US20120258805A1 - Systems and Methods For Compensating Leaders Within Online Games, Such As Massively Multiplayer Online Games - Google Patents

Systems and Methods For Compensating Leaders Within Online Games, Such As Massively Multiplayer Online Games Download PDF

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US20120258805A1
US20120258805A1 US13/082,395 US201113082395A US2012258805A1 US 20120258805 A1 US20120258805 A1 US 20120258805A1 US 201113082395 A US201113082395 A US 201113082395A US 2012258805 A1 US2012258805 A1 US 2012258805A1
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leader
amount
game
compensation
follower
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Patrick Harris, SR.
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/61Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/558Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player

Definitions

  • leaders In the context of such online games, leaders commonly emerge. These leaders are generally responsible for coordinating group activities, such as wartime raids on certain military targets. In many on-line games, formal links are established between leaders and followers within the gaming system's memory.
  • a computer system is adapted for facilitating the transfer of compensation to an individual who is a leader within the context of an online game, such as a massively multiplayer online game (e.g., a massively multiplayer online role playing game, a massively multiplayer online first person shooter game, or a massively multiplayer online real time strategy game).
  • a massively multiplayer online game e.g., a massively multiplayer online role playing game, a massively multiplayer online first person shooter game, or a massively multiplayer online real time strategy game.
  • the system is configured for: (A) identifying a leader within the context of the online game, the leader being associated with at least one follower within the context of the game; (B) determining one or more leadership metrics reflecting the leader's effectiveness in enhancing the gaming experience of the leader's various followers; (C) determining, based at least in part on the one or more leadership metrics, an amount of compensation to award to the leader; and (D) facilitating the transfer of the compensation to the leader and/or communicating the amount of compensation to the leader.
  • a method of compensating an individual who is a leader within the context of an online game comprises the steps of: (A) determining an amount of revenue generated from one or more individuals who are followers of the leader within the context of the game; and (B) determining an amount of compensation to award to the leader based, at least in part, on the amount of revenue determined at Step (A).
  • FIG. 1 is a block diagram of a leader compensation system according to one embodiment.
  • FIG. 2 is a block diagram of the Compensation Server of FIG. 1 .
  • FIG. 3 depicts a flowchart that generally illustrates various steps executed by a Leader/Follower Relationship Tracking Module according to a particular embodiment.
  • FIG. 4 depicts a flowchart that generally illustrates various steps executed by a Leader Data Tracking Module according to a particular embodiment.
  • FIG. 5 depicts a flowchart that generally illustrates various steps executed by a Compensation Module according to a particular embodiment.
  • FIG. 6 is a screen display according to a particular embodiment that shows select data for a particular leader.
  • a leader compensation system is adapted for calculating the compensation to be paid to an individual who acts as a leader within the context of an on-line game, such as a massively multiplayer online role-playing game (MMORPG), a massively multiplayer online first-person shooter game (MMOFPS), or any other multiplayer online game genre.
  • MMORPG massively multiplayer online role-playing game
  • MMOFPS massively multiplayer online first-person shooter game
  • the system, or related systems may then facilitate the payment of the calculated compensation to the individual.
  • the leader's compensation is based, at least in part, on one or more of the following factors: (1) how many followers are associated with the leader; (2) how long each follower has been associated with the leader; (3) the amount of revenue generated from each follower while the follower was associated with the leader within the context of the game; (4) the amount that each follower paid to upgrade the follower's account (e.g., the follower's character) while the follower was associated with the leader within the context of the game; and/or (5) the amount that each follower paid to purchase one or more virtual items while the follower was associated with the leader within the context of the game.
  • the follower paid to upgrade the follower's account e.g., the follower's character
  • the present invention may be, for example, embodied as a computer system, a method, or a computer program product. Accordingly, various embodiments may take the form of an entirely hardware embodiment, an entirely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, particular embodiments may take the form of a computer program product stored on a computer-readable storage medium having computer-readable instructions (e.g., software) embodied in the storage medium. Various embodiments may take the form of web-implemented computer software. Any suitable computer-readable storage medium may be utilized including, for example, hard disks, compact disks, DVDs, optical storage devices, and/or magnetic storage devices.
  • These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner such that the instructions stored in the computer-readable memory produce an article of manufacture that is configured for implementing the function specified in the flowchart block or blocks.
  • the computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions that execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart block or blocks.
  • blocks of the block diagrams and flowchart illustrations support combinations of mechanisms for performing the specified functions, combinations of steps for performing the specified functions, and program instructions for performing the specified functions. It should also be understood that each block of the block diagrams and flowchart illustrations, and combinations of blocks in the block diagrams and flowchart illustrations, can be implemented by special purpose hardware-based computer systems that perform the specified functions or steps, or combinations of special purpose hardware and other hardware executing appropriate computer instructions.
  • FIG. 1 shows a block diagram of a Leader Compensation System 10 according to a particular embodiment.
  • the Leader Compensation System 10 includes a Game Server 40 , a Compensation Server 35 , one or more computer networks 15 , a plurality of player client computers 20 , 25 , 30 , and a database 45 .
  • the one or more computer networks 15 facilitate communication between the Game Server 40 , the compensation server 35 , the plurality of player client computers 20 , 25 , 30 , and the database 45 .
  • the one or more computer networks 15 may include any of a variety of types of computer networks such as the Internet, a private intranet, a public switch telephone network (PSTN), or any other type of network known in the art.
  • PSTN public switch telephone network
  • the communication link between the various player client computers 20 , 25 , 30 and the Compensation Server 35 and/or Game Server 40 is implemented via the Internet using Internet protocol (IP).
  • IP Internet protocol
  • the communication link between the Compensation Server 35 , Game Server 40 , and Database 45 may, for example, be implemented via a Local Area Network (LAN).
  • LAN Local Area Network
  • FIG. 2 is a block diagram of an exemplary embodiment of the Compensation Server 35 of FIG. 1 .
  • the Compensation Server 35 includes a processor 60 that communicates with other elements within the Compensation Server 35 via a system interface or bus 61 .
  • a display device/input device 64 for receiving and displaying data.
  • This display device/input device 64 may be, for example, a keyboard, voice recognition, or pointing device that is used in combination with a monitor.
  • the Compensation Server 35 further includes memory 66 , which preferably includes both read only memory (ROM) 65 and random access memory (RAM) 67 .
  • the server's ROM 65 is used to store a basic input/output system 26 (BIOS) that contains the basic routines that help to transfer information between elements within the Compensation Server 35 .
  • BIOS basic input/output system 26
  • the Compensation Server 35 includes at least one storage device 63 , such as a hard disk drive, a flash drive, a floppy disk drive, a CD Rom drive, or optical disk drive, for storing information on various computer-readable media, such as a hard disk, a removable magnetic disk, or a CD-ROM disk.
  • each of these storage devices 63 is connected to the system bus 61 by an appropriate interface.
  • the storage devices 63 and their associated computer-readable media provide nonvolatile storage for the Compensation Server 35 .
  • the computer-readable media described above could be replaced by any other type of computer-readable media known in the art. Such media include, for example, magnetic cassettes, flash memory cards, digital video disks, and Bernoulli cartridges.
  • a number of program modules may be stored by the various storage devices and within RAM 67 .
  • Such program modules include an operating system 80 , a Leader/Follower Relationship Tracking Module 100 , a Leader Data Tracking Module 200 , and a Compensation Module 300 .
  • the Leader/Follower Relationship Tracking Module 100 , Leader Data Tracking Module 200 , and Compensation Module 300 control certain aspects of the operation of the Compensation Server 35 , as are described in more detail below, with the assistance of the processor 60 and an operating system 80 .
  • a network interface 74 for interfacing and communicating with other elements of a computer network. It will be appreciated by one of ordinary skill in the art that one or more of the Compensation Server 35 components may be located geographically remotely from other Compensation Server 35 components. Furthermore, one or more of the components may be combined, and additional components performing functions described herein may be included in the Compensation Server 35 .
  • system modules including the system's Leader/Follower Relationship Tracking Module 100 , Leader Data Tracking Module 200 , and Compensation Module 300 . These modules are discussed in greater detail below.
  • FIG. 3 is a flow chart of an exemplary Leader/Follower Relationship Tracking Module 100 .
  • certain embodiments of the Leader/Follower Relationship Tracking Module 100 are configured to receive and store information regarding leader/follower relationships within the context of an on-line game. For example, beginning at Step 110 , the Leader/Follower Relationship Tracking Module 100 receives data regarding leader/follower relationships within the context of a particular on-line game.
  • the Leader/Follower Relationship Tracking Module 100 may receive this information, in any conventional manner, from one or more game servers 40 that the plurality of player client computers 20 , 25 , 30 use to play a particular on-line game, such as a massively multiplayer online role-playing game, a massively multiplayer online first-person shooter game (MMOFPS), or any other multiplayer online game genre.
  • a massively multiplayer online role-playing game such as a massively multiplayer online role-playing game, a massively multiplayer online first-person shooter game (MMOFPS), or any other multiplayer online game genre.
  • MMOFPS massively multiplayer online first-person shooter game
  • the game server 40 is configured to periodically transmit, to the compensation server 35 , information regarding the leader/follower relationships that exist within the context of the on-line game that the game server 40 is hosting. For example, the game server 40 may transmit any changes to these relationships to the compensation server 35 in real time, or in a job that is run at a certain time of the day (e.g., overnight).
  • Step 120 the Leader/Follower Relationship Tracking Module 100 stores the data in memory for later use.
  • the Leader/Follower Relationship Tracking Module 100 stores the data to a suitable database 45 .
  • the system then advances to Step 130 , where it ends the process.
  • FIG. 4 is a flow chart of an exemplary Leader Data Tracking Module 200 .
  • the Leader Data Tracking Module 200 are configured to receive and store information that may be used to assess a leader's performance in enhancing other players' game-playing experiences and/or helping generate revenue from the other players.
  • the Leader Data Tracking Module 200 receives information regarding: (1) how many followers are associated with the leader; (2) how long the followers have been associated with the leader; (3) the amount of revenue generated from one or more followers while the followers were associated with the leader within the context of the game; (4) the amount that the followers paid to upgrade their accounts while the followers were associated with the leader within the context of the game; and/or (5) the amount that the followers paid to purchase one or more virtual items while the followers were associated with the leader within the context of the game.
  • the Leader Data Tracking Module 200 may receive this information, in any conventional manner, from the one or more game servers 40 that the plurality of player client computers 20 , 25 , 30 use to play the on-line game discussed above.
  • the game server 40 is configured to periodically transmit this information to the compensation server 35 in real time or in a job that is run at a certain time of the day (e.g., overnight).
  • the Leader Data Tracking Module 200 After the Leader Data Tracking Module 200 receives the data discussed above, it advances to Step 220 where it stores the data in memory for later use. For example, in a particular embodiment, the Leader Data Tracking Module 200 stores the data to a suitable database 45 . The system then advances to Step 230 , where it ends the process.
  • FIG. 5 is a flow chart of an exemplary Compensation Module 300 .
  • the Compensation Module 300 are configured to: (1) receive information regarding a leader's performance in enhancing their followers' game-playing experiences, and/or generating revenue, within the context of the online game; (2) use this information to determine an amount of compensation to award to the leader; and (3) facilitate the transfer of the calculated compensation to the leader.
  • the Compensation Module 300 retrieves, from the database 45 : (1) the data regarding leader/follower relationships that the Leader/Follower Relationship Tracking Module 100 stored to the database at Step 120 ; and (2) the data regarding leader performance that the Leader Data Tracking Module 200 stored to the database at Step 220 .
  • Step 320 determines one or more leadership metrics that reflect the leader's effectiveness.
  • Step 330 the system determines, based at least in part on the one or more leadership metrics, an amount of compensation to award to the leader.
  • Step 340 the system then facilitates the transfer of the compensation to the leader. The process then ends at Step 350 .
  • a MMORPG (online role playing game) company “ACME”, opts to implement an embodiment of the leader compensation system in order to attract and retain talented leadership within ACME's customer base.
  • the company realizes that customers remain loyal to ACME's online game when other players are actively engaged in guild activities (e.g., an in-game virtual social network).
  • the company charges all users of the system (all players) a monthly subscription fee of $10.00 or $15.00 depending on the user's desired level of service.
  • ACME decides to offer guild leadership an opportunity to make money playing the game, providing an incentive for leaders to create an improved playing experience for their peers.
  • the compensation parameters of the compensation system are set as described below.
  • the Compensation Module 300 would begin at Step 310 by retrieving data indicating: (1) that on the last day of March, a particular individual, Steve Johnson, was linked, as a leader, to five particular individuals; (2) the number of consecutive days that each of the individuals has been linked to Steve Johnson as his followers; (3) the amount of dues that each of the individuals paid to play the on-line game in March; and (4) the amount of in-game purchases that each individual made in March while the individual was linked to Steve Johnson as his follower.
  • This information is shown in the table below:
  • Step 320 determines one or more leadership metrics reflecting the leader's effectiveness (e.g., in generating revenue from the leader's followers and/or in enhancing the game playing experience for the followers). As shown in the table below, in this example, revenue is used as the metric of Steve Johnson's performance during March. However, in other embodiments, any other suitable metric may be used to measure the leader's performance.
  • one or more leadership metrics reflecting the leader's effectiveness e.g., in generating revenue from the leader's followers and/or in enhancing the game playing experience for the followers.
  • revenue is used as the metric of Steve Johnson's performance during March.
  • any other suitable metric may be used to measure the leader's performance.
  • Step 330 determines, based at least in part on the one or more leadership metrics, an amount of compensation to award to the leader.
  • the table below shows the results of this step for the example above.
  • Steve Johnson would be paid a total of $28 for his game-related leadership activities in March.
  • Step 340 it facilitates the transfer of the compensation to the leader in any suitable manner.
  • the system may: (1) automatically issue a check to the leader; (2) electronically transfer the compensation to the leader's bank account; or (3) issue a credit to the leader's on-line gaming account.
  • the system may deduct any fees due from the leader (e.g., the leader's game subscription fees for the current month) before issuing payment to the leader.
  • the system issues and sends a check to Steve Johnson for $28. (See FIG. 6 , which visually illustrates certain aspects of the example discussed above.)
  • Step 350 the system advances to Step 350 where it ends the process.
  • the system may then repeat the above process for each of the on-line game's other leaders.
  • the functionality of these servers may be executed by a single server (e.g., a gaming server), or by more than two servers.
  • the various servers may be hosted by different parties (e.g., the gaming server may be hosted by a gaming company and the compensation server may be hosted by a specialized third party payment company, such as PayPal.)
  • the functionality of the compensation server's various modules, as described above may be combined into a single module, or more than three modules.
  • the leader's compensation may be based on such diverse factors as: (1) the leader's effectiveness in advertising, to their followers, products to be purchased outside of the context of the on-line game (e.g., purchases made on web sites that are accessed via one or more links provided within the game—these links, or other advertisements, may be selected, by the leader, for display to the leader's followers within the game.); (2) the results of customer satisfaction surveys completed by the leader's followers (in one example, the leader would receive a pre-determined performance bonus for each survey, completed by one of the leader's followers, that rates the leader highly); (3) the length of time that the leader has performed as a leader within the context of the game; (4) the amount of time that the leader spends in performing pre-determined guild activities; (5) the leader's effectiveness at developing subordinate leaders; and/or (6) any other suitable measurement of leader performance. It should also be understood that any suitable formula (including different

Abstract

Computer systems and methods for: (A) identifying a leader within the context of an online game, the leader being associated with at least one follower within the context of the game; (B) determining one or more leadership metrics regarding the leader's effectiveness in enhancing a gaming experience of the at least one follower in playing the game; (C) determining, based at least in part on the one or more leadership metrics, an amount of compensation to award to the leader; and (D) communicating the amount of compensation to the leader and/or facilitating payment of the compensation to the leader. Suitable leadership metrics may be, for example: (A) the amount of revenue generated from the leader's followers; (B) the followers' rating of the leader; or (C) the length of time that the leader's followers subscribe to the game.

Description

    BACKGROUND
  • In recent years, the Internet has witnessed the creation of websites offering virtual social networks in order to meet the demand of human nature to congregate with people of similar interests. Many well-known websites such as Facebook and Myspace specialize in virtual social networking and web developers have created environments that offer social networking as a component of more comprehensive applications. One example of such an application with social networking functionality is witnessed in gaming software such as massively multiplayer online role-playing games (MMORPGs) in which individuals “play” characters along with others in their social network(s).
  • In the context of such online games, leaders commonly emerge. These leaders are generally responsible for coordinating group activities, such as wartime raids on certain military targets. In many on-line games, formal links are established between leaders and followers within the gaming system's memory.
  • Over time, talented leaders can amass large followings of fellow gamers who typically pay a monthly or annual fee for playing the on-line game. As a result, if a leader decides to switch from one on-line gaming platform to another, the switch can result in a significant economic loss for the owners of the leader's current on-line game, and a significant economic gain for the owners of the leader's new game of choice.
  • In light of the above, there is a need for new systems and methods for encouraging talented leaders to select particular gaming platforms, and to stay on those platforms for as long as possible.
  • SUMMARY OF VARIOUS EMBODIMENTS
  • A computer system, according to various embodiments, is adapted for facilitating the transfer of compensation to an individual who is a leader within the context of an online game, such as a massively multiplayer online game (e.g., a massively multiplayer online role playing game, a massively multiplayer online first person shooter game, or a massively multiplayer online real time strategy game). In particular embodiments, the system is configured for: (A) identifying a leader within the context of the online game, the leader being associated with at least one follower within the context of the game; (B) determining one or more leadership metrics reflecting the leader's effectiveness in enhancing the gaming experience of the leader's various followers; (C) determining, based at least in part on the one or more leadership metrics, an amount of compensation to award to the leader; and (D) facilitating the transfer of the compensation to the leader and/or communicating the amount of compensation to the leader.
  • In various embodiments, a method of compensating an individual who is a leader within the context of an online game comprises the steps of: (A) determining an amount of revenue generated from one or more individuals who are followers of the leader within the context of the game; and (B) determining an amount of compensation to award to the leader based, at least in part, on the amount of revenue determined at Step (A).
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • Having thus described various embodiments in general terms, reference will now be made to the accompanying drawings, which are not necessarily drawn to scale, and wherein:
  • FIG. 1 is a block diagram of a leader compensation system according to one embodiment.
  • FIG. 2 is a block diagram of the Compensation Server of FIG. 1.
  • FIG. 3 depicts a flowchart that generally illustrates various steps executed by a Leader/Follower Relationship Tracking Module according to a particular embodiment.
  • FIG. 4 depicts a flowchart that generally illustrates various steps executed by a Leader Data Tracking Module according to a particular embodiment.
  • FIG. 5 depicts a flowchart that generally illustrates various steps executed by a Compensation Module according to a particular embodiment.
  • FIG. 6 is a screen display according to a particular embodiment that shows select data for a particular leader.
  • DETAILED DESCRIPTION OF VARIOUS EMBODIMENTS
  • Various embodiments now will be described more fully hereinafter with reference to the accompanying drawings. It should be understood that the invention may be embodied in many different forms and should not be construed as limited to the embodiments set forth herein. Rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the invention to those skilled in the art. Like numbers refer to like elements throughout.
  • Overview
  • A leader compensation system according to various embodiments is adapted for calculating the compensation to be paid to an individual who acts as a leader within the context of an on-line game, such as a massively multiplayer online role-playing game (MMORPG), a massively multiplayer online first-person shooter game (MMOFPS), or any other multiplayer online game genre. The system, or related systems, may then facilitate the payment of the calculated compensation to the individual.
  • In particular embodiments, the leader's compensation is based, at least in part, on one or more of the following factors: (1) how many followers are associated with the leader; (2) how long each follower has been associated with the leader; (3) the amount of revenue generated from each follower while the follower was associated with the leader within the context of the game; (4) the amount that each follower paid to upgrade the follower's account (e.g., the follower's character) while the follower was associated with the leader within the context of the game; and/or (5) the amount that each follower paid to purchase one or more virtual items while the follower was associated with the leader within the context of the game.
  • Technical Platforms
  • As will be appreciated by one skilled in the relevant field, the present invention may be, for example, embodied as a computer system, a method, or a computer program product. Accordingly, various embodiments may take the form of an entirely hardware embodiment, an entirely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, particular embodiments may take the form of a computer program product stored on a computer-readable storage medium having computer-readable instructions (e.g., software) embodied in the storage medium. Various embodiments may take the form of web-implemented computer software. Any suitable computer-readable storage medium may be utilized including, for example, hard disks, compact disks, DVDs, optical storage devices, and/or magnetic storage devices.
  • Various embodiments are described below with reference to block diagrams and flowchart illustrations of methods, apparatuses (e.g., systems) and computer program products. It should be understood that each block of the block diagrams and flowchart illustrations, and combinations of blocks in the block diagrams and flowchart illustrations, respectively, can be implemented by a computer executing computer program instructions. These computer program instructions may be loaded onto a general purpose computer, special purpose computer, or other programmable data processing apparatus to produce a machine, such that the instructions which execute on the computer or other programmable data processing apparatus create means for implementing the functions specified in the flowchart block or blocks.
  • These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner such that the instructions stored in the computer-readable memory produce an article of manufacture that is configured for implementing the function specified in the flowchart block or blocks. The computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions that execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart block or blocks.
  • Accordingly, blocks of the block diagrams and flowchart illustrations support combinations of mechanisms for performing the specified functions, combinations of steps for performing the specified functions, and program instructions for performing the specified functions. It should also be understood that each block of the block diagrams and flowchart illustrations, and combinations of blocks in the block diagrams and flowchart illustrations, can be implemented by special purpose hardware-based computer systems that perform the specified functions or steps, or combinations of special purpose hardware and other hardware executing appropriate computer instructions.
  • Exemplary System Architecture
  • FIG. 1 shows a block diagram of a Leader Compensation System 10 according to a particular embodiment. As may be understood from this figure, the Leader Compensation System 10 includes a Game Server 40, a Compensation Server 35, one or more computer networks 15, a plurality of player client computers 20, 25, 30, and a database 45. The one or more computer networks 15 facilitate communication between the Game Server 40, the compensation server 35, the plurality of player client computers 20, 25, 30, and the database 45. The one or more computer networks 15 may include any of a variety of types of computer networks such as the Internet, a private intranet, a public switch telephone network (PSTN), or any other type of network known in the art. In certain variations of the embodiment shown in FIG. 1, the communication link between the various player client computers 20, 25, 30 and the Compensation Server 35 and/or Game Server 40 is implemented via the Internet using Internet protocol (IP). The communication link between the Compensation Server 35, Game Server 40, and Database 45 may, for example, be implemented via a Local Area Network (LAN).
  • FIG. 2 is a block diagram of an exemplary embodiment of the Compensation Server 35 of FIG. 1. The Compensation Server 35 includes a processor 60 that communicates with other elements within the Compensation Server 35 via a system interface or bus 61. Also included in the Compensation Server 35 is a display device/input device 64 for receiving and displaying data. This display device/input device 64 may be, for example, a keyboard, voice recognition, or pointing device that is used in combination with a monitor. The Compensation Server 35 further includes memory 66, which preferably includes both read only memory (ROM) 65 and random access memory (RAM) 67. The server's ROM 65 is used to store a basic input/output system 26 (BIOS) that contains the basic routines that help to transfer information between elements within the Compensation Server 35.
  • In addition, the Compensation Server 35 includes at least one storage device 63, such as a hard disk drive, a flash drive, a floppy disk drive, a CD Rom drive, or optical disk drive, for storing information on various computer-readable media, such as a hard disk, a removable magnetic disk, or a CD-ROM disk. As will be appreciated by one of ordinary skill in the art, each of these storage devices 63 is connected to the system bus 61 by an appropriate interface. The storage devices 63 and their associated computer-readable media provide nonvolatile storage for the Compensation Server 35. It is important to note that the computer-readable media described above could be replaced by any other type of computer-readable media known in the art. Such media include, for example, magnetic cassettes, flash memory cards, digital video disks, and Bernoulli cartridges.
  • A number of program modules may be stored by the various storage devices and within RAM 67. Such program modules include an operating system 80, a Leader/Follower Relationship Tracking Module 100, a Leader Data Tracking Module 200, and a Compensation Module 300. The Leader/Follower Relationship Tracking Module 100, Leader Data Tracking Module 200, and Compensation Module 300 control certain aspects of the operation of the Compensation Server 35, as are described in more detail below, with the assistance of the processor 60 and an operating system 80.
  • Also located within the Compensation Server 35 is a network interface 74 for interfacing and communicating with other elements of a computer network. It will be appreciated by one of ordinary skill in the art that one or more of the Compensation Server 35 components may be located geographically remotely from other Compensation Server 35 components. Furthermore, one or more of the components may be combined, and additional components performing functions described herein may be included in the Compensation Server 35.
  • Exemplary System Modules
  • As noted above, various aspects of the system's functionality may be executed by certain system modules, including the system's Leader/Follower Relationship Tracking Module 100, Leader Data Tracking Module 200, and Compensation Module 300. These modules are discussed in greater detail below.
  • Leader/Follower Relationship Tracking Module
  • FIG. 3 is a flow chart of an exemplary Leader/Follower Relationship Tracking Module 100. As may be understood from FIG. 3, certain embodiments of the Leader/Follower Relationship Tracking Module 100 are configured to receive and store information regarding leader/follower relationships within the context of an on-line game. For example, beginning at Step 110, the Leader/Follower Relationship Tracking Module 100 receives data regarding leader/follower relationships within the context of a particular on-line game. In a particular embodiment, the Leader/Follower Relationship Tracking Module 100 may receive this information, in any conventional manner, from one or more game servers 40 that the plurality of player client computers 20, 25, 30 use to play a particular on-line game, such as a massively multiplayer online role-playing game, a massively multiplayer online first-person shooter game (MMOFPS), or any other multiplayer online game genre.
  • In various embodiments, the game server 40 is configured to periodically transmit, to the compensation server 35, information regarding the leader/follower relationships that exist within the context of the on-line game that the game server 40 is hosting. For example, the game server 40 may transmit any changes to these relationships to the compensation server 35 in real time, or in a job that is run at a certain time of the day (e.g., overnight).
  • After the Leader/Follower Relationship Tracking Module 100 receives the data discussed above, it proceeds to Step 120 where it stores the data in memory for later use. For example, in a particular embodiment, the Leader/Follower Relationship Tracking Module 100 stores the data to a suitable database 45. The system then advances to Step 130, where it ends the process.
  • Leader Data Tracking Module
  • FIG. 4 is a flow chart of an exemplary Leader Data Tracking Module 200. As may be understood from this figure, certain embodiments of the Leader Data Tracking Module 200 are configured to receive and store information that may be used to assess a leader's performance in enhancing other players' game-playing experiences and/or helping generate revenue from the other players. For example, beginning at Step 210, the Leader Data Tracking Module 200 receives information regarding: (1) how many followers are associated with the leader; (2) how long the followers have been associated with the leader; (3) the amount of revenue generated from one or more followers while the followers were associated with the leader within the context of the game; (4) the amount that the followers paid to upgrade their accounts while the followers were associated with the leader within the context of the game; and/or (5) the amount that the followers paid to purchase one or more virtual items while the followers were associated with the leader within the context of the game.
  • In a particular embodiment, the Leader Data Tracking Module 200 may receive this information, in any conventional manner, from the one or more game servers 40 that the plurality of player client computers 20, 25, 30 use to play the on-line game discussed above. In various embodiments, the game server 40 is configured to periodically transmit this information to the compensation server 35 in real time or in a job that is run at a certain time of the day (e.g., overnight).
  • After the Leader Data Tracking Module 200 receives the data discussed above, it advances to Step 220 where it stores the data in memory for later use. For example, in a particular embodiment, the Leader Data Tracking Module 200 stores the data to a suitable database 45. The system then advances to Step 230, where it ends the process.
  • Compensation Module
  • FIG. 5 is a flow chart of an exemplary Compensation Module 300. As may be understood from this figure, certain embodiments of the Compensation Module 300 are configured to: (1) receive information regarding a leader's performance in enhancing their followers' game-playing experiences, and/or generating revenue, within the context of the online game; (2) use this information to determine an amount of compensation to award to the leader; and (3) facilitate the transfer of the calculated compensation to the leader. For example, beginning at Step 310, the Compensation Module 300 retrieves, from the database 45: (1) the data regarding leader/follower relationships that the Leader/Follower Relationship Tracking Module 100 stored to the database at Step 120; and (2) the data regarding leader performance that the Leader Data Tracking Module 200 stored to the database at Step 220.
  • The system then advances to Step 320 where it determines one or more leadership metrics that reflect the leader's effectiveness. Next, at Step 330, the system determines, based at least in part on the one or more leadership metrics, an amount of compensation to award to the leader. At Step 340, the system then facilitates the transfer of the compensation to the leader. The process then ends at Step 350.
  • The operation of exemplary embodiments of the compensation module 300 is perhaps best understood by reviewing a particular example. In this example, A MMORPG (online role playing game) company, “ACME”, opts to implement an embodiment of the leader compensation system in order to attract and retain talented leadership within ACME's customer base. The company realizes that customers remain loyal to ACME's online game when other players are actively engaged in guild activities (e.g., an in-game virtual social network). The company charges all users of the system (all players) a monthly subscription fee of $10.00 or $15.00 depending on the user's desired level of service. ACME decides to offer guild leadership an opportunity to make money playing the game, providing an incentive for leaders to create an improved playing experience for their peers.
  • The compensation parameters of the compensation system are set as described below.
  • 1. Compensation for Dues Received from the Leader's Followers
      • A. For any individuals who, on the last day of a particular month, have been formally associated with the leader as followers of the leader for 1-15 consecutive days, the leader receives 0% of the individual's dues for that month. For purposes of this example, dues that fall into this category may be regarded as “first tier” dues.
      • B. For any individuals who, on the last day of a particular month, have been formally associated with the leader as followers of the leader for 16-27 consecutive days, the leader receives 10% of the individual's dues for that month. For purposes of this example, dues that fall into this category may be regarded as “second tier” dues.
      • C. For any individuals who, on the last day of a particular month, have been formally associated with the leader as followers of the leader for more than 28 consecutive days at the end of a particular month, the leader receives 20% of the individual's dues for that month. For purposes of this example, dues that fall into this category may be regarded as “third tier” dues.
  • 2. Compensation for In-Game Purchases Made by the Leader's Followers
      • A. For any in-game purchase made by individuals who, when they made the purchase, were formally associated with the leader as followers, the leader receives 50% of the purchase price. (Such purchases may include, for example: (1) virtual items for use by the follower's character within the context of the online game; (2) upgrades of the follower's account (e.g., upgrades of the follower's character); or (3) any other in-game purchase.)
  • In the context of the example provided above, the Compensation Module 300 would begin at Step 310 by retrieving data indicating: (1) that on the last day of March, a particular individual, Steve Johnson, was linked, as a leader, to five particular individuals; (2) the number of consecutive days that each of the individuals has been linked to Steve Johnson as his followers; (3) the amount of dues that each of the individuals paid to play the on-line game in March; and (4) the amount of in-game purchases that each individual made in March while the individual was linked to Steve Johnson as his follower. This information is shown in the table below:
  • TABLE 1
    Data Regarding Leader/Follower Relationships
    Consecutive Days As In-Game
    A Follower of Steve Dues Paid in Purchases Made
    Follower Name Johnson March in March
    Susan Jones 13 $10 $0
    Bill Smith 2 $15 $7
    Art Hughes 25 $10 $30
    Sam Patel 93 $15 $0
    William Chang 145 $15 $5
  • Next, the system proceeds to Step 320 where it determines one or more leadership metrics reflecting the leader's effectiveness (e.g., in generating revenue from the leader's followers and/or in enhancing the game playing experience for the followers). As shown in the table below, in this example, revenue is used as the metric of Steve Johnson's performance during March. However, in other embodiments, any other suitable metric may be used to measure the leader's performance.
  • TABLE 2
    Leader Performance
    Metric of Performance
    Performance Category (Related Revenue)
    Dues paid by individuals who $10 + $15 = $25
    have been followers of the
    leader for 1-15 days
    Dues paid by individuals who $10
    have been followers of the
    leader for 16-27 days
    Dues paid by individuals who $15 + $15 = $30
    have been followers of the
    leader for at least 28 days
    In-game purchases made by $7 + $30 + $5 = $42
    followers of the leader during
    the previous month
  • Next, the system advances to Step 330, where it determines, based at least in part on the one or more leadership metrics, an amount of compensation to award to the leader. The table below shows the results of this step for the example above.
  • TABLE 3
    Leader Compensation
    Metric of
    Performance Percentage Compensation
    (Revenue Generated of Revenue to be
    Performance within Performance to be Paid Paid to
    Category Category) to Leader Leader
    Dues of Individuals $25  0% $0
    who have been
    followers of the
    leader for 1-15 days
    Dues of Individuals $10 10% $1
    who have been
    followers of the
    leader for 16-27
    days.
    Dues of Individuals $30 20% $6
    who have been
    followers of the
    leader for at least 28
    days.
    In-game purchases $42 50% $21
    made by the leader's
    followers during the
    previous month.
  • As may be understood from the above table, in this example, Steve Johnson would be paid a total of $28 for his game-related leadership activities in March.
  • Next, the system advances to Step 340 where it facilitates the transfer of the compensation to the leader in any suitable manner. For example, the system may: (1) automatically issue a check to the leader; (2) electronically transfer the compensation to the leader's bank account; or (3) issue a credit to the leader's on-line gaming account. In some embodiments, the system may deduct any fees due from the leader (e.g., the leader's game subscription fees for the current month) before issuing payment to the leader. In the example, above, the system issues and sends a check to Steve Johnson for $28. (See FIG. 6, which visually illustrates certain aspects of the example discussed above.)
  • Next, the system advances to Step 350 where it ends the process. The system may then repeat the above process for each of the on-line game's other leaders.
  • Alternative Embodiments
  • In light of the above disclosure, it should be understood that the invention may be embodied in many different forms. Variations according to various embodiments are described below.
  • Alternative System and Module Structures
  • It should be understood that, although the system is shown, in FIG. 1, as having physically separate compensation and gaming servers, the functionality of these servers may be executed by a single server (e.g., a gaming server), or by more than two servers. In addition, the various servers may be hosted by different parties (e.g., the gaming server may be hosted by a gaming company and the compensation server may be hosted by a specialized third party payment company, such as PayPal.) It should also be understood that the functionality of the compensation server's various modules, as described above, may be combined into a single module, or more than three modules.
  • Alternative Performance Metrics and Methods for Calculating Leader Compensation
  • It should also be understood that a variety of different compensation metrics and formulas may be used in determining the leader's compensation. For example, the leader's compensation may be based on such diverse factors as: (1) the leader's effectiveness in advertising, to their followers, products to be purchased outside of the context of the on-line game (e.g., purchases made on web sites that are accessed via one or more links provided within the game—these links, or other advertisements, may be selected, by the leader, for display to the leader's followers within the game.); (2) the results of customer satisfaction surveys completed by the leader's followers (in one example, the leader would receive a pre-determined performance bonus for each survey, completed by one of the leader's followers, that rates the leader highly); (3) the length of time that the leader has performed as a leader within the context of the game; (4) the amount of time that the leader spends in performing pre-determined guild activities; (5) the leader's effectiveness at developing subordinate leaders; and/or (6) any other suitable measurement of leader performance. It should also be understood that any suitable formula (including different tier structures for compensation within a particular performance category) may be used in calculating leadership compensation.
  • CONCLUSION
  • Many modifications and other embodiments of the invention will come to mind to one skilled in the art to which this invention pertains having the benefit of the teachings presented in the foregoing descriptions and the associated drawings. For example, as will be understood by one skilled in the relevant field in light of this disclosure, the invention may take form in a variety of different mechanical and operational configurations. Therefore, it is to be understood that the invention is not to be limited to the specific embodiments disclosed and that modifications and other embodiments are intended to be included within the scope of the appended claims. Although specific terms are employed herein, they are used in a generic and descriptive sense only and not for the purposes of limitation.

Claims (23)

1. A computer system for facilitating the transfer of compensation to an individual who is a leader within the context of an online game, said computer system comprising:
a computer processor; and
memory, wherein said computer system is configured for:
(A) identifying a leader within the context of said online game, said leader being associated with at least one follower within the context of said game;
(B) determining one or more leadership metrics reflecting said leader's effectiveness in enhancing a gaming experience of said at least one follower in playing said game;
(C) determining, based at least in part on said one or more leadership metrics, an amount of compensation to award to said leader; and
(D) facilitating the transfer of said compensation to said leader.
2. The computer system of claim 1, wherein said step of identifying said leader comprises determining which players of a plurality of players of said game are formally linked, as a leader, to one or more followers within the context of said game.
3. The computer system of claim 1, wherein said step of determining said amount of compensation to award to said leader comprises:
determining a length of time that said at least one follower has been associated with said leader within the context of said game; and
determining said amount of compensation to award to said leader based, at least in part, on said length of time.
4. The computer system of claim 3, wherein said step of determining said amount of compensation to award to said leader comprises:
determining whether said length of time exceeds a pre-determined threshold amount of time; and
in response to said length of time exceeding said threshold amount of time, awarding said leader enhanced compensation.
5. The computer system of claim 1, wherein said online game is a massively multiplayer online game.
6. The computer system of claim 1, wherein said step of determining said amount of compensation to award to said leader comprises:
determining an amount of revenue generated from said follower while said follower has been associated with said leader within the context of said game; and
determining said compensation to award to said leader based, at least in part, on said amount of revenue.
7. The computer system of claim 6, wherein said amount of revenue comprises an amount that said follower paid to play said game while said follower was associated with said leader within the context of said game.
8. The computer system of claim 6, wherein said amount of revenue comprises an amount that said follower paid to purchase one or more virtual items within the context of said game while said follower was associated with said leader within the context of said game.
9. The computer system of claim 6, wherein said amount of revenue comprises an amount that said follower paid to upgrade an account owned by said follower within the context of said game.
10. The compensation system of claim 6, wherein:
said amount of revenue comprises an amount of revenue generated by one or more advertisements that were selected by said leader for display to said at least one follower within the context of said game.
11. The computer system of claim 1, wherein:
said computer system is further configured for receiving one or more ratings of said leader's leadership performance;
said one or more ratings indicate said at least one follower's opinion of said leader's leadership performance within the context of said game; and
said step of determining said amount of compensation to award to said leader comprises determining said amount of compensation based, at least in part, on said one or more ratings of said leader's leadership performance.
12. The computer system of claim 1, wherein said step of facilitating said transfer of said compensation to said leader comprises transferring payment data to a payment system, said payment data comprising said amount of compensation determined at said Step (C).
13. The computer system of claim 1, wherein said step of facilitating said transfer of said compensation to said leader comprises transferring payment data to a payment system, said payment data being sufficient to calculate said amount of compensation determined at said Step (C).
14. A computer system for facilitating the communication of compensation information to an individual who is a leader within the context of an online game, said computer system comprising:
a computer processor; and
memory, wherein said computer system is configured for:
(A) identifying a leader within the context of said online game, said leader being associated with at least one follower within the context of said game;
(B) determining one or more leadership metrics regarding said leader's effectiveness in enhancing a gaming experience of said at least one follower in playing said game;
(C) determining, based at least in part on said one or more leadership metrics, an amount of compensation to award to said leader; and
(D) communicating said amount of compensation to said leader.
15. The computer system of claim 14, wherein said step of identifying said leader comprises determining which players of a plurality of players of said game are formally linked, as a leader, to one or more followers within the context of said game.
16. The computer system of claim 14, wherein said step of determining said amount of compensation to award to said leader comprises:
determining a length of time that said at least one follower has been associated with said leader within the context of said game; and
determining said amount of compensation to award to said leader based, at least in part, on said length of time.
17. The computer system of claim 14, wherein said step of determining said amount of compensation to award to said leader comprises:
determining an amount of revenue generated from said at least one follower while said follower has been associated with said leader within the context of said game; and
determining said compensation to award to said leader based, at least in part, on said amount of revenue.
18. The computer system of claim 14, wherein:
said computer system is further configured for receiving one or more ratings of said leader's leadership performance;
said one or more ratings indicate said at least one follower's opinion of said leader's leadership performance within the context of said game; and
said step of determining said amount of compensation to award to said leader comprises determining said amount of compensation based, at least in part, on said one or more ratings of said leader's leadership performance.
19. A method of compensating an individual who is a leader within the context of an online game, said method comprising the steps of:
(A) determining an amount of revenue generated from at least one individual who is a follower of said leader within the context of said game; and
(B) determining an amount of compensation to award to said leader based, at least in part, on said amount of revenue determined at said Step (A).
20. The method of claim 19, wherein said amount of revenue comprises an amount that said follower paid to play said game while said follower was associated with said leader within the context of said game.
21. The method of claim 19, wherein said amount of revenue comprises an amount that said follower paid to purchase one or more virtual items within the context of said game while said follower was associated with said leader within the context of said game.
22. The method of claim 19, wherein said amount of revenue comprises an amount that said follower paid to upgrade an account owned by said follower within the context of said game.
23. The computer system of claim 19, wherein said online game is a massively multiplayer online game.
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