination of these customizations may be based on the user gameplay information obtained for example via the monitoring of users and others the users have relationships with (e.g., in a social network and/or within the online game). Moreover, customizations of item bundles may be performed on a reactionary basis, based on previous actions and gameplay by a user, and/or using a predictive algorithm that anticipates how a user will want to play a game based on information known about that user, such as demographic information, geographic information and/or device type, etc.

The customizations of the item bundles may be configured to affect the users' usage of different aspects of the online game and/or to adjust prices of item bundles. The first customization may be determined based on the user type for the first user. In implementations, the customizations of item bundles in the online game made available to the individual users may affect which items are grouped together into bundles and/or the prices of the item bundles within a virtual online store associated with the online game. Thus, for example, in implementations a user identified as preferring resource collection may be presented with item bundles with items associated with resource-collecting powers, abilities, skills and/or downloadable content, which may not be available or may be less available to other types of users. For example, an item bundle available to such a user may be reduced or increased in cost and/or include more or less powerful items for resource collection than item bundles made available to users identified as preferring player versus player or player versus environment activity. Such customizations may improve gameplay for the user, and may encourage the user to experience different aspects of the online game, and/or to be encouraged by progress within a preferred aspect of the game and to continue and/or increase gameplay.

In some implementations, items within an item bundle that are useful or more useful for other aspects of gameplay that the user is identified as being less interested in may be presented to the user within an item bundle. For example, an item bundle presented to the user may include powerful items that are useful for other aspects of the gameplay other than the game type that the user is identified as being most interested i. Further, the customization of item bundles may effectively reduce or increase the cost to users of purchasing items associated with user types other than the users' own. For example, item bundles including items that are useful for other aspects of the gameplay other than the game aspect(s) that the user is identified as being most interested in may be presented to the user at a reduced cost within a virtual store associated with the online game. Accordingly, users may be provided with incentives to compete in and perhaps enjoy other aspects of the game without investing more time or monetary resources than desired.

The customization of item bundles in the online game made available to the individual users may also include re-ordering the presentation of pre-existing item bundles in the in-game store, filling open slots in pre-formed item bundles, increasing the number of items within an item bundle, and/or creating new item bundles by selecting all items included therein. For example, if it is determined that a user has a first user type, item bundles associated with the first user type may be prominently presented to the user, while item bundles associated with other user types may be less prominently presented to the user. In other implementations, an item bundle may include a plurality of pre-determined items slots with items that remain the same for all users of the online game and one or more customized item slot(s) with items that are adjusted dynamically based on the user type of the user.

A given client computing platform104may include one or more processors configured to execute computer program modules. The computer program modules may be configured to enable an expert or user associated with the given client computing platform104to interface with system100and/or external resources116, and/or provide other functionality attributed herein to client computing platforms104. By way of non-limiting example, the given client computing platform104may 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.

External resources116may include sources of information, hosts and/or providers of virtual environments outside of system100, external entities participating with system100, and/or other resources. In some implementations, some or all of the functionality attributed herein to external resources116may be provided by resources included in system100.

Server102may include electronic storage118, one or more processors120, and/or other components. Server102may include communication lines, or ports to enable the exchange of information with a network and/or other computing platforms. Illustration of server102inFIG. 1is not intended to be limiting. Server102may include a plurality of hardware, software, and/or firmware components operating together to provide the functionality attributed herein to server102. For example, server102may be implemented by a cloud of computing platforms operating together as server102.

Electronic storage118may comprise non-transitory storage media that electronically stores information. The electronic storage media of electronic storage118may include one or both of system storage that is provided integrally (i.e., substantially non-removable) with server102and/or removable storage that is removably connectable to server102via, for example, a port (e.g., a USB port, a firewire port, etc.) or a drive (e.g., a disk drive, etc.). Electronic storage118may 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. Electronic storage118may include one or more virtual storage resources (e.g., cloud storage, a virtual private network, and/or other virtual storage resources). Electronic storage118may store software algorithms, information determined by processor120, information received from server102, information received from client computing platforms104, and/or other information that enables server102to function as described herein.

Processor(s)120is configured to provide information processing capabilities in server102. As such, processor120may 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 processor120is shown inFIG. 1as a single entity, this is for illustrative purposes only. In some implementations, processor120may include a plurality of processing units. These processing units may be physically located within the same device, or processor120may represent processing functionality of a plurality of devices operating in coordination. The processor120may be configured to execute modules106,108,110, and112. Processor120may be configured to execute modules106,108,110, and112by software; hardware; firmware; some combination of software, hardware, and/or firmware; and/or other mechanisms for configuring processing capabilities on processor120. As used herein, the term “module” may refer to any component or set of components that perform the functionality attributed to the module. This may include one or more physical processors during execution of processor readable instructions, the processor readable instructions, circuitry, hardware, storage media, or any other components.

