US Pat. No. 9,098,874

SYSTEM AND METHOD OF DETERMINING VIEW INFORMATION OF AN INSTANCE OF AN ONLINE GAME EXECUTED ON AN ONLINE GAME SERVER

KABAM, INC., Redwood Cit...

1. A system configured to determine view information of an instance of an online game executed on an online game server, the
system comprising:
one or more processors configured to execute computer program modules, the computer program modules comprising:
a space module configured to execute an instance of an online game on an online game server, and to implement the instance
of the online game on the online game server to determine view information defining views of the instance of the online game
for presentation to users through a secondary platform, wherein the secondary platform is executed on a secondary platform
server and the secondary platform server is configured to cause transmission of view information associated with the secondary
platform from the secondary platform server to client devices associated with the users for presentation on display devices
of the client devices, and the space module is configured to cause transmission of view information associated with the instance
of the online game from the online game server to client devices for presentation on graphical user Interfaces of the client
devices, such that the graphical user interfaces of the client devices associated with the users present graphical renderings
of the view information associated with the secondary platform and the view information associated with the instance of the
online game;

a user account module configured to manage user accounts associated with individual users on the online game server, the user
accounts including a first user account associated with a first user, wherein the first user account comprises:

secondary platform information that identifies other users with which the first user has established secondary platform relationships
on a secondary platform that is separate from the online game;

alliance information that identifies other users with which the first user has established online game relationships within
the online game, wherein the established online game relationships are independent from the established secondary platform
relationships; and

character information for a first character controlled by the first user in the online game;
a virtual item purchase module configured to generate information that causes a purchase interface to be presented to the
first user, the purchase interface being configured to receive selection from the first user of (i) a virtual item for purchase,
and (ii) one or more users with which the first user has established a online game relationship; and

a virtual item distribution module configured to distribute, responsive to selection by the first user through the purchase
interface of a first virtual item and a second user with which the first user has established an online game relationship,
the first virtual item to the second user in the online game, such that the user accounts include a second user account, and
the second user account is updated to include a record that the second user has the first virtual item for use in the online
game.

US Pat. No. 9,330,531

SYSTEM AND METHOD FOR DISPLAYING A GAME USING A PRIMARY DISPLAY AND COMMUNICATING ALLIANCE INFORMATION AMONG ALLIANCE MEMBERS USING A SECONDARY DISPLAY

KABAM, INC., San Francis...

1. A multi-user game computing system that communicates alliance information during a game to mobile devices associated with
alliance members, the system comprising:
one or more physical computer processors configured to execute computer program modules, the computer program modules comprising:
a primary display module configured to determine and effectuate presentation of a view of a game space on a primary client
device, the view forming a multi-user graphical user interface through which multiple users present at the primary client
device input game commands for concomitant gameplay by the multiple users of a multi-user game within the game space;

a secondary display module configured to: (i) obtain alliance information that describes an alliance having multiple alliance
members, (ii) identify respective mobile devices of the alliance members participating in gameplay through the multi-user
graphical user interface presented on the primary client device, and (iii) communicate the alliance information to the respective
mobile devices of the alliance members for presentation to the alliance members on the respective mobile devices in conjunction
with participation in gameplay through the multi-user graphical user interface presented on the primary client device, such
alliance information being supplemental information for the alliance members during gameplay; and

an alliance management module configured to classify alliance information into one or more categories individually associated
with a level of security such that at least some categories of alliance information are accessible by only a subset of the
alliance members.

US Pat. No. 9,445,949

SYSTEM AND METHOD FOR PROCESSING COMMANDS IN AN ONLINE GAME

KABAM, INC., San Francis...

1. A system configured to facilitate processing commands in an online game, the system comprising:
a game server comprising one or more physical 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
one or more users in the online game within the virtual space on one or more client computing platforms;

receive a plurality of commands from individual ones of the client computing platforms, wherein the commands are based on
inputs of one or more users at the one or more client computing platforms;

transmit the plurality of commands to a central server, wherein the plurality of commands are transmitted with a time stamp
indicating a time at which an individual order was received;

receive a plurality of augmented commands from the central server, wherein an individual augmented command comprises an individual
command that has been augmented with a sequence number indicating an order in which the individual command is to be executed,
wherein a first augmented command is associated with a time stamp closest to a time stamp associated with a second augmented
command of each of the plurality of augmented commands, and wherein a first sequence number associated with the first augmented
command is not consecutive with a second sequence number associated with the second augmented command; and

execute the plurality of augmented commands according to the respective plurality of sequence numbers.

US Pat. No. 9,440,145

PROVIDING VIRTUAL ITEMS CONFIGURED TO FACILITATE TEMPORARY RESOURCE REQUIREMENT REDUCTION IN AN ONLINE GAME

KABAM, INC., San Francis...

1. A system for facilitating activities in an online game, the system comprising:
one or more physical processors configured by machine-readable instructions to:
execute an instance of a game space in which the online game takes place, and to implement the instance of the game space
to facilitate participation of players in the online game via interaction of the players with the game space and/or each other
by executing game actions on behalf of the players in the game space in response to receiving player requests over a network
from client computing platforms associated with the players, the executed game actions including game actions whose initiations
require resource requirements and whose execution requires wait-periods for completion;

manage players accounts associated with individual players in the game space, the player accounts comprising player information
regarding individual players, the player information including information indicating balances of stored consideration associated
with the individual players, the player accounts including a first player account;

provide, through a store interface, offers to sell instances of a first resource requirement reduction item for purchase by
the players, the first resource requirement reduction item being associated with a corresponding time period; and

receive over the network from the client computing platforms associated with the players, activation requests and activate
the instances of the first resource requirement reduction item purchased by the players in the online game such that responsive
to purchase of a first instance of the first resource requirement reduction item by the first player, and further in response
to a request to activate the first instance of the first resource requirement reduction item from the first player, the first
instance of the first resource requirement reduction item is activated in the online game resulting in resource requirements
for initiating game actions requested by the first player being reduced during the time period corresponding to the first
resource requirement reduction item subsequent to the activation, wherein the activation of the first instance of the first
resource requirement reduction item by the first player does not alter the wait-periods for the game actions, and wherein
the wait-periods are associated with a separate cost for reducing the wait-periods such that reducing the resource requirements
for initiating the game actions by activating the first resource requirement reduction item does not alter the wait-periods.

US Pat. No. 9,373,226

DETERMINING PAYLINES IN A SLOT GAME BASED ON PLAYER CHARACTERS

KABAM, INC., San Francis...

1. A system for facilitating a slot game, the system comprising
one or more processors configured by machine-readable instructions to:
manage player character information regarding characters associated with players of the slot game such that the player character
information includes first player character information regarding a first character associated with a first player of the
slot game;

simulate the slot game for participation by the players and to generate, for the players, pull outcomes of the slot game,
the pull outcomes including combinations of symbols such that the slot game generates, for the first player, a first pull
outcome that includes a first combination of symbols; and

determine paylines for determining outcomes of the slot game participated in by the players, the paylines being determined
based on the characters associated with the players such that a first group of one or more paylines is determined, for the
first player, based on the characters associated with the first player, the first group of paylines including a first payline
determined based on the first character; and, wherein

responsive to the first group of one or more paylines having been obtained, the first combination of symbols in the first
pull outcome is determined as a first winning combination of symbols for the first player based on the first payline.

US Pat. No. 9,364,761

USING CROWD-SOURCING TO VERIFY THE ACCURACY OF RESULTS OF CLIENT-SIDE DETERMINATIONS

KABAM, INC., San Francis...

1. A system configured to verify the accuracy of results of client-side determinations used for defining views of a virtual
space, the system comprising:
one or more processors configured by machine-readable instructions to:
receive results of primary client-side determinations of game outcomes in a game from one or more client computing platforms
including a first client computing platform, individual ones of the primary client-side determinations of the game outcomes
being performed by individual client computing platforms presenting views of the instance of the virtual space, in which the
game is played, to users, the game outcomes of the primary client-side determinations forming a basis for determining view
information of the virtual space; and

verify the closeness of correspondence of the game outcomes of the primary client-side determinations to corresponding game
outcomes of secondary client-side determinations by comparing the game outcomes of the primary client-side determinations
with the game outcomes of the secondary client-side determinations performed by one or more client computing platforms, individual
ones of the secondary client-side determinations simulating corresponding primary client-side determinations of the game outcomes,
wherein a first game outcome of a primary determination performed by the first client computing platform is verified by comparing
the closeness of correspondence of the first game outcome with game outcomes of corresponding secondary client-side determinations
performed by other client computing platforms wherein the primary client-side determinations are performed by client-side
computers participating in the game, and the secondary client-side determinations are performed by client-side computers not
participating in the game.

US Pat. No. 9,450,900

COMMUNICATIONS AMONG USERS BELONGING TO AFFILIATIONS SPANNING MULTIPLE VIRTUAL SPACES

KABAM, INC., San Francis...

