U.S. Pat. No. 9,928,688
SYSTEM AND METHOD FOR PROVIDING A CURRENCY MULTIPLIER ITEM IN AN ONLINE GAME WITH A VALUE BASED ON A USER'S ASSETS
AssigneeAftershock Services, Inc.
Issue DateSeptember 21, 2017
Illustrative Figure
Abstract
A system and method for providing currency multiplier items to one or more users of an online game is described. A user of an online game may obtain a currency multiplier item by purchase, by award, responsive to one or more actions taken in the online game, and/or by other methods. Use of the currency multiplier item may enable the user to adjust the amount of virtual currency in the inventory in the user's user account, wherein the adjustment to the amount of currency is not provided to the first user prior to use of the currency multiplier item.
Description
DETAILED DESCRIPTION FIG. 1provides an exemplary illustration of a system10configured to facilitate providing currency multiplier items to one or more users of an online game, according to various aspects of the invention. In some implementations, system10may include a server12. The server12may be configured to communicate with one or more client computing platforms14according to a client/server architecture. The users may access system10and/or the virtual space via client computing platforms14. The server12may be configured to execute one or more computer program modules. The computer program modules may include one or more of a space module18, a user module20, a store module22, an item management module24, and/or other modules. The space module18may be configured to implement the instance of the virtual space executed by the computer modules 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 platforms14for presentation to users. The state determined and transmitted to a given client computing platform14may correspond to a view for a user character being controlled by a user via the given client computing platform14. The state determined and transmitted to a given client computing platform14may correspond to a location in the virtual space. 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 may comprise a simulated space that is accessible by users via clients (e.g., client computing platforms14) that present the views of the virtual space to a user. ...
DETAILED DESCRIPTION
FIG. 1provides an exemplary illustration of a system10configured to facilitate providing currency multiplier items to one or more users of an online game, according to various aspects of the invention. In some implementations, system10may include a server12. The server12may be configured to communicate with one or more client computing platforms14according to a client/server architecture. The users may access system10and/or the virtual space via client computing platforms14.
The server12may be configured to execute one or more computer program modules. The computer program modules may include one or more of a space module18, a user module20, a store module22, an item management module24, and/or other modules.
The space module18may be configured to implement the instance of the virtual space executed by the computer modules 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 platforms14for presentation to users. The state determined and transmitted to a given client computing platform14may correspond to a view for a user character being controlled by a user via the given client computing platform14. The state determined and transmitted to a given client computing platform14may correspond to a location in the virtual space. 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 may comprise a simulated space that is accessible by users via clients (e.g., client computing platforms14) 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 modules may be synchronous, asynchronous, and/or semi-synchronous.
The above description of the manner in which state of the virtual space is determined by space module18is not intended to be limiting. The space module18may be configured to express the virtual space 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 executed by space module18, 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 resources, including, for example, one or more virtual assets, virtual currency, one or more virtual items, and/or other virtual assets that are available for the user to use (e.g., by manipulation of a user character, other user controlled element, and/or other items) within the virtual space. A virtual asset of the user may comprise, for example, a user-controlled element.
A virtual asset may comprise one or more attributes associated with the user-controlled element, where an individual attribute may comprise a value associated with an individual level of one or more sequentially ordered levels of value for the individual attribute.
Virtual currency may be used by the user for expenditure within the virtual space. For example, virtual currency may be used to purchase items within the virtual space, to upgrade a virtual item of the user, to upgrade a level of game play within the virtual space, and/or for other expenditures. In some implementations, virtually currency in an inventory of a user may also be measured to determine whether a user may be eligible for an upgrade, a bonus, and/or other award within the virtual space that takes into account an amount of virtual currency available to the user. Virtual currency may be acquired by a user through one or more of purchase for consideration having a real money value, gift, earned through gameplay, and/or acquired in other ways. Virtual currency may only be exchangeable as consideration in transactions within the game, and/or may be used or consumed outside of transactions.