It should be appreciated that although modules106,108,110,112are illustrated inFIG. 1as being implemented within a single processing unit, in implementations in which processor120includes multiple processing units, one or more of modules106,108,110, and112may be implemented remotely from the other modules. The description of the functionality provided by the different modules106,108,110, and112described below is for illustrative purposes, and is not intended to be limiting, as any of modules106,108,110, and112may provide more or less functionality than is described. For example, one or more of modules106,108,110, and112may be eliminated, and some or all of its functionality may be provided by other ones of modules106,108,110, and112. As another example, processor120may be configured to execute one or more additional modules that may perform some or all of the functionality attributed below to one of modules106,108,110, and112.

FIG. 2illustrates a method200for adjusting items within virtual item bundles made available to users of an online game. The operations of method200presented below are intended to be illustrative. In some embodiments, method200may 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 method200are illustrated inFIG. 2and described below is not intended to be limiting.

In some embodiments, method200may 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 method200in 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 method200.

At an operation202, an instance of an online game may be executed to facilitate presentation of the game to users. The game, for instance, may include parameters including a size and/or type of virtual space the game will be played on, the number of players, resource types, user-controlled elements, and/or buildings initially allocated to users. Operation202may be performed by a game module that is the same as or similar to game module106, in accordance with one or more implementations.

At an operation204, in-game actions may be implemented in the instance of the game in response to action requests for in-game actions by the users. In implementations, the in-game actions may include collecting, harvesting, and/or manufacturing resources, player versus player competitions including battles and skills competitions, and player versus environment interactions including map exploration and quest completion. Operation204may be performed by a game module that is the same or similar to game module106, in accordance with one or more implementations.

At an operation206, user gameplay information may be obtained that relates to prospective usage of the online game. The user gameplay information may include a first set of user gameplay information related to prospective usage of the online game by the first user. In implementations, the first set of user gameplay information may include online game usage information associated with the first user, online game usage information associated with other users associated with the first user, and/or the first user's usage of other online games. User gameplay information may include past behavior (online game usage) by users within the online game and/or other information known about the users, such as demographic information, geographic information, gameplay of friends, etc. User gameplay information may comprise any information that may be used to determine a user's preferred style of gameplay going forward. Additionally, the user gameplay information may include at least one of specific in-game actions performed most frequently by the users in the online game and in-game action types performed most frequently by the users in the online game. Operation206may be performed by a user information module that is the same or similar to user information module108, in accordance with one or more implementations.

At operation208, user types are determined based on obtained user gameplay information. A first user type may be determined for the first user based on the first set of user gameplay information. The user types may include at least one of a collection and harvesting type, a player versus player type, a player versus environment type, and/or other user types. User types may be determined based on the gameplay information including the frequency with which a user has performed specific in-game actions or types of in-game actions, the user's usage of other online games, and/or based on the user types of other users associated with the user on an online network. Determination of user types may be performed on a reactionary basis, based on previous actions and gameplay of users, and/or using a predictive algorithm that anticipates how users will want to play a game based on information known about the users, such as demographic information, geographic information and/or device type, etc. Operation208may be performed by a user type module that is the same as or similar to user type module110, in accordance with one or more implementations.

At operation210, user gameplay information may be used to determine the customization of items within an item bundle in the online game available to individual users. In implementations, the items within an item bundle may be based on the individual users' user types. In implementations the items within an item bundle may be downloadable content for the game, and/or may assist users in carrying out various in-game actions. The items may for example increase or decrease for users and/or user-controlled elements: the speed and/or frequency with which various in-game actions may be performed, the quantity and/or quality of resources gathered and/or manufactured, the number of skills/abilities/spells and associated actions available, various attributes such as health/stamina, magic/mana, etc., combat abilities and capabilities, speed of movement and available map areas, etc. In implementations, the items may be represented as virtual goods such as virtual clothing (e.g. footwear, headware, armor), virtual tools such as weapons, manufacturing or agricultural implements, etc., accessories such as talismans, amulets, rings, pins, knick-knacks, and even vehicles or mounts. Operation210may be performed by a user type module that is the same as or similar to item bundle customization module112, in accordance with one or more implementations.