1. A system configured to facilitate communications among users belonging to affiliations spanning two or more online games
accessible via virtual environments, the system comprising:
one or more processors configured by machine-readable instructions to:
provide a communications interface for presentation to individual users, the communications interface being configured to
enable a given user to observe in-coming communications and provide out-going communications; and

facilitate synchronous communications via the communications interface between users belonging to a common overarching affiliation,
the common overarching affiliation encompassing two or more affiliations from different online games that include substantially
the same group of users, the affiliations including a first affiliation from a first online game and a second affiliation
from a second online game, the common overarching affiliation having a functional significance that has an impact on game
play within the first online game and the second online game, and facilitating a first user and a second user who belong to
the common overarching affiliation to exchange synchronous communications with each other while the first user is engaged
in the first online game and the second user is engaged in the second online game.

US Pat. No. 9,492,757

SYSTEM AND METHOD FOR ENHANCED VIDEO OF GAME PLAYBACK

Kabam, Inc., San Francis...

1. A system configured to facilitate enhancement of video of game playback for an online game, the system comprising:
a game state repository configured to store state information representing a game state of an online game, the game state
including information related to a first set of one or more virtual entities in the online game associated with a first user
in which the user is participating in the online game, wherein state information is presented to users on client computing
devices associated with users, and presenting the state information includes presenting a first set of one or more game visual
features to represent the first set of one or more virtual entities;

a game logic repository configured to store game logic for the online game, the game logic comprising information related
to one or more actions to occur in the online game in association with one or more interactions of one or more users with
the online game, the one or more users comprising the first user; and

one or more processors configured by machine-readable instructions to:
generate a video comprising an immersive animation sequence that depicts an animation of at least a portion of the online
game based on the game logic for the online game and based on information from the game state repository, wherein the immersive
animation sequence comprises animation visual features different from game visual features, such that a first video is generated
comprising a first immersive animation sequence depicting an animation of the first set of one or more virtual entities in
the online game and comprises a first set of one or more animation visual features depicting the first set of one or more
virtual entities;

determine an outcome of the game based on information from the game logic repository, the information from the game logic
repository including one or more interactions of the first user with the game; and

effectuate presentation, responsive to receiving user input from the first user related to the video generated, of the video
generated including the immersive animation sequence that depicts animation of an influential portion of the online game,
wherein the influential portion depicts portions of the online game that have an influence on the outcome of the online game.

US Pat. No. 9,424,109

MAINTAINING TIME FIDELITY FOR AN INSTANCE OF A VIRTUAL SPACE PLACED IN A BACKGROUND STATE

KABAM, INC., San Francis...

1. A system configured to maintain time fidelity for an instance of a virtual space placed in a background state, the system
comprising:
one or more processors configured by machine-readable instructions to:
implement the instance of the virtual space to determine views of the virtual space, the instance being associated with one
or more timers, wherein the virtual space has a state associated with the time provided by the one or more timers, wherein
the one or more timers measure the passage of time in the virtual space at a first rate;

determine an elapsed time while the instance of the virtual space is in a background state, the background state being a state
in which user intervention with the instance of the virtual space is disallowed and the one or more timers measure the passage
of time in the virtual space at a second rate different from the first rate; and

adjust the one or more timers in response to the virtual space exiting the background state, the adjustment to the one or
more timers being based on the elapsed time such that the one or more timers are adjusted to a time they would have had had
they been running at the first rate over the elapsed time;

wherein the the state of the virtual space is adjusted to correspond to the adjusted time of the one or more timers.

US Pat. No. 9,186,583

SYSTEM AND METHOD FOR PROVIDING A MARKETPLACE OF USER-INVOKABLE INSTRUCTIONS USED BY A GAME APPLICATION IN AN EXPRESSION OF A GAME

Kabam, Inc., San Francis...

1. A system configured to provide a marketplace of user-invokable instructions used by a game application in an expression
of a game, the system comprising:
non-transitory storage media that stores sets of user-invokable instructions to be implemented in expressions of a game application
upon selection by users to control, in the expressions of the game applications, sets of in-game objects associated with the
users, the individual sets of user-invokable instructions including commands that simulate manual, coordinated input by users
of instructions selectable by users to control in-game objects to perform a series of in-game actions, the sets of user-invokable
instructions including a first instruction set that includes commands that simulate manual, coordinated input by a user of
instructions selectable by the user to control one or more in-game objects associated with the first user to perform a first
series of in-game actions;

one or more processors configured by machine-readable instructions to:
execute an instance of the game to facilitate presentation of an expression of the game to the users on client computing platforms
associated with the users by transmitting view information associated with the expression of the game to the client computing
platforms associated with the users, and implement individual in-game actions in the expression of the game in response to
individual action requests for the individual in-game actions from the users, wherein the individual in-game actions control
the one or more in-game objects for an individual movement;

initiate presentation of offers of individual ones of the sets of user-invokable instructions to the users, the offers including
a first offer of the first instruction set;

receive acceptance of offers from the users; and
provide the appropriate sets of user-invokable instructions based on the received acceptances such that, responsive to reception
of an acceptance of the first offer from a first user, the first instruction set is provided to the first user for use in
expressions of the game application; and,

wherein the one or more objects are caused to perform an individual movement responsive to individual action requests from
the user, and to cause the one or more objects to perform the first series of movements responsive to requests from the user
to implement the first instruction set.

US Pat. No. 9,186,588

GAME WITH AN AREA OF EFFECT FOR STRUCTURES IMPACTING A SURROUNDING AREA

Kabam, Inc., San Francis...

10. A computer-implemented method for facilitating an area of effect in a game, the method being implemented in a computer
system that includes one or more physical processors executing computer program modules, the method comprising:
executing an instance of a game to facilitate presentation of the game to a user through a game interface, the game being
conducted in a virtual game space defined by the instance;

obtaining action requests input by the user to the game interface, wherein action requests specify execution of in-game actions
by the user;

implementing the in-game actions in the instance of the game to facilitate presentation of the game to the user, wherein the
in-game actions specified by the action requests specify a requested structure to be built in the game at a proposed structure
location within the virtual game space;

determining an area of effect associated with the requested structure, the area of effect being a spatial region in the virtual
game space around the proposed structure location;

determining impacts of the requested structure on any existing structures within the area of effect with respect to one or
more of resource accumulation, structure properties, or event frequency of such existing structures within the area of effect;
and

facilitating presentation, in the game interface, of the area effect associated with the requested structure, the presentation
including visual representation of the impacts of the requested structure on the one or more of resource accumulation, structure
properties, or event frequency for such existing structures within the area of effect.

US Pat. No. 9,483,868

THREE-DIMENSIONAL VISUAL REPRESENTATIONS FOR MOBILE DEVICES

Kabam, Inc., San Francis...

1. A method for rendering graphical objects to a display of a mobile client computing device, the method to be performed using
one or more physical computer processors configured by machine-readable instructions to perform one or more operations, the
method comprising:
obtaining virtual object information, wherein virtual object information defines multiple surfaces of a virtual object;
obtaining information defining normal vectors of surfaces of the virtual object, wherein the normal vectors of the virtual
object are unit vectors normal to the surfaces of the virtual object;

encoding an image file having an image file format that describes the normal of the surfaces of the virtual object, wherein
encoding the image file includes encoding vector coordinates of the normal vectors into color parameters in the image file
format of the image file for individual image pixels so that the color information held by the image file describes the surfaces
of the virtual object;

determining a likely viewing angle of a user associated with the mobile client computing device;
modulating the color parameters in the image file describing the surfaces of the virtual object in response to an indication
of a change of orientation of the mobile client computing device, wherein modulation of the color parameters results in relative
changes in orientation of the normal vectors with respect to each other; and

generating a visual representation of the virtual object for presentation on a display of the mobile client computing device,
wherein such generation is based on the modulated color parameters in the image file that describe the surfaces of the virtual
object so that the orientations of the surfaces of the virtual object relative to each other are modulated based on the likely
viewing angle of a user associated with the mobile client computing device.

US Pat. No. 9,415,306

CLIENTS COMMUNICATE INPUT TECHNIQUE TO SERVER

KABAM, INC., San Francis...

1. An online gaming system for presenting recommendations to users of an online game based on the interface methods available
to the users at presentation control devices, the system comprising:
one or more processors configured by machine-readable instructions to:
obtain interface methods available to the users at presentation control devices which are used to access an online game;
execute an instance of the online game, to implement the instance of the online game to facilitate participation of users
in the online game on presentation control devices, and to manage game content for portions of the online game which can be
adjusted to make different content accessible to the users based on the interface methods available to the users of the online
game, wherein by virtue of obtaining a first interface method and a second interface method available to a first user of a
first presentation control device, a first game content for a first portion of the online game is made accessible to the first
user, the first game content of the first portion being accessible based on the first interface method and the second interface
method being available to the first user at the first presentation control device;

monitor the usage of interface methods used by the users during gameplay of the online game;
a present recommendations to the users of the online game related to the content accessible by the users by virtue of the
interface methods available to the users, such presentations being made based on the monitoring, such that responsive to the
monitoring of the first user indicating underuse of the first interface method, a first recommendation is presented to the
first user corresponding to use of the first interface method to encourage the first user to participate in the first game
content of the first portion of the online game using the first interface method.

US Pat. No. 9,375,636

ADJUSTING INDIVIDUALIZED CONTENT MADE AVAILABLE TO USERS OF AN ONLINE GAME BASED ON USER GAMEPLAY INFORMATION

KABAM, INC., San Francis...