A virtual item of the user may comprise, for example, a virtual object that may be used by the user within the virtual space. A virtual item may affect a virtual asset of the user, the virtual space in which the online game is played, game logic of the online game, an amount of virtual currency in the inventory of the user, and/or other components of the online game. Examples of virtual items include valuables (money, valuable metals or gems, etc.), weapons, spell components, defense components, armor. wood, stone, herbs, water, ores, animals, monsters, bosses, NPCs, building materials, potions, and/or other virtual objects.
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 platforms14. 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 platforms14. Communications may be routed to and from the appropriate users through server12(e.g., through space module18).
The user module20may be configured to access and/or manage one or more user accounts and/or user information associated with users of the system10. The one or more user accounts and/or user information may include information stored by server12, one or more of the client computing platforms14, and/or other storage locations. The user accounts 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, security login information (e.g., a login code or password), virtual space 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), information related to an inventory of virtual assets, virtual currency, virtual items, and/or other virtual resources of users, virtual space usage information, demographic information associated with users, interaction history among users in the virtual space, 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 user accounts may include at least a first user account for a first user and a second user account for a second user. The first user account may comprise, for example, information related to an inventory of virtual resources of the first user. The inventory of virtual resources may comprise, for example, one or more virtual assets, virtual currency, one or more virtual items, and/or other virtual resources of the first user. In some implementations, the one or more virtual items in the inventory may comprise a currency multiplier item available for use.
In some implementations, a currency multiplier item of a user may comprise an indicator that indicates that the currency multiplier item is to be applied to an entire amount of virtual currency of the user. In some implementations, the currency multiplier item may indicate a percentage of virtual currency, a stochastically determined random amount, and/or other amount of virtual currency of the user to which the currency multiplier item is to be applied. The currency multiplier item may comprise a multiplier that comprises a number by which the virtual currency of the user is to be multiplied. Upon use and/or consumption of the currency multiplier item, the amount of virtual currency in the inventory of the user may be adjusted to be an amount resulting from the multiplication of the existing amount of virtual currency prior to use of the currency multiplier item by the multiplier of the currency multiplier item. The multiplier may be an integer, a number less than one, a fraction, and/or any other number. In some implementations, the currency multiplier item may be a negative number, such that application of the currency multiplier item may require the user to forfeit other virtual resources with a value equivalent to an amount of the application of the currency multiplier to the amount of virtual currency to which the currency multiplier is applied. In some implementations, the multiplier may be stochastically determined such that the amount of virtual currency to which the currency multiplier item is applied is stochastically adjusted. In some implementations, the multiplier may be determined based on a monetization value of the user in the online game.
Store module22may be configured to present a store interface to the users of the game space. The store interface may present offers to users to purchase one or more virtual items. The store module22may enable a user to purchase virtual items for a respective plurality of costs. In some implementations, the store module22may present one or more currency multiplier items for purchase by a user. In some implementations, a cost of a currency multiplier item may be a percentage of an amount of virtual currency in an inventory of a user.
In some implementations, a cost of the first currency multiplier item may not be relative to an amount of the multiplier of the first currency multiplier item. For example, a first currency multiplier item available for purchase may be associated with a first multiplier and a second currency multiplier item available for purchase may be associated with a second multiplier greater than the first multiplier. A first cost of the first currency multiplier item may be same or less than a cost of the second currency multiplier item. Accordingly, a user may not be aware of an amount by which a currency multiplier item may affect a virtual currency of the user based solely on a cost of the currency multiplier item.
In some implementations, a currency multiplier item available for purchase may indicate whether the currency multiplier item is pre-associated with a multiplier or whether the currency multiplier item may be applied to stochastically adjust a virtual currency of a user. In some implementations, a currency multiplier item may not indicate whether the whether the currency multiplier item is pre-associated with a multiplier or whether the currency multiplier item may be applied to stochastically adjust a virtual currency of a user.
In some implementations, a user may obtain a currency multiplier item by purchase via the store interface presented by the store module22.
In some implementations, the currency multiplier item may be obtained by a user during game play. For example, a user may obtain the currency multiplier item as a prize in the game. The user may obtain the currency multiplier item for achieving a subsequent level in game play. In some examples, the user may obtain the currency multiplier item for achieving the subsequent level in game play while maintaining a predetermined level of virtual assets. In another example, the user may obtain the currency multiplier item based on a relationship, affiliation, and/or other association of the user in the game space. In yet another example, the user may obtain the currency multiplier item as a bonus item after purchasing a predetermined number of items and/or spending a predetermined amount of virtual currency via the store interface presented by the store module22.
In some implementations, the user may obtain the currency multiplier item based on the game logic of the online game. The game logic may comprise, for example, a decision tree including one or more of: information relating to a plurality of actions available to the user based on the game state, information relating to a plurality of consequences associated with the plurality of respective actions available and based on the game state, a plurality of requirements associated with the plurality of respective actions and based on the game state, and/or other information related to the online game.
In some implementations, the currency multiplier item may be obtained based upon a monetization level of the user in the online game. For example, responsive to a user having a monetization level in the online game above a predetermined threshold (e.g., a threshold set by a game administrator and/or other predetermined threshold), the currency multiplier item may become available to be obtained in the game by a method described herein and/or another method of obtaining the currency multiplier item in the online game.
In some implementations, one or more currency multiplier items of different attributes may be available. Currency multiplier items of different attributes may comprise, for example, a currency multiplier item with an integer multiplier, a currency multiplier item with a negative multiplier, a currency multiplier item with different amounts of virtual currency to which the item is applied, a currency multiplier item configured to stochastically adjust virtual currency, and/or other attributes. The availability of a currency multiplier item of a particular type may depend upon a level of skill of the user in the game, a level of game play of the user, an existing amount of virtual currency of the user, game logic of the online game, monetization level of the user, and/or other characteristics of the user in the online game.
In some implementations, the currency multiplier item may be applied to one or more virtual items available to the user. The currency multiplier item may be applied to one or more virtual items by adding additional virtual items to the inventory of the user. For example, responsive to the currency multiplier comprising a multiplier, use of the currency multiplier item may cause an amount of a first virtual item in the inventory to be multiplied by the multiplier.
An item management module24may be configured to facilitate use of virtual items from the inventory of the user in the virtual space. Use of the currency multiplier item may adjust the amount of virtual currency in the inventory in the user account. An adjustment to the amount of currency in the inventory of the user may not be provided to the user prior to use of the currency multiplier item. In some implementations, the item management module24may be configured to remove the currency multiplier item from the inventory of the user responsive to the use of the currency multiplier item. For example, the item management module24may be configured to consumer the currency multiplier item responsive to use of the currency multiplier item by removing the currency multiplier item from the inventory of the user.
The item management module24may be configured to apply the currency multiplier to an amount of virtual currency indicated by the indicator of the currency multiplier item. As indicated above, the amount of virtual currency may be an entire amount of virtual currency of the user, a percentage of virtual currency, a stochastically determined amount of virtual currency, and/or another amount of virtual currency to which the currency multiplier item is to be applied.
The item management module24may be configured to adjust the amount of virtual currency of the user by a multiplier of the currency multiplier item, responsive to the currency multiplier item comprising the multiplier. Upon use and consumption of the currency multiplier item, the item management module24may be configured to adjust the amount of virtual currency in the inventory of the user to be an amount resulting from the multiplication of the existing amount of virtual currency prior to use of the currency multiplier item by the multiplier of the currency multiplier item. As mentioned above, the multiplier may be an integer, a number less than one, a fraction, a negative number, and/or any other number.
In some implementations, the multiplier may be stochastically determined such that the item management module24may stochastically adjust the amount of virtual currency to which the currency multiplier item is applied. For example, upon activation of the currency multiplier item, the item management module24may be configured to stochastically determine the multiplier of the currency multiplier item. The item management module24may be configured to determine the multiplier based on one or more of: a monetization level of the user in the online game, a level of game play of the user, a skill level of the user, a length of time the user has been playing the game, whether the currency multiplier was awarded to the user, random selection, and/or other criteria.
In some implementations, the item management module24may be configured to stochastically determine the multiplier by multiplying the multiplier determined based on one or more of the criteria by a random number. For example, for an individual criteria (or a combination of one or more categories), the item management module24may determine a set of potential multipliers based on that criteria. In another example, the set of potential multipliers may be a set of pre-defined numbers. The pre-defined numbers may be set, for example, by a game administrator.
The item management module24may obtain individual probabilities for the individual potential multipliers in the set of potential multipliers. The item management module24may select a multiplier from the set of potential multipliers based on the probabilities associated with the respective individual probabilities. In some implementations, the item management module24may select the multiplier from the set of potential multipliers based on the respective associated probabilities and/or based on a randomly generated number. For example, the item management module24may multiply the probability associated with an individual potential multiplier by a randomly generated number. In some implementations, a different random number may be generated for each potential multiplier in the set of potential multipliers. The item management module24may select a potential multiplier based on the multiplication of the probability associated with the potential multiplier and the randomly generated number.
In some implementations, the item management module24may stochastically determine criteria to use in determining multipliers. The criteria may be associated with respective criteria numbers. The criteria numbers may be randomly assigned integers, may be assigned based on priority of the criteria, may be set by a game administrator, and/or may otherwise be assigned. A number of criteria to be selected may be determined by a game administrator, may be obtained from storage30, and/or may otherwise be determined. The item management module24may stochastically select one or more criteria in a manner similar to the selection of the potential multiplier for the currency multiplier item.
In some implementations, the item management module24may apply the currency multiplier item to one or more virtual items available to the user, responsive to the currency multiplier indicating that the item is to applied to one or more virtual items. In some implementations, the one or more virtual items may be predetermined. In some implementations, responsive to the currency multiplier indicating that one or more items may be selected, the item management module24may receive, from the user, information relating to respective one or more virtual items in the inventory of the user to which the currency multiplier item is to be applied. The item management module24may be configured to apply the currency multiplier item to one or more virtual items by adding additional virtual items to the inventory of the user. For example, responsive to the currency multiplier comprising a multiplier, use of the currency multiplier item may cause the item management module24to adjust an amount of a first virtual item in the inventory such that it is multiplied by the multiplier.
In some implementations, the server12, client computing platforms14, and/or other components of the system10may 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 network such 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 servers12, client computing platforms14, and/or other components of the system10may be operatively linked via some other communication media.
A given client computing platform14may 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 platform14to interface with system10and/or other components of the system10, and/or provide other functionality attributed herein to client computing platforms14. By way of non-limiting example, the given client computing platform14may 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 server12may include electronic storage30, one or more processors16, and/or other components. The server12may include communication lines, or ports to enable the exchange of information with a network and/or other computing platforms. Illustration of server12inFIG. 1is not intended to be limiting. The server12may include a plurality of hardware, software, and/or firmware components operating together to provide the functionality attributed herein to server12. For example, server12may be implemented by a cloud of computing platforms operating together as server12.
Electronic storage30may comprise electronic storage media that electronically stores information. The electronic storage media of electronic storage30may include one or both of system storage that is provided integrally (i.e., substantially non-removable) with server12and/or removable storage that is removably connectable to server12via, for example, a port (e.g., a USB port, a firewire port, etc.) or a drive (e.g., a disk drive, etc.). Electronic storage30may 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 storage30may include one or more virtual storage resources (e.g., cloud storage, a virtual private network, and/or other virtual storage resources). Electronic storage30may store software algorithms, information determined by processor16, information received from server12, information received from client computing platforms14and/or other information that enables server12to function as described herein.
Processor(s)16is configured to provide information processing capabilities in server12. As such, processor16may 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 processor16is shown inFIG. 1as a single entity, this is for illustrative purposes only. In some implementations, processor16may include a plurality of processing units. These processing units may be physically located within the same device, or processor16may represent processing functionality of a plurality of devices operating in coordination. The processor16may be configured to execute modules18,20,22,24, and/or other modules. Processor16may be configured to execute modules18,20,22,24, and/or other modules by software; hardware; firmware; some combination of software, hardware, and/or firmware; and/or other mechanisms for configuring processing capabilities on processor16.
It should be appreciated that although modules18,20,22,24, and/or other modules are illustrated inFIG. 1as being co-located within a single processing unit, in implementations in which processor16includes multiple processing units, one or more of modules18,20,22,24, and/or other modules may be located remotely from the other modules. The description of the functionality provided by the different modules18,20,22,24, and/or other modules described below is for illustrative purposes, and is not intended to be limiting, as any of modules18,20,22,24, and/or other modules may provide more or less functionality than is described. For example, one or more of modules18,20,22,24, and/or other modules may be eliminated, and some or all of its functionality may be provided by other ones of modules18,20,22,24, and/or other modules. As another example, processor16may be configured to execute one or more additional modules that may perform some or all of the functionality attributed below to one of modules18,20,22,24, and/or other modules.
FIG. 2illustrates a method40of facilitating provision of currency multiplier items to one or more users of an online game, according to various aspects of the invention. The operations of method40presented below are intended to be illustrative. In some embodiments, method40may 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 method40are illustrated inFIG. 2and described below is not intended to be limiting.
In some embodiments, method40may 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 the operations of method40in 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 method40.
At an operation42, an instance of a virtual space may be executed. In some implementations, operation42may be performed by a space module the same as or similar to space module16(shown inFIG. 1and described above).
At an operation44, the executed instance of the virtual space may be implemented to determine view information. The view information may define views to be presented to users via client computing platforms. In some implementations, operation44may be performed by a space module the same as or similar to space module16(shown inFIG. 1and described above).
At an operation46, user accounts may be maintained, wherein a user account may include an inventory of virtual currency and virtual items available for the user. The inventory for the user may comprise a currency multiplier item available for use by the user. In some implementations, operation46may be performed by a user module the same as or similar to user module18(shown inFIG. 2and described herein).
At operation48, use of virtual items from the inventory may be facilitated. For example, use of the currency multiplier item may adjust the amount of virtual currency in the inventory of the user account, where the adjustment may not be provided to the user prior to use of the currency multiplier item. In some implementations, operation48may be performed by an item management module the same as or similar to item management module24(shown inFIG. 1and described herein).
Although the system(s) and/or method(s) of this disclosure have 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 disclosure 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 disclosure 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
- A system configured to provide currency multiplier items to one or more users of an online game, the system comprising: one or more processors configured by machine-readable instructions to: execute an instance of a virtual space, and to implement the instance of the virtual space to facilitate participation by the one or more users in the online game within the virtual space by effectuating presentation of views of the virtual space to the one or more users via one or more client computing platforms;maintain one or more user accounts for the one or more users, the one or more user accounts comprising a first user account for a first user, the first user account including an inventory of virtual currency available to the first user for expenditure in the virtual space and virtual items available to the first user for use in the virtual space, wherein the inventory comprises a currency multiplier item available for use by the first user and wherein the currency multiplier item comprises a multiplier;and facilitate use of virtual items from the inventory of the first user in the virtual space, wherein use of the currency multiplier item adjusts at least a portion of an amount of virtual currency that is in the inventory in the first user account prior to use of the currency multiplier item by multiplying at least the portion of the amount of virtual currency contained in the inventory of the first user prior to use of the currency multiplier item by the multiplier, wherein the adjustment to the amount of currency is not provided to the first user prior to use of the currency multiplier item.
- The system of claim 1 , wherein use of the currency multiplier item adjusts the amount of virtual currency in the inventory by stochastically adjusting the amount of virtual currency.
- The system of claim 1 , wherein use of the currency multiplier item adjusts an entire amount of virtual currency that is in the inventory in the first user account prior to use of the currency multiplier item.
- The system of claim 1 , wherein the multiplier may be an integer value.
- The system of claim 1 , wherein the multiplier may be less than
- The system of claim 1 , wherein the multiplier may be determined based on a monetization value associated with the user.
- The system of claim 1 , wherein the one or more processors are further configured by machine-readable instructions to present a store interface to the users, wherein the store interface presents a plurality of virtual items to the one or more users to purchase for a respective plurality of costs, the plurality of virtual items comprising the currency multiplier item.
- The system of claim 1 , wherein the one or more processors are configured by machine-readable instructions to: consume the currency multiplier item responsive to use of the currency multiplier item;wherein consuming the currency multiplier item comprises removing the currency multiplier item from the inventory of the user.
- The system of claim 1 , wherein use of the currency multiplier item adjusts the virtual items available to the first user by adding additional virtual items to the inventory of the first user.
- The system of claim 1 , wherein the currency multiplier item comprises a multiplier, and wherein use of the currency multiplier item multiplies an amount of a first virtual item in the inventory by the multiplier.
- A computer-implemented method of providing currency multiplier items to one or more users of an online game, the method being implemented in a computer system comprising one or more physical processors, the method comprising: executing an instance of a virtual space;implementing the instance of the virtual space to effectuate presentation of views of the virtual space to the one or more users via the one or more client computing platforms;maintaining one or more user accounts for the one or more users, the one or more user accounts comprising a first user account for a first user, the first user account including an inventory of virtual currency available to the first user for expenditure in the virtual space, and virtual items available to the first user for use in the game, wherein the inventory comprises a currency multiplier item available for use by the first user and wherein the currency multiplier item comprises a multiplier;and facilitating use of virtual items from the inventory of the first user in the virtual space, wherein use of the currency multiplier item adjusts at least a portion of an amount of virtual currency that is in the inventory in the first user account prior to use of the currency multiplier item by multiplying at least the portion of the amount of virtual currency contained in the inventory of the first user prior to use of the currency multiplier item by the multiplier, wherein the adjustment to the amount of currency is not provided to the first user prior to use of the currency multiplier item.
- The method of claim 11 , wherein use of the currency multiplier item adjusts the amount of virtual currency in the inventory by stochastically adjusting the amount of virtual currency.
- The method of claim 11 , wherein use of the currency multiplier item adjusts an entire amount of virtual currency that is in the inventory in the first user account prior to use of the currency multiplier item.
- The method of claim 11 , wherein the multiplier may be an integer value.
- The method of claim 11 , wherein the multiplier may be less than
- The method of claim 11 , wherein the multiplier may be determined based on a monetization value associated with the user.
- The method of claim 11 , further comprising: presenting a store interface to the users, wherein the store interface presents a plurality of virtual items to the one or more users to purchase for a respective plurality of costs, the plurality of virtual items comprising the currency multiplier item.
- The method of claim 11 , further comprising: consuming the currency multiplier item responsive to use of the currency multiplier item, wherein consuming the currency multiplier item comprises removing the currency multiplier item from the inventory of the user.
- The method of claim 11 , wherein use of the currency multiplier item adjusts the virtual items available to the first user by adding additional virtual items to the inventory of the first user.
- The method of claim 19 , wherein the currency multiplier item comprises a multiplier, and wherein use of the currency multiplier item multiplies an amount of a first virtual item in the inventory by the multiplier.
- A non-transitory electronic storage media storing information related to providing currency multiplier items to one or more users of an online game, the stored information comprising: a memory configured to store information related to the one or more users of the online game;instructions configured to cause a client computing platform to: execute an instance of a virtual space;implement the instance of the virtual space to effectuate presentation of views of the virtual space to the one or more users via the one or more client computing platforms;maintain one or more user accounts for the one or more users, the one or more user accounts comprising a first user account for a first user, the first user account including an inventory of virtual currency available to the first user for expenditure in the virtual space, and virtual items available to the first user for use in the game, wherein the inventory comprises a currency multiplier item available for use by the first user and wherein the currency multiplier item comprises a multiplier;and facilitate use of virtual items from the inventory of the first user in the virtual space, wherein use of the currency multiplier item adjusts at least a portion of an amount of virtual currency that is in the inventory in the first user account prior to use of the currency multiplier item by multiplying at least the portion of the amount of virtual currency contained in the inventory of the first user prior to use of the currency multiplier item by the multiplier, wherein the adjustment to the amount of currency is not provided to the first user prior to use of the currency multiplier item.
Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.