At operation212, the customized item bundles for the individual users of the online game may be implemented and presented to the users. For example, items within an item bundle may be customized for a first user and presented to the first user in the online game. The order in which item bundles are presented may be adjusted based on the user types of the users. The first user may view the items within the item bundle and/or purchase the item bundle within a virtual store using virtual currency or real currency. Operation212may be performed by a game module that is the same as or similar to the game module106, in accordance with one or more implementations.

FIG. 3illustrates a method for implementing customized pricing of item bundles made available to a first user of an online game, in accordance with one or more implementations. The operations of method300presented below are intended to be illustrative. In some embodiments, method300may 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 method300are illustrated inFIG. 3and described below is not intended to be limiting.

In some embodiments, method300may 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 method300in 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 method300.

At an operation302, an instance of an online game may be executed to facilitate presentation of the game to users. The game, for instance, may include parameters including a size and/or type of virtual space the game will be played on, the number of players, resource types, user-controlled elements, and/or buildings initially allocated to users. Operation302may be performed by a game module that is the same as or similar to game module106, in accordance with one or more implementations.

At an operation304, in-game actions may be implemented in the instance of the game in response to action requests for in-game actions by the users. In implementations, the in-game actions may include collecting, harvesting, and/or manufacturing resources, player versus player competitions including battles and skills competitions, and player versus environment interactions including map exploration and quest completion. Operation304may be performed by a game module that is the same or similar to game module106, in accordance with one or more implementations.

At an operation306, user gameplay information may be obtained that relates to prospective usage of the online game. The user gameplay information may include a first set of user gameplay information related to prospective usage of the online game by the first user. In implementations, the set of first user gameplay information may include online game usage information associated with the first user, online game usage information associated with other users associated with the first user, and/or the first user's usage of other online games. User gameplay information may include past behavior (online game usage) by users within the online game and/or other information known about the users, such as demographic information, geographic information, gameplay of friends, etc. User gameplay information may comprise any information that may be used to determine a user's preferred style of gameplay going forward. Additionally, the first set of user gameplay information may include at least one of specific in-game actions performed most frequently by the first user in the online game and in-game action types performed most frequently by the first user in the online game. Operation306may be performed by a user information module that is the same or similar to user information module108, in accordance with one or more implementations.

At operation308, user types are determined based on obtained user gameplay information. A first user type may be determined for the first user based on the first set of user gameplay information. The user types may include at least one of a collection and harvesting type, a player versus player type, a player versus environment type, and/or other user types. User types may be determined based on the obtained gameplay information, including the frequency with which a user has performed specific in-game actions or types of in-game actions, the user's usage of other online games, and/or based on the user types of other users associated with the user on an online network. Determination of user types may be performed on a reactionary basis, based on previous actions and gameplay of users, and/or using a predictive algorithm that anticipates how users will want to play a game based on information known about the users, such as demographic information, geographic information and/or device type, etc. Operation308may be performed by a user type module that is the same as or similar to user type module110, in accordance with one or more implementations.

At operation310, user gameplay information may be used to determine pricing of an item bundle in the online game available to individual users. In implementations, the pricing of an item bundle may be based on an individual user's user type. The pricing of the item bundles may be increased or decreased based on the user type of a prospective user purchaser of the item bundle and/or a user type associated with the item bundle. An item bundle including items associated with a first user type may increase in price for a user with the first user type because the user may have less cost sensitivity associated with activities that the user enjoys. In other implementations, an item bundle including items associated with the first user type may decrease in price for the user with the first user type encourage or reward the user's continued usage of the online game. In implementations, an item bundle including items associated with the first user type may decrease in price for a user having a second user type to provide an incentives for the user to participate in different aspects of the online game. Operation310may be performed by a user type module that is the same as or similar to item bundle customization module112, in accordance with one or more implementations.

At operation312, the item bundles with customized pricing for the individual users of the online game may be implemented and presented to the user. For example, item bundle prices may be customized for a first user and presented to the first user in the online game. The first user may view the customized pricing of the item bundles and purchase the item bundles within a virtual store using virtual currency or real currency. Operation312may be performed by a game module that is the same as or similar to the game module106, in accordance with one or more 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 adjusting item bundles made available to users of an online game, the system comprising: one or more physical processors configured by machine-readable instructions to: execute an instance of the online game, and to use the instance to generate state information that is transmitted over a network to client computing platforms, wherein the transmission of the state information over the network facilitates presentation of views of the online game to the users on client computing platforms associated with the users causing the client computing platforms to display the views of the game space, and to implement in-game actions in the instance of the online game in response to action requests for the in-game actions received over the network from the client computing platforms associated with the users, wherein the users include a first user;obtain user gameplay information related to prospective usage of the online game by the users, wherein the user gameplay information includes a first set of user gameplay information related to prospective usage of the online game by the first user, and a second set of user gameplay information related to prospective usage of the online game by a second user;determine user types of users based on obtained user gameplay information such that a first user type is determined for the first user based on the first set of user gameplay information and a second user type is determined for the second user based on the second set of user gameplay information, wherein the first user type is different than the second user type, and wherein at least one of the first user type and/or the second user type are selected from a) a collection and harvesting type preferring at least one of resource collection, resource cultivation and resource manufacturing, b) a player versus player type, preferring competing with other users within the online game, or c) a player versus environment type preferring completing quests;provide offers to purchase item bundles by users in the online game, the item bundles comprising multiple virtual items useable by the users in the online game, wherein use by a user of individual ones of the multiple virtual items from the item bundles has an impact on the gameplay of the user;and determine customizations of the item bundles in the online game made available to individual users for purchase within the online game based on the user types, wherein determining customizations of the item bundles includes determining sets of virtual item to include in the item bundles based on the determined user types and impacts of individual ones of the virtual items on the gameplay of the users, the customizations including a first customization of item bundles made available to the first user, the first customization being determined based on determination of the first user type for the first user, wherein the first customization of item bundles includes a first set of virtual items in a first item bundle and a second set of virtual items in a second virtual item bundle such that separate offers to purchase the first item bundle and the second item bundle are provided to the first user, wherein individual ones of the virtual items in the first set of virtual items and the second set of virtual items are configured to impact the gameplay of the first user when used by the first user in the online game, the determined customizations further including a second customization of item bundles made available to the second user that are different than the item bundles made available to the first user as part of the first customization, the second customization being determined based on determination of the second user type for the second user, wherein the second customization of item bundles includes a third set of virtual items in a third item bundle and a fourth set of virtual items in a fourth virtual item bundle such that separate offers to purchase the third item bundle and the fourth item bundle are provided to the second user, wherein individual ones of the virtual items in the third set of virtual items and the fourth set of virtual items are configured to impact the gameplay of the second user when used by the second user in the online game;wherein the customizations determined for the individual users are implemented such that the first customization is implemented in the instance of the online game for the first user and the second customization is implemented in the instance of the online game for the second user.
  1. The system of claim 1 , wherein the one or more processors are further configured by machine-readable instructions to monitor the users' usage of the online game.
  2. The system of claim 2 , wherein the first set of user gameplay information comprises online game usage information associated with other users associated with the first user.
  3. The system of claim 1 , wherein the first set of user gameplay information comprises at least one of the first user's usage of other online games and other users' usage of the online game, wherein the other users are associated with the user.
  4. The system of claim 1 , wherein the first set of user gameplay information comprises at least one of specific in-game actions and in-game action types performed most frequently by the first user within the instance of the online game.
  5. The system of claim 1 , wherein the customizations of item bundles in the online game made available to the individual users affect the determination of the sets of virtual items that are grouped together into bundles and prices of the item bundles.
  6. The system of claim 1 , wherein the customizations of item bundles further includes effecting the cost of the item bundles to users for purchasing items associated with user types other than the users' own.
  7. The system of claim 1 , wherein facilitating presentation of the online game to users includes facilitating presentation of the online game through graphical devices associated with the users and wherein the customizations of item bundles in the online game made available to the individual users comprises at least one of re-ordering where pre-existing item bundles appear to users in an in-game store presented to the user on the graphical device associated with the user, filling open slots in pre-formed item bundles with one or more virtual items of the determined sets of virtual items, such that the item bundle with the filled slots is presented to the user on the graphical device associated with the user, and creating new item bundles by selecting all items included therein and presenting the new item bundles to the user on the graphical device associated with the user.
  8. A computer-implemented method for adjusting item bundles made available to users of an online game, the method being implemented in a computer system that includes one or more physical processors configured by machine-readable instructions, the method comprising: executing, by the one or more physical processors, an instance of the online game, and to use the instance to generate state information that is transmitted over a network to client computing platforms, wherein the transmission of the state information over the network facilitates presentation of views of the online game to the users on client computing platforms associated with the users causing the client computing platforms to display the views of the game space, wherein the users include a first user;implementing, by the one or more physical processors, in-game actions in the instance of the online game in response to action requests for the in-game actions received over the network from the client computing platforms associated with the users;obtaining, by the one or more physical processors, user gameplay information related to prospective usage of the online game by the users, wherein the user gameplay information includes a first set of user gameplay information related to prospective usage of the online game by the first user, and a second set of user gameplay information related to prospective usage of the online game by a second user;determining, by the one or more physical processors, user types of users based on obtained user gameplay information, comprising determining a first user type for the first user based on the first set of user gameplay information and determining a second user type for the second user based on the second set of user gameplay information, wherein the first user type is different than the second user type, and wherein at least one of the first user type and/or the second user type are selected from a) a collection and harvesting type preferring at least one of resource collection, resource cultivation and resource manufacturing, b) a player versus player type, preferring competing with other users within the online game, or c) a player versus environment type preferring completing quests;providing, by the one or more physical processors, offers to purchase item bundles by users in the online game, the item bundles comprising multiple virtual items useable by the users in the online game, wherein use by a user of an individual virtual item from an item bundle has an impact on the gameplay of the user;determining, by the one or more physical processors, customizations of the item bundles in the online game made available to individual users for purchase within the online game based on the user types, wherein determining customizations of the item bundles includes determining sets of virtual items to include in the item bundles based on the determined user types and impacts of individual ones of the virtual items on the gameplay of the users, the customizations including a first customization of item bundles made available to the first user, the first customization being determined based on determination of the first user type for the first user, wherein the first customization of item bundles includes a first set of virtual items in a first item bundle and a second set of virtual items in a second virtual item bundle such that separate offers to purchase the first item bundle and the second item bundle are provided to the first user, wherein individual ones of the virtual items in the first set of virtual items and the second set of virtual items are configured to impact the gameplay of the first user when used by the first user in the online game, the determined customizations further including a second customization of item bundles made available to the second user that are different than the item bundles made available to the first user as part of the first customization, the second customization being determined based on determination of the second user type for the second user, wherein the second customization of item bundles includes a third set of virtual items in a third item bundle and a fourth set of virtual items in a fourth virtual item bundle such that separate offers to purchase the third item bundle and the fourth item bundle are provided to the second user, wherein individual ones of the virtual items in the third set of virtual items and the fourth set of virtual items are configured to impact the gameplay of the second user when used by the second user in the online game;and implementing, by the one or more physical processors, the customizations determined for the individual users such that the first customization is implemented in the instance of the online game for the first user and the second customization is implemented in the instance of the online game for the second user.
  9. The method of claim 9 , further comprising monitoring the users' usage of the online game.
  10. The method of claim 10 , wherein the first set of user gameplay information comprises online game usage information associated with other users associated with the first user.
  11. The method of claim 9 , wherein the first set of user gameplay information comprises at least one of the first user's usage of other online games and other users' usage of the online game, wherein the other users are associated with the user.
  12. The method of claim 9 , wherein the first set of user gameplay information comprises at least one of specific in-game actions and in-game action types performed most frequently by the first user within the instance of the online game.
  13. The method of claim 9 , wherein the customizations of item bundles in the online game made available to the individual users affect the determination of sets of virtual items that are grouped together into bundles and prices of the item bundles.
  14. The method of claim 9 , wherein the customizations of item bundles further includes effecting the cost of the item bundles to users for purchasing items associated with user types other than the users' own.
  15. The method of claim 9 , wherein facilitating presentation of the online game to users includes facilitating presentation of the online game through graphical devices associated with the users and wherein the implementing the customizations of item bundles in the online game made available to the individual users comprises at least one of re-ordering where pre-existing item bundles appear to users in an in-game store presented to the user on the graphical device associated with the user, filling open slots in pre-formed item bundles with one or more virtual items of the determined sets of virtual items, such that the item bundle with the filled slots is presented to the user on the graphical device associated with the user, and creating new item bundles by selecting all items included therein the new item bundles being presented to the user on the graphical device associated with the user.
  16. The system of claim 1 , wherein the one or more physical processors are further configured by machine-readable instructions to: provide selected item bundles to users in response to acceptance of an offer to purchase an item bundle by the users;impact gameplay of users in response to use by users of individual ones of the virtual items included in the provided item bundles, causing the first item bundle including the first set of virtual items to be provided to the first user and causing the gameplay of the first user to be impacted in response to use by the first user of individual ones of the virtual items of the first set of virtual items.
  17. The method of claim 9 , further comprising: providing selected item bundles to users in response to acceptance of an offer to purchase an item bundle by the users;impacting gameplay of users in response to use by users of individual ones of the virtual items included in the provided item bundles, causing the first item bundle including the first set of virtual items to be provided to the first user and causing the gameplay of the first user to be impacted in response to use by the first user of individual ones of the virtual items of the first set of virtual items.

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