1. A system for adjusting individualized content made available to users of a single online game, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of the single online game to facilitate presentation of the single online game to the users, and to implement
in-game actions in the instance of the single online game in response to action requests for the in-game actions from the
users, wherein the users include a first user;

obtain user gameplay information related to prospective usage of the single online game by the users, wherein the user gameplay
information includes:

a first set of user gameplay information related to prospective usage of the single online game by the first user, and
a second set of user gameplay information related to prospective usage of the single online game by the second user;
determine user types of users that characterize prospective usage of the single online game by the users, the user types being
determined based on obtained user gameplay information such that:

a first user type for the first user is determined based on the first set of user gameplay information, and
a second user type for the second user is determined based on the second set of user gameplay information, the second user
type being a different user type from the first user type; and

determine customizations of the single online game for the individual users, the customizations making sets of content available
to the individual users as an outcome of the individual users' in-game actions that would otherwise be unavailable to the
individual users, wherein the in-game actions comprise at least one of exploring a map, researching a technology or skill,
and completing an in-game achievement, the customizations of the single online game being determined for the individual users
based on the user types of the individual users, the customizations including:

a first customization for the first user that makes a first set of content available to the first user as the outcome of the
first user's in-game action in the single online game on the basis of the first user being of the first user type, wherein
the first customization enhances the first user's ability to perform actions associated with the first set of user gameplay
information, wherein the actions comprise at least one of specific in-game actions and in-game action types performed most
frequently by the first user within the instance of the online game;

a second customization for the second user that makes a second set of content available to the second user as the outcome
of the second user's in-game action in the single online game on the basis of the second user being of the second user type;

wherein the customizations are implemented in the instance of the single online game determined for the individual users causing
the first customization to be implemented in the instance of the single online game for the first user, and causing the second
customization to be implemented in the instance of the single online game for the second user, and

wherein the first set of content is unavailable to the second user in the single online game, and the second set of content
is unavailable to the first user in the instance of the single online game.

US Pat. No. 9,504,921

SYSTEM AND METHOD FOR PREDICTING PAYER DORMANCY THROUGH THE USE OF A TEST BED ENVIRONMENT

Kabam, Inc., San Francis...

1. A system for predicting payer dormancy, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of an online game, and to implement the instance of the online game to facilitate participation of users
in the online game, the users including a first user;

present offers to sell sets of one or more virtual items usable in the online game to the users in a game shop interface,
the individual offers for the sets of one or more virtual items having purchase prices in a virtual currency having a real
money value, the offers including a first offer to sell a first set of one or more items for a first purchase price;

execute an instance of an online test game, and to implement the instance of the online test game to facilitate participation
of users in the online test game;

cause presentation of offers to sell sets of one or more virtual items usable in the online test game to the users in a test
shop interface, the individual offers for the sets of one or more virtual items having purchase prices in a test currency,
the offers including a second offer to sell the first set of one or more items for a second purchase price;

obtain test purchase information that characterizes past purchases of the individual virtual items in the sets of one or more
virtual items purchased through the test shop interface, the test purchase information including purchase information that
characterizes past purchases of the individual virtual items in the first set of one or more virtual items through the test
shop interface; and

determine a future spend prediction for the first user in the online game based on test purchase information of users of the
online test game.

US Pat. No. 9,457,264

SYSTEM AND METHOD FOR PROVIDING SPEED-UP QUEST OFFERS TO USERS DURING IDLE TIME

KABAM, INC., San Francis...

1. A system configured to speed up game actions requiring a wait time in an online game, the system comprising:
one or more physical computer processors configured by machine-readable instructions to:
manage user profiles of one or more users of the online game;
execute an instance of the online game, and to implement the instance of the online game to facilitate participation of the
user in the online game via a client computing platform, wherein facilitating participation in the online game includes executing
actions in the instance of the online game in response to receiving action requests from the user, and wherein execution of
the actions are delayed from reception of corresponding action requests by wait times associated with the actions;

effectuate presentation on the client computing platform of speed-up quest offers to the user for wait times that are open,
wherein a first speed-up quest offer sets forth a first quest performable by the user in the online game during a first open
wait time for an associated first action requested by the user;

generate a speed-up quest offer notification to be presented on the client computing platform, wherein the notification includes
a first quest activity type and a first quest speed-up factor or a first quest speed-up time configured to advance the first
action requiring the first open wait time within the instance of the online game;

detect successful performance of speed-up quests by the user in the online game; and
implement speed-ups associated with the speed-up quest offers on open wait times in the online game in response to successful
performance of offered speed-up quests by the user in the online game such that in response to detection of successful performance
of the first quest in the online game during the first open wait time, a first speed-up is implemented by reducing the first
open wait time.

US Pat. No. 9,448,634

SYSTEM AND METHOD FOR PROVIDING REWARDS TO A USER IN A VIRTUAL SPACE BASED ON USER PERFORMANCE OF GESTURES

KABAM, INC., San Francis...

1. A system configured to provide rewards to a user in a virtual space based on user performance of a gesture, the system
comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of the virtual space, and to implement the instance of the virtual space to facilitate participation by
users in the virtual space, wherein users participate in the virtual space by controlling virtual space elements by inputting
commands that are executed in the virtual space;

obtain gesture parameters that represent physical actions of the users in the real world, and to identify individual ones
of multiple gestures performed by the users based on the obtained gesture parameters;

determine gesture commands corresponding to the identified gestures such that responsive to a performance of a first action
by a first user having gesture parameters that correspond to a first gesture such that the first action is identified as the
first gesture, wherein a first gesture command that corresponds to the first gesture is determined and executed;

determine a first gesture metric quantifying a quality of user performance of the first gesture, wherein the first gesture
metric is determined based on the obtained gesture parameters for the first action;

provide access for the first user to a first set of reward content in the virtual space based on the first gesture metric
determined for the first user;

determine whether the first gesture metric determined for performance of the first gesture by the first user breaches a first
threshold; and

associate a second gesture which is different than the first gesture with the first gesture command responsive to a determination
that the first gesture metric determined for performance of the first gesture by the first user has breached the first threshold
so that subsequent and responsive to such association, identification of the second gesture results in execution of the first
gesture command, and

provide, responsive to a determination that the first gesture metric determined for performance of the first gesture by the
first user breaches a second threshold, a second set of reward content to the first user.

US Pat. No. 9,332,043

SYSTEM AND METHOD FOR FACILITATING USER INTERACTION WITH A VIRTUAL SPACE THROUGH A GRAPHICAL CHAT INTERFACE

KABAM, INC., San Francis...

1. A system configured to facilitate user interactions with a virtual space through a graphical chat interface, the system
comprising:
one or more processors configured to execute computer program modules, the computer program modules comprising:
a space module configured to execute an instance of the virtual space, to implement the instance of the virtual space by receiving
and executing commands to facilitate user interactions with the virtual space, and to determine view information for presentation
of the virtual space on client computing platforms through space interfaces to facilitate user actions in the virtual space;

a chat module configured to implement an instance of a chat session to facilitate synchronous textual communications between
users within the virtual space, the chat module being configured to transmit the textual communications that make up the chat
session to the computing platforms for presentation through graphical chat interfaces, the graphical chat interfaces being
presented on the client computing platforms such that they replace the space interfaces to facilitate the presentation of
the textual communications;

a user-activity module configured to identify potential inputs to the space module for users participating in the chat session
through the graphical chat interfaces;

an activity-notification module configured to generate activity notifications such that responsive to identification of a
first potential input to the space module for a first user by the user-activity module and also responsive to the first user
participating in the chat session through the graphical chat interface, the activity-notification module generates a first
activity notification for the first user for presentation to the first user through a graphical chat interface implemented
on a client computing platform associated with the first user;

a response-request module configured to receive user acceptances to activity notifications submitted by users through the
graphical chat interfaces and to generate commands executable by the space module, wherein responsive to receiving an acceptance
to the first activity notification from the first user, the response-request module generates a first activity command executable
by the space module; and,

wherein the space module is further configured such that responsive to the generation of the first activity command by the
response-request module, the space module executes the first activity command.

US Pat. No. 9,171,381

SYSTEM AND METHOD FOR RENDERING AN IMAGE OF A FRAME OF AN ANIMATION

Kabam, Inc., San Francis...

1. A computer-implemented method of rendering an image, the method being implemented on a client computing platform, the method
comprising:
receiving a plurality of frames as part of an animation;
maintaining an image list configured to store one or more references to one or more respective bitmap objects associated with
a first image of a first frame in the animation;

maintaining, for a bitmap object associated with the first image, a flag indicating whether bitmap data of the bitmap object
has changed and one or more of: the bitmap data, a location of the bitmap object within the first image, one or more references
to other bitmap objects, or one or more references to child bitmap objects;

obtaining information defining a vector image in a second frame in the animation, the second frame being obtained subsequent
to the first frame;

detecting a color bound of a first object at a first location of the vector image;
comparing the first object with the bitmap object of the first image at the bitmap location of the bitmap object corresponding
to the first location of the vector image; and

responsive to the first object not matching the bitmap object,
marking a flag of the bitmap object as dirty.

US Pat. No. 9,138,639

SYSTEM AND METHOD FOR PROVIDING IN-GAME PRICING RELATIVE TO PLAYER STATISTICS

Kabam, Inc., San Francis...

1. A system configured to facilitate providing an individualized experience that varies for users, the system comprising:
one or more physical processors configured to execute computer program modules, the computer program modules comprising:
a space module configured to execute an instance of a virtual space, and to implement the instance of the virtual space to
facilitate participation by the users in an online game that takes place in the virtual space, wherein the space module is
configured to facilitate interaction of a user with the virtual space by executing actions in the instance of the virtual
space in response to receiving the user's input;

a user module configured to store inventories of resources that are available to users in the virtual space, the inventories
including a first inventory of resources available to a first user in the virtual space;

a metrics module configured to determine a user metric that quantifies an aspect of the first user's participation in the
game;

a shop module configured to effectuate presentation to the users of offers to purchase resources, the offers including a first
offer for the first user to purchase a first set of one or more items, and a second offer for the first user to purchase a
second set of one or more items different from the first set of one or more items; and

a cost determination module configured to determine prices for the offers for the individual users based on the user metrics
for the individual users such that a first price of the first offer for the first user is determined based on the user metric
for the first user, and a second price of the second offer for the first user is determined based on the user metric for the
first user,

wherein the shop module is further configured such that the offers presented to the first user are restricted to offers having
prices in a first price range, the first price range being determined based on the user metric for the first user, and

wherein, responsive to the first price being in the first price range and the second price being out of the first price range,
such restriction causes the first offer to be presented to the first user and the second offer to be restricted for the first
user.

US Pat. No. 9,452,355

GAME DESIGN BASED CAPTCHAS

KABAM, INC., San Francis...

1. A system for providing enhanced gameplay between users in a virtual space, the system comprising:
one or more physical computer processors configured by machine-readable instructions to:
execute an instance of an online game, and to use the instance of the online game to facilitate participation of users in
the online game via a game interface presented to the users on client computing devices, the users including a first user;

maintain inventories of virtual items under the control of the users, and to store associations between the users and virtual
items under their control, said inventories including a first inventory associated with said first user;

effectuate presentation of a challenge interaction to the first user in the game interface, the challenge interaction presenting
a choice to the first user to select between a penalty outcome and an award outcome, wherein the presentation of the challenge
interaction indicates (i) the penalty outcome includes removing one or more virtual items from the first inventory and (ii)
the award outcome includes adding one or more virtual items to the first inventory;

selectively provide an award to said first user in response to the first user selecting the award outcome from the challenge
interaction, such provision including adding one or more virtual items to the first inventory; and

selectively provide a penalty to said first user in response to the first user selecting the penalty outcome from the challenge
interaction, such provision including removing one or more virtual items from the first inventory.

US Pat. No. 9,440,143

SYSTEM AND METHOD FOR DETERMINING IN-GAME CAPABILITIES BASED ON DEVICE INFORMATION

KABAM, INC., San Francis...

1. A system for providing customized in-game capabilities to users based on respective client computing platforms used by
the users to access a game, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of an online game and to facilitate presentation of the online game to users by (i) transmitting state
information derived from the instance of the online game to client computing platforms associated with users to facilitate
presentation of views of the online game to the users on the client computing platforms, and (ii) providing the users with
in-game capabilities in relation to the instance of the online game by receiving commands input by the users through the client
computing platforms and executing in-game actions corresponding to the received commands in the instance of the online game;

obtain device information related to the client computing platforms, wherein the device information includes a first set of
device information related to a first client computing platform associated with a first user;

determine customized in-game capabilities based on the device information, the customized in-game capabilities including a
first customized in-game capability based on the first set of device information;

wherein providing the users with the in-game capabilities in the instance of the online game includes providing the users
with the customized in-game capabilities such that the first customized in-game capability is provided for use by the first
user in the instance of the online game based on the first client computing platform associated with the first user used to
interact with the online game, and

wherein the customized in-game capabilities comprise user roles that are associated with an ability to perform specific in-game
actions, wherein different user roles are associated with different in-game actions.

US Pat. No. 9,168,459

SYSTEM AND METHOD FOR DYNAMICALLY ALTERING AN IN-GAME EXPERIENCE BASED ON A USER'S CONNECTION TO THE GAME

Kabam, Inc., San Francis...

1. A system for dynamically altering an in-game experience based on a user's connection to the online game, the system comprising:
one or more processors configured to execute computer program modules, the computer program modules comprising;
a game module configured to execute a game instance of a game space, and to facilitate presentation of views of the game space
to one or more users, wherein the game module is configured to facilitate interaction of the one or more users with the game
space and/or each other by performing operations in the game space in response to commands received from the one or more users
and wherein the one or more users comprises a first user;

a connection strength module configured to determine a connection strength of a device of the user to a network; and
a game mode module configured to after availability of one or more game modes to the user responsive to a change in the determined
connection strength, wherein the one or more game modes comprise: user-versus-user mode or user versus-environment mode.

US Pat. No. 9,172,697

FACILITATING USERS TO OBFUSCATE USER CREDENTIALS IN CREDENTIAL RESPONSES FOR USER AUTHENTICATION

Kabam, Inc., San Francis...

1. A system configured to facilitate users to provide credentials for user authentication, the system comprising:
one or more processors configured to execute computer program modules, the computer program modules stored in non-transitory
computer memory, comprising:

a user module configured to manage user accounts of individual users that comprise user information regarding the individual
users, the user information including user credentials for user authentication wherein the user module manages a first user
account comprising first user information regarding a first user, the first user information including a first user credential
for authenticating the first user;

a user authentication request module configured to receive user authentication requests for authenticating users wherein the
user authentication request module receives a first user authentication request to authenticate the first user;

a prompt character sequence module configured to obtain prompt character sequences associated with individual users for prompting
the individual users to provide characters in the user credentials for user authentication, and responsive to the first user
authentication request being received by the user authentication request module, the prompt character module obtains a first
prompt character sequence associated with the first user;

a prompt string module configured to compose prompt strings in which the prompt character sequences obtained by the prompt
character sequence module are obfuscated by interspersing noise characters into the prompt character sequences, and responsive
to the first prompt character sequence being composed by the prompt character sequence module, the prompt string module composes
a first set of prompt strings by interspersing different sets of noise characters into the first prompt character sequence
to compose the prompt strings in the first set of prompt strings, wherein the number of strings in the first set of prompt
strings is greater than one;

a noise string module configured to compose noise strings for obfuscating the prompt strings composed by the prompt string
module, and responsive to the first set of prompt strings being composed by the prompt string module, the noise string module
composes a first set of noise strings, wherein the number of noise strings in the first set of noise strings is greater than
1, and do not comprise the first prompt character sequence;

a string sequence module configured to construct string sequences for presentation on client computers by obfuscating the
prompt strings composed by the prompt string module among noise strings composed by the noise string module, and responsive
to the first set of prompt strings being composed by the prompt string module and the first set of noise strings being composed
by the noise string module, the string sequence module composes a first string sequence by obfuscating the first set of the
prompt strings among the first set of noise strings; and

a user credential response module configured to:
in response to the presentation of the string sequences,
receive user credential responses from the client computing platforms associated with the users, the received user credential
responses comprising user provided credentials for user authentication, and the user credential response module receives a
first user credential response from a first client computing platform associated with the first user, the first user credential
including a first user provided credential;

extracts user provided credentials from the received user credential responses based on the corresponding string sequences
constructed by the string sequence module wherein the user credential response module extracts the first user provided credential
from the first user credential response based on the first string sequence; and

wherein the first user credential response comprises multiple characters, and individual characters of the multiple characters
correspond to, either an individual prompt string, or an individual noise string within the first string sequence, and extracting
the first user provided credential from the first user credential response comprises extracting characters that correspond
to the prompt strings within the first string sequence wherein a single character corresponds to a single prompt string within
the first string sequence; and

effectuate user authentication based on the user provided credentials extracted from the received user credential responses
such that the user credential response module effectuates authenticating the first user based on the first user provided credential
extracted from the first user credential response.

US Pat. No. 9,116,732

ESTABLISHING A SOCIAL APPLICATION LAYER

KABAM, INC., San Francis...

10. A computer-implemented method of facilitating presentation of a virtual space within a plurality of virtual environments
provided by different platforms without requiring idiosyncratic APIs associated with the virtual space for each different
platform, the method being implemented in a computer system comprising one or more processors configured to execute computer
program modules, the method comprising:
facilitating interfacing between a single virtual space API and platform APIs associated with two or more different platforms
including a first platform and a second platform, the first platform being associated with a first platform API, the second
platform being associated with a second platform API;

executing an instance of a virtual space; and
implementing the instance of the virtual space to determine state information of the instance of the virtual space that describes
the state of the virtual space, such state information being output through the virtual space API, wherein facilitating user
activity with the virtual space via a virtual environment provided by the platform includes interfacing between the virtual
space API and the platform API by translating the state information output from the virtual space API specific to the platform,
and facilitating presentation of views of the virtual space that reflect the state information within the virtual environment.

US Pat. No. 9,573,066

SYSTEM AND METHOD FOR DETERMINING A PRICE FOR A PROTECTION EXTENSION

Kabam, Inc., San Francis...

1. A system for determining prices for a protection extension, the system comprising:
one or more processors configured by machine-readable instructions to:
execute a game instance of a game space for an online game, and to implement the game instance of the game space, and to facilitate
presentation of views of the game space on client computing platforms associated with users and provide game entities to the
users to enable interaction of the users with the game space and/or each other by performing operations in the game space
in response to commands received over a network from the client computing platforms associated with the users;

manage user profiles, the user profiles including in-game parameters of the users that characterize gameplay of the individual
users, the user profiles including a first user profile of a first user and a second user profile of a second user;

provide protection to one or more game entities associated with the users which are protected during a protection time period
such that under protection game entities are immune from in-game attacks without further interaction by the user such that
the game entities are not able to be attacked when under protection, the users including the first user and the second user
both playing the online game;

effectuate presentation of offers to sell virtual items to the users, the virtual items including an extension item that is
usable in the game space to extend a protection time period for one or more game entities associated with the users; and

determine a cost of the extension item individually for the users based on in-game parameters for the users such that the
cost of the extension item for the first user is determined based on the in-game parameters in the first user profile and
the cost of the extension item for the second user is determined based on the in-game parameters in the second user profile,
wherein the cost of the extension item for the first user is different than the cost of the extension item for the second
user.

US Pat. No. 9,452,364

SYSTEM AND METHOD FOR ALLOWING AFFILIATIONS TO UTILIZE IN-GAME ITEMS TO ASSIST OTHER PLAYERS

Kabam, Inc., San Francis...

1. A system configured to facilitate providing assistance between users, the system comprising:
one or more physical 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 users in an online game, and to facilitate interaction of the users with the virtual space by executing actions in the
instance of the virtual space in response to receiving action requests from the users, wherein executing the actions requires
one or both of a predetermined amount of time and/or a virtual resource;

store inventories of resources that are available to users in the virtual space, the inventories including a first inventory
of resources available to a first user in the virtual space and a second inventory of resources available to a second user
in the virtual space;

store associations of the users in the online game within the virtual space with affiliations wherein the affiliations comprise
a discrete group of three or more users, the affiliations comprising a first affiliation comprising a first discrete group
of users to which the first user and the second user are associated; and

receive a request for assistance from a first user of the first affiliation in the performance of a first action requiring
a first predetermined amount of time to complete, effectuate presentation of information related to the request to other members
of the affiliation, receive an assistance input from the second user of the first affiliation, wherein the assistance input
includes reducing the first predetermined amount of time and/or eliminating the first predetermined amount of time, and effectuate
provision of the assistance from the second user to the first user in response to reception of the assistance input such that
the first predetermined amount of time required to complete the first action is reduced and/or eliminated.

US Pat. No. 9,352,217

SYSTEM AND METHOD FOR IMPLEMENTING DYNAMIC CONTENT AVAILABILITY FOR INDIVIDUAL PLAYERS

KABAM, INC., San Francis...

1. A game server comprising:
one or more physical computer processors configured by machine-readable instructions to:
execute a game instance of a game space, and to use the instance to generate state information that is transmitted over a
network to client computing platforms to facilitate presentation of views of the game space to users on the client computing
platforms, and to facilitate interaction of the users with the instance of the game space and/or each other by performing
operations in the instance of the game space in response to commands received over the network from the client computing platforms;

determine a revenue parameter that characterizes a spend rate at which users in the game are currently collectively spending
consideration in the game;

automatically trigger an event based on the revenue parameter in order to regulate the spend rate in the game;
run the triggered event by monitoring the instance of the game space to determine relative user performance during the event
and distributing award content based on relative performance of the users during the event; and

provide notification of the triggered event to users that are not in the game at the time the event is initiated.

US Pat. No. 9,101,842

SYSTEM AND METHOD FOR MAINTAINING USER ENGAGEMENT IN A REALM-BUILDING GAME

KABAM, INC., San Francis...

1. A method, executed on one or more physical computer processors, for extending a user's play of a realm-building game, wherein
the realm-building game comprises a first realm built from one or more basic assets in a virtual space of an online competitive
multiplayer game, the method comprising:
executing an instance of the virtual space and implementing the instance of the virtual space to facilitate user participation
in the online competitive multiplayer game;

assigning a realm value, using the one or more physical computer processors, to the first realm in the instance of virtual
space of the online competitive multiplayer game;

determining, using the one or more physical computer processors, a difference between the realm value of the first realm and
a predetermined threshold value;

offering, using the one or more physical computer processors, to the user, an option to improve the first realm for a cost
determined based on the difference between the realm value assigned to the first realm and the predetermined threshold value;

receiving from the user, an instruction to accept the offer to improve the first realm at the determined cost to the user;
in response to at least receiving the acceptance of the offer, removing, using the one or physical computer processors, the
first realm and the one or more basic assets from the instance of the virtual space of the online competitive multiplayer
game; and

providing, using the one or more physical computer processors, the user with one or more advanced assets to build a second
realm in the instance of the virtual space of the online competitive multiplayer game to enable the user to replay the online
competitive multiplayer game in the instance of the virtual space using the second realm and the one or more advanced assets.

US Pat. No. 9,463,376

METHOD AND SYSTEM FOR TEMPORARILY INCENTIVIZING USER PARTICIPATION IN A GAME SPACE

KABAM, INC., San Francis...

1. A system for providing offers in a game space, the system comprising:
one or more processors configured to execute computer program modules, the computer program modules comprising:
a game module configured to execute an instance of a game space, and to implement the instance to facilitate the presentation
of views of the game space to users, wherein the game space is configured to facilitate interaction of the users with the
game space and/or each other by performing operations in the game space in response to commands received from the users;

a scoring module configured to determine gameplay metric values of a gameplay metric for users, wherein the gameplay metric
values quantify achievement within the game space such that a first gameplay metric value determined for a first user quantifies
achievement of the first user in the game space;

an event scoring module configured to alter determinations of the gameplay metric values by the scoring module during an event
time period, wherein the event scoring module is configured such that, during the event time period, the determination of
the gameplay metric values is altered to magnify the impact of achievement in the game space; and

an event evaluation module configured to determine, based on the relative increases in the gameplay metric values of the users
during the event time period, awards to be provided to the individual users, wherein the awards include virtual items to be
distributed for use in the game space,

wherein the event evaluation module is further configured to determine an award for each of multiple categories of gameplay
metric values to be distributed to the users with the greatest relative increase in each of the multiple categories of gameplay
metric values.

US Pat. No. 9,358,471

SYSTEM AND METHOD OF FACILITATING EXTERNAL NOTIFICATIONS FOR EVENTS THAT OCCUR IN A PLURALITY OF DIFFERENT VIRTUAL SPACES

KABAM, INC., San Francis...

1. A system configured to provide external notifications of events that take place within virtual spaces, the system comprising:
one or more processors configured by machine-readable instructions to:
manage user platform profiles associated with individual users, the user platform profiles include a first platform profile
associated with a first user, wherein the user platform profiles comprise:

information related to virtual spaces associated with the users such that, responsive to the first user being associated with
a first virtual space and a second virtual space, the first platform profile includes information related to the first user's
association with the first virtual space and the second virtual space; and

sets of notification information that facilitate determinations as to whether notifications related to the virtual spaces
should be sent to the users such that the first platform profile includes a first set of notification information that facilitates
determinations as to whether notifications related to the first virtual space and the second virtual space should be transmitted
to the first user;

determine whether notifications regarding individual events in the first virtual space and/or individual events in the second
virtual space should be generated for transmission to the first user based on the first set of notification information; and

generate notifications by causing the notifications to be transmitted to the users.

US Pat. No. 9,773,254

METHOD AND SYSTEM FOR PROVIDING AN EVENT SPACE ASSOCIATED WITH A PRIMARY VIRTUAL SPACE

Kabam, Inc., San Francis...

1. A system for providing users with an event space associated with a primary virtual space, wherein the users include a first
user, wherein the users are associated with client computing platforms, wherein the client computing platforms include a first
client computing platform, wherein the client computing platforms are communicatively coupled to one or more networks, and
wherein the first client computing platform is associated with the first user, the system comprising:
one or more processors configured to execute machine-readable instructions to:
execute an instance of a primary virtual space;
effectuating transmission of a first set of information over the one or more networks to the client computing platforms to
facilitate a first interaction of the users with the primary virtual space and/or each other, wherein the first interaction
is performed in response to receiving a first set of commands over the one or more networks from the client computing platforms;

manage accounts of the users that include a first primary user account associated with the first user, wherein the first primary
user account includes inventory information that defines virtual items available to the first user in the primary virtual
space;

execute an instance of an event space;
effectuating transmission of a second set of information over the one or more networks to the client computing platforms to
facilitate a second interaction of the users with the event space and/or each other during an event period, wherein the second
interaction is performed in response to receiving a second set of commands over the one or more networks from the client computing
platforms, wherein the event space is associated with one or more event objectives;

manage accounts of the users that include a first event user account associated with the first user, wherein the first event
user account includes event inventory information that defines event-specific virtual items available to the first user in
the event space, wherein the first event user account is associated with the first primary user account, and wherein the event-specific
virtual items are different than the virtual items available to the first user in the primary virtual space;

facilitate purchase of an event-specific virtual item that is usable in the event space such that responsive to purchase of
the event-specific virtual item by the first user, the event inventory information reflects availability of the event-specific
virtual item to the first user in the event space;

determine the progress of the users with respect to the one or more event objectives;
determine event rewards to be awarded to individual ones of the users based on individual progress with respect to the one
or more event objectives, wherein the event rewards are usable in the primary virtual space, wherein the event rewards include
a first event reward to be awarded to the first user; and

facilitate distribution of the first event reward to the first user such that the inventory information included in the first
primary user account is updated to reflect availability of the first event reward to the first user in the primary virtual
space; and

effectuate transmission of a third set of information over the one or more networks to the first client computing platform,
wherein the third set of information facilitates a presentation of reward information through the first client computing platform
to the first user, wherein the presentation indicates availability of the first event reward to the first user in the primary
virtual space.

US Pat. No. 9,333,425

PROVIDING INCENTIVIZED REDUCTION OF IN-GAME ACTIONS

KABAM, INC., San Francis...

10. A computer-implemented method for hosting an online game, and for enhancing server availability, the method being implemented
in a computer system that includes one or more physical processors configured by machine-readable instructions, the method
comprising:
executing, using the one or more processors, an instance of a game to generate information for transmission over a network
to a first client computing platform to facilitate presentation of the game to a first user on the first client computing
platform;

implementing, using the one or more processors, in-game actions in the instance of the game in response to action requests
for the in-game actions by the first user, wherein the in-game actions include actions of a first action type and actions
of a second action type, wherein actions of the second action type are enhanced versions of actions of the first action type,
wherein actions of the first action type and actions of the second action type have individual costs in resources that are
available in the game, and wherein the game includes a plurality of resource types, the plurality of resource types including
a first resource type;

initiating transmission over the network, using the one or more processors, of the information generated by the execution
of the instance of the game to the first client computing platform, and to receive over the network from the first client
computing platform action requests input by the first user on the first client computing platform, wherein action requests
specify execution of in-game actions;

maintaining, using the one or more processors, user resource records, the user resource records including a first resource
record for the first user that indicates amounts of resources of individual ones of the plurality of resource types that the
first user controls in the game including an amount of resources of the first resource type;

determining, using the one or more processors, whether the action requests received over the network from the first client
computing platform during one or more time periods is for an action of the first action type; and

effectuating, using the one or more processors, in response to a determination that no action requests for an action of the
first action type was received from the first client computing platform during one or more time periods, an increase of the
amount of resources of the first resource type controlled by the first user,

wherein the initiated transmission over the network to the first client computing platform of information that is further
configured to cause the first client computing platform to present the increase of the amount of resources of the first resource
type controlled by the first user,

wherein execution of an action of the second action type has a cost of resources of the first resource type such that in response
to reception of an action request from the first client computing platform requesting an action of the second action type,
the implementation of the second action type in the instance of the game reduces the amount of resources of the first resource
type controlled by the first user by the cost of the action of the second action type,

and wherein the initiated transmission over the network to the first client computing platform of information is further configured
to cause the first client computing platform to present to the first user a result of the action of the second action type,
and the reduction in the amount of resources of the first resource type controlled by the first user.

US Pat. No. 9,808,708

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

Kabam, Inc., San Francis...

1. A system for adjusting item bundles made available to users of an online game, the system comprising:
one or more physical processors configured by machine-readable instructions to:
execute an instance of the online game, and to use the instance to generate state information that is transmitted over a network
to client computing platforms, wherein the transmission of the state information over the network facilitates presentation
of views of the online game to the users on client computing platforms associated with the users causing the client computing
platforms to display the views of the game space, and to implement in-game actions in the instance of the online game in response
to action requests for the in-game actions received over the network from the client computing platforms associated with the
users, wherein the users include a first user;

obtain user gameplay information related to prospective usage of the online game by the users, wherein the user gameplay information
includes a first set of user gameplay information related to prospective usage of the online game by the first user, and a
second set of user gameplay information related to prospective usage of the online game by a second user;

determine user types of users based on obtained user gameplay information such that a first user type is determined for the
first user based on the first set of user gameplay information and a second user type is determined for the second user based
on the second set of user gameplay information, wherein the first user type is different than the second user type, and wherein
at least one of the first user type and/or the second user type are selected from a) a collection and harvesting type preferring
at least one of resource collection, resource cultivation and resource manufacturing, b) a player versus player type, preferring
competing with other users within the online game, or c) a player versus environment type preferring completing quests;

provide offers to purchase item bundles by users in the online game, the item bundles comprising multiple virtual items useable
by the users in the online game, wherein use by a user of individual ones of the multiple virtual items from the item bundles
has an impact on the gameplay of the user; and

determine customizations of the item bundles in the online game made available to individual users for purchase within the
online game based on the user types, wherein determining customizations of the item bundles includes determining sets of virtual
item to include in the item bundles based on the determined user types and impacts of individual ones of the virtual items
on the gameplay of the users, the customizations including a first customization of item bundles made available to the first
user, the first customization being determined based on determination of the first user type for the first user, wherein the
first customization of item bundles includes a first set of virtual items in a first item bundle and a second set of virtual
items in a second virtual item bundle such that separate offers to purchase the first item bundle and the second item bundle
are provided to the first user, wherein individual ones of the virtual items in the first set of virtual items and the second
set of virtual items are configured to impact the gameplay of the first user when used by the first user in the online game,
the determined customizations further including a second customization of item bundles made available to the second user that
are different than the item bundles made available to the first user as part of the first customization, the second customization
being determined based on determination of the second user type for the second user, wherein the second customization of item
bundles includes a third set of virtual items in a third item bundle and a fourth set of virtual items in a fourth virtual
item bundle such that separate offers to purchase the third item bundle and the fourth item bundle are provided to the second
user, wherein individual ones of the virtual items in the third set of virtual items and the fourth set of virtual items are
configured to impact the gameplay of the second user when used by the second user in the online game;

wherein the customizations determined for the individual users are implemented such that the first customization is implemented
in the instance of the online game for the first user and the second customization is implemented in the instance of the online
game for the second user.

US Pat. No. 9,687,741

SYSTEM AND METHOD FOR PROVIDING SEPARATE DRIFT AND STEERING CONTROLS

Kabam, Inc., San Francis...

1. A system for facilitating a drifting game mechanic, the system comprising:
one or more physical processors configured by computer readable instruction to:
execute an instance of a game and implement the instance of the game to facilitate user participation in the game that takes
place in a virtual space, wherein user participation includes controlling game entities in the virtual space, including a
first user that controls a first game entity during participation in the game;

receive entry of steering control inputs from the first user and to cause the first game entity to turn from side to side
in accordance with the received steering control inputs;

receive entry of drift control inputs from the first user, wherein the drift control inputs are being input by the first user
by tapping on a touch-sensitive surface at a first tapping rate;

determine a target range of tapping rates, wherein tapping on the touch-sensitive surface at a tapping rate within the target
range corresponds to target drift control, wherein the target range is between a minimum tapping threshold and a maximum tapping
threshold; and

effectuate performance of a drift maneuver by the first game entity causing the first game entity to drift from side to side
in accordance with the drift control inputs received from the first user, such that one or more aspects of the drift maneuver
at a given point in time are determined based on the first tapping rate and the target range at the given point in time.

US Pat. No. 9,295,916

SYSTEM AND METHOD FOR PROVIDING RECOMMENDATIONS FOR IN-GAME EVENTS

KABAM, INC., San Francis...

1. A system to provide recommendations for in-game content to players of an online game, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of a virtual space in which an online game is conducted, and to use the instance to generate state information
that is transmitted over a network to client computing platforms associated with users, wherein the transmission of the state
information over the network facilitates presentation of a view of the virtual space to users through the client computing
devices associated with the users, the users including a first user associated with a first client computing device; and,

obtain device specification sets of the client computing devices associated with the users, such that a first device specification
set is determined for the first client computing device;

determine recommendations in the game for the users based on the obtained device specification sets, and to effectuate communication
of the recommendations to the users, such that a first recommendation in the game is determined for the first user based on
the first device specification set, and to effectuate communication of the first recommendation to the first user.

US Pat. No. 9,539,497

DISPLAY OF A GAME THROUGH A PRIMARY AND MOBILE DISPLAY WITH INDIVIDUALIZED AUDIO THROUGH THE MOBILE DEVICE

Kabam, Inc., San Francis...

1. A system for facilitating gameplay of a multi-user game through a primary client device and individualized audio related
to the game for a particular user through a mobile device that is separate from the primary client device, the system comprising:
one or more processors configured by machine-readable instructions to:
provide to the primary client device:
information facilitating visual presentation of a view of the game space on the primary client device, the view forming a
multi-user graphical user interface through which multiple users present at the primary client device input game commands,
and

general audio related to the view of the game space, the general audio being intended for the multiple users present at the
primary client device, the multiple users including a first user and a second user; and

obtain identifications of individual ones of the multiple users present at the primary client device,
obtain individualized audio specifically intended for individual ones of the users present at the primary client device, such
individualized audio including first individualized audio intended for the first user and second individualized audio intended
for the second user,

identify a first mobile device of the first user and a second mobile device of the second user, and
communicate the individualized audio to the mobile device of the users present at the primary client device such that the
first individualized audio is communicated to the first mobile device for play on the first mobile device concomitant with
participation by the first user in the game space through the primary client device such that both the first individualized
audio and the general audio are presented to the first user, and the second individualized audio is communicated to the second
mobile device for play on the second mobile device concomitant with participation by the second user in the game space through
the primary client device such that both the second individualized audio and the general audio are presented to the second
user.

US Pat. No. 9,480,922

SYSTEM AND METHOD FOR FACILITATING USE OF TEMPORARY DEFENSIVE STRUCTURES IN A TOWER DEFENSE GAME

Kabam, Inc., San Francis...

1. A system for facilitating use of temporary structures with a time-based expiration in an online game, the system comprising:
one or more processors configured by machine-readable instructions to:
execute a game instance of a game space, and to use the game instance to generate game state information that is transmitted
to client computing platforms over a network, the game state information facilitating presentation of views of the game space
to one or more users via client computing platforms, wherein battles including virtual units controlled by or associated with
the one or more users within the game space are facilitated by performing operations in the game space in response to commands
received over the network from the one or more client computing platforms associated with the one or more users and wherein
the one or more users comprises a first user;

manage virtual units in the game space, wherein the virtual units include one or more first virtual units controlled by or
associated with the first user; and

manage a plurality of virtual structures in the game space, wherein the plurality of virtual structures include a first temporary
structure controlled by or associated with the first user, the first temporary structure containing one or more of the first
virtual units, such that by virtue of the first temporary structure containing one or more of the first virtual units, the
first temporary structure provides an advantage to the first user in battles including one or more of the first virtual units
during a first structure time period, and at the end of the first structure time period, the first temporary structure and
the one or more of the first virtual units expire such that the first temporary structure and the one or more of the first
virtual units are no longer controlled by or associated with the first user and the advantage is no longer provided to the
first user.

US Pat. No. 9,205,338

DYNAMIC ADJUSTMENT OF DIFFICULTY IN AN ONLINE GAME BASED ON HARDWARE OR NETWORK CONFIGURATION

Kabam, Inc., San Francis...

1. An online gaming system allowing for customizable interaction, the system comprising:
a game server including one or more physical processors configured by machine-readable instructions to:
execute an instance of an online game, and to implement the instance of the online game to facilitate participation of users
in the online game;

obtain (a) first user resource information characterizing a resource used by a first user to access the online game, and (b)
second user resource information characterizing a resource used by a second user to access the online game;

determine a first game difficulty customization of the online game for the first user based on the first user resource information;
determine a second game difficulty customization of the online game for the second user based on the second user resource
information, the second game difficulty customization being different from the first game difficulty customization;

contemporaneously (i) implement the first game difficulty customization in the instance of the online game for the first user,
and (ii) implement the second game difficulty customization in the instance of the online game for the second user; and

effectuate transmission of information over a network to a first client computing platform associated with the first user
and to a second client computing platform associated with the second user, such transmission facilitating presentation of
the instance of the online game to the first user on the first client computing platform and to the second user on the second
client computing platform.

US Pat. No. 9,195,376

SYSTEM AND METHOD FOR FACILITATING USER DEFINED VIRTUAL SPACE

Kabam, Inc., San Francis...

1. A system configured to facilitate user defined virtual space, the system comprising:
one or more processors configured to execute computer program modules, the computer program modules comprising:
a space module configured to execute an instance of a virtual space, and to implement the instance of the virtual space to
facilitate user participation in the virtual space, wherein the space module facilitates user participation in the virtual
space by receiving user requests to initiate actions at locations within the virtual space and executing corresponding actions
in the instance, wherein an individual user request specifies an action type in a virtual space location;

a space-geolocation correlation module configured to enable users to correlate geolocations with virtual space locations such
that a first space-geolocation correlation is recorded by a first user by specifying that a first geolocation corresponds
to a first virtual space location;

wherein the space-geolocation correlation module is further configured such that the first space-geolocation correlation is
recorded responsive to a determination that the first geolocation satisfies one or more spatial requirements;

a user module configured to manage user information associated with the individual users in user accounts, the user information
including the recorded user selected space-geolocation correlations between geolocations and virtual space locations such
that the user accounts include first user information associated with the first user that includes the first space-geolocation
correlation between the first virtual space location and the first geolocation; and

a user geolocation module configured to obtain geolocation information indicating current geolocations of the users; and
wherein the space module is further configured such that responsive to receiving a request from the first user that specifies
the first action type, and responsive to the current geolocation of the first user being the first geolocation, the space
module executes an action of the first action type in the instance of the virtual space at the first virtual space location.

US Pat. No. 9,186,576

SYSTEM AND METHOD FOR ALTERING PERCEPTION OF VIRTUAL CONTENT IN A VIRTUAL SPACE

Kabam, Inc., San Francis...

1. A system configured to alter perception of game content in a virtual space, the system comprising:
one or more processors configured to execute computer program modules, the computer program modules comprising:
a game module configured to execute an instance of a game space and implement the instance of the game space, wherein the
game space includes game content for presentation to users of the game space and facilitates participation by users in the
game space, such that a first user and a second user participate in the game space, wherein a first virtual object is present
in the instance of the game space; and,

a perception alteration module configured to:
obtain a first attribute level of an attribute for the first user, wherein the first attribute level is related to a first
virtual entity, and the first virtual entity is different than the first virtual object and is controlled by the first user;

determine a first depiction of the first virtual object for presentation to the first user in the instance of the game space,
wherein the first depiction of the first virtual object is based on the first attribute level;

provide the first depiction of the first virtual object to the first user in the instance of the game space;
obtain a second attribute level of the attribute for the second user, wherein the second attribute level is different than
the first attribute level, wherein the second attribute level is related to a second virtual entity different from the first
virtual entity, and the second virtual entity is different than the first virtual object and is controlled by the second user;

determine a second depiction of the first virtual object for presentation to the second user in the instance of the game space,
wherein the second depiction of the first virtual object is based on the second attribute level, the first depiction of the
first virtual object is different from the second depiction of the first virtual object; and

provide the second depiction of the first virtual object to the second user in the instance of the game space while providing
the first depiction of the first virtual object to the first user in the instance of the game space, such that the first user
and the second user perceive the same first virtual object differently in the same instance of the game space at the same
time.

US Pat. No. 9,608,890

SYSTEM AND METHOD FOR FORWARDING EXTERNAL NOTIFICATIONS OF EVENTS IN A VIRTUAL SPACE FROM A USER DEVICE TO A PRESENTATION CONTROL DEVICE

Kabam, Inc., San Francis...

1. A presentation control device configured to receive external notifications of events that take place in a virtual space
from user devices where the presentation control device is within the vicinity of the user devices, the one or more processors
configured to execute one or more computer program instructions which cause the presentation control device to:
receive a first notification intended for a first user from a first user device, the first notification corresponding to a
first trigger event that takes place in the virtual space, wherein the first user interacts with one or more entities within
the virtual space that is accessible via the first user device;

receive a second notification intended for a second user from a second user device, the second notification corresponding
to a second trigger event that takes place in the virtual space, wherein the second user interacts with one or more entities
within the virtual space that is accessible via the second user device;

determining an order of display in which the first notification and the second notification should be arranged at least in
part based on user parameters related to the first user and the second user, wherein the order of display in which the first
notification and the second notification will be presented indicates a spatial arrangement of contemporaneous display of the
first notification and the second notification within a view presented via a display unit coupled to the presentation control
device, and wherein the user parameters comprise an activity metric that quantifies activity of the first user or the second
user in the virtual space such that the order of display indicating the spatial arrangement of contemporaneous display of
the first notification and the second notification is determined based on the activity metric; and

display, via the display unit coupled to the presentation control device, the first notification and the second notification
according to the determined order of display.

US Pat. No. 9,539,509

SYSTEM AND METHOD FOR DYNAMICALLY ALTERING AN IN-GAME EXPERIENCE BASED ON A USER'S CONNECTION TO THE GAME

Kabam, Inc., San Francis...

1. A system for dynamically altering an in-game experience based on a user's connection to the online game, the system comprising:
one or more processors configured by machine-readable instructions to:
execute a game instance of a game space, and to facilitate presentation of views of the game space to one or more users, and
to facilitate interaction of the one or more users with the game space and/or each other by performing operations in the game
space in response to commands received from the one or more users and wherein the one or more users comprises a first user;

determine a connection strength of a device of the user to a network, wherein responsive to the device of the user having
at least a first connection strength, there are multiple game modes available to the user; and

alter availability of one or more of the multiple game modes to the user responsive to a decrease in the determined connection
strength such that at least one of the multiple game modes becomes unavailable.

US Pat. No. 9,483,854

SYSTEM AND METHOD FOR PROVIDING CONTROLS IN A VIRTUAL SPACE BASED ON USER GEOLOCATIONS

Kabam, Inc., San Francis...

1. A system configured to provide controls in a virtual space based on user geolocations, the system comprising:
a game server communicating with one or more client devices associated with users, the game server comprising one or more
processors configured by machine-readable instructions to:

execute an instance of a virtual space;
implement the instance of the virtual space to facilitate user participation in the virtual space, wherein the user participation
in the virtual space is facilitated by receiving and executing user requests from the one or more client devices that direct
one or more virtual space entities to perform virtual space maneuvers within the virtual space, wherein the virtual space
maneuvers include one or more of actions and/or movements performed within the virtual space by the one or more virtual space
entities, and/or something done within the virtual space by the one or more virtual space entities;

receive the user requests from the one or more client devices that direct the one or more virtual space entities to perform
the virtual space maneuvers within the virtual space, such that a first user request is received from a first user through
a first client device associated with the first user directing a first virtual space entity to perform a first virtual space
maneuver, the first virtual space maneuver including an action and/or movement performed within the virtual space by the first
virtual space entity, and/or something done by the first virtual space entity within the virtual space;

obtain geolocation information associated with the one or more client devices indicating geolocations of the one or more client
devices including the first client device; and

determine parameters of real-world spatial displacements of the users by analyzing geolocations of the one or more client
devices;

associate one or more of the virtual space maneuvers with corresponding real world spatial displacement requirements, wherein
real world spatial displacements include a spatial displacement of the one or more client devices, such that the virtual space
maneuvers requested are performed in the virtual space based on performances of the corresponding real world spatial displacement
requirements, wherein the first virtual space maneuver is associated with a first real world spatial displacement requirement;

responsive to receiving a real-world spatial displacement of the first client device, compare the real-world spatial displacement
of the first client device associated with the first user against the first real-world spatial displacement requirement associated
with the first virtual space maneuver requested; and

responsive to a determination, based on the comparison, that the real-world spatial displacement of the first client device
associated with the first user satisfies the first real-world spatial displacement requirement associated with the first virtual
space maneuver, execute the first user request in the instance of the virtual space causing the first virtual space entity
to perform the first virtual space maneuver.

US Pat. No. 9,418,521

AGGREGATING RESULTS IN A SLOT GAME

KABAM, INC., San Francis...

1. A system for aggregating results in a slot game, the system comprising
one or more processors configured by machine-readable instructions to:
manage player character information indicating states of player characters associated with players of the slot game such that
the player character information includes first player character information indicating a state of a first player character
associated with a first player of the slot game and second player character information indicating a state of a second player
character associated with a second player of the slot game;

simulate the slot game for participation by the players and to generate, for the players, pull outcomes of the slot game such
that a first pull outcome for an individual pull is generated for the first player wherein the first pull outcome includes
a first payline and a second payline;

determine, for the players, results of the slot game from the pull outcomes generated by the slot game such that, a first
group of results from the first pull outcome is determined for the first player, the first group of results including a first
result determined from a first combination of symbols in the first payline and a second result determined from a second combination
of symbols in the second payline that both impact the first player character;

obtain orders for applying the results determined such that a first order for applying the first result of the first payline
and the second result of the second payline is obtained; and

aggregate the slot game results determined by applying the orders obtained, wherein the first result of the first payline
and the second result of the second payline are aggregated according to the first order to determine a first turn result;

wherein the orders are based on the player character information for individual players for which the slot game results are
aggregated, such that responsive to the first result and the second result being aggregated for the first player, the first
result and the second result are aggregated by applying the first order based on the first player character information, and
responsive to the first result and the second result being aggregated for the second player, the first result and the second
result are aggregated according to a second order based on the second player character information.

US Pat. No. 9,144,742

SYSTEM AND METHOD FOR PREDICTING PAYER DORMANCY THROUGH THE USE OF A TEST BED ENVIRONMENT

Kabam, Inc., San Francis...

1. A system for predicting payer dormancy, the system comprising:
one or more processors configured to execute computer program modules, the computer program modules comprising:
a game module configured to execute an instance of an online game, and to implement the instance of the online game to facilitate
participation of users in the online game, the users including a first user;

a game shop module configured to present offers to sell sets of one or more virtual items usable in the online game to the
users in a game shop interface, the individual offers for the sets of one or more virtual items having purchase prices in
a virtual currency having a real money value, the offers including a first offer to sell a first set of one or more items
for a first purchase price;

a test game module configured to execute an instance of an online test game, and to implement the instance of the online test
game to facilitate participation of users in the online test game;

a test shop module configured to present offers to sell sets of one or more virtual items usable in the online test game to
the users in a test shop interface, the individual offers for the sets of one or more virtual items having purchase prices
in a test currency, the offers including a second offer to sell the first set of one or more items for a second purchase price;

a purchase history module configured to:
obtain test purchase information that characterizes past purchases of the individual virtual items in the sets of one or more
virtual items purchased through the test shop interface, the test purchase information including purchase information that
characterizes past purchases of the individual virtual items in the first set of one or more virtual items through the test
shop interface; and

obtain test user context information characterizing user context at the times the past purchases were made; and
a spend prediction module configured to determine a future spend prediction for the first user in the online game based on
test purchase information of users of the online test game having test user context information that correlates to the user
context information of the first user.

US Pat. No. 9,586,133

SECONDARY-GAME-MODE SESSIONS BASED ON PRIMARY-GAME-MODE ARRANGEMENTS OF USER-CONTROLLED ELEMENTS

Kabam, Inc., San Francis...

1. A game server that provides secondary-game-mode sessions based on primary-game-mode arrangements of user-controlled elements,
the system comprising:
one or more physical processors configured by machine-readable instructions to:
execute an instance of a game space in which an online multi-player game takes place, and to facilitate transmission of state
information regarding the game space to client computing platforms that causes presentation of views of the game space to
users on the client computing platforms, wherein the game space is configured to facilitate interaction of the users with
the game space and/or each other by performing operations in the instance of the game space in response to commands received
from the users, and to determine the state information for transmission to reflect performance of such operations;

manage a plurality of user-controlled elements existing within realms associated with the users in the game space, the user-controlled
elements being controlled by, positioned by, or associated with the users, wherein the users include a first user, and wherein
the plurality of user-controlled elements include one or more first user-controlled elements existing within a realm associated
with the first user in the game space, the first user-controlled elements being controlled by, positioned by, or associated
with the first user;

manage a plurality of artificial-intelligence-controlled elements, wherein the plurality of artificial-intelligence-controlled
elements include one or more first artificial-intelligence-controlled elements associated with one or more first secondary-game-mode
parameters;

manage a plurality of actions by the one or more first user-controlled elements, one or more other user-controlled elements,
or one or more other artificial-intelligence-controlled elements in a primary game mode of the game space, wherein the plurality
of actions include attacks by the one or more first user-controlled elements on the other user-controlled elements within
one or more realms associated with one or more other users or attacks by the other user-controlled elements on the one or
more first user-controlled elements within the realm associated with the first user,

wherein impacts of the attacks to the one or more first user-controlled elements within the realm associated with the first
user and the other user-controlled elements within the one or more realms associated with the one or more other users are
persistent within the primary game mode such that impacts of the attacks to the one or more first user-controlled elements
and the one or more other user-controlled elements are persistently reflected in the instance of the game space across multiple
encounters between the one or more first user-controlled elements and the one or more other user-controlled elements; and

receive a session request from the first user for a session in a secondary game mode of the game space, and to execute a first
session for the first user in the secondary game mode such that: (i) the first session involves the one or more first artificial-intelligence-controlled
elements as opponents against the one or more first user-controlled elements within the realm associated with the first user;
(ii) an arrangement of the one or more first user-controlled elements within the realm associated with the first user at a
beginning of the first session is the same as an arrangement of the one or more first user-controlled elements in the primary
game mode at a time of the session request; and (iii) impacts on the one or more first user-controlled elements within the
realm associated with the first user during the first session in the secondary game mode are not reflected for the one or
more first user-controlled elements in the primary game mode.

US Pat. No. 9,517,416

SYSTEM AND METHOD FOR DYNAMICALLY DETERMINING CRAFTING PARAMETERS BASED ON USER USAGE RATE OF A VIRTUAL SPACE

Kabam, Inc., San Francis...

1. A system configured to dynamically adjust crafting parameters based on user usage rate of a virtual space, the system comprising:
a computer-readable storage medium storing machine-readable instructions; and
one or more physical processors configured to execute the machine-readable instructions to:
execute an instance of the virtual space including implementing the instance of the virtual space by receiving concurrent
inputs from multiple users comprising at least one-hundred users and executing corresponding commands to facilitate interaction
with the virtual space by individual ones of the multiple users, the inputs including inputs initiating crafting activities
in the virtual space, wherein crafting activities are executed in the virtual space in accordance with crafting activity parameters
of the initiating user, and wherein the users are capable of spending real-world currency in the virtual space;

determine, for individual ones of the multiple users, a rate of usage of the virtual space based on the amount of real-world
currency spent by the individual user in the virtual space;

adjust, for individual ones of the multiple users, the crafting activity parameters of the individual user based on the usage
rate of the individual user, the adjusting including applying a bonus to the parameters that is inversely proportional to
the amount of real-world currency spent by the individual user in the virtual space such that users who have spent a smaller
amount currency receive a bonus relative to other users who have spent a lamer amount of currency; and

execute, for individual ones of the multiple users, one or more crafting activities initiated by the individual user in accordance
with the adjusted crafting activity parameters of the individual user in the virtual space to produce one or more corresponding
virtual items for the first individual user.

US Pat. No. 9,511,281

BEGINNER'S OFFER VIA INVENTORY ITEM PACK

Kabam, Inc., San Francis...

1. A system that delivers offers to users of an online game,
the system comprising:
one or more physical processors configured by machine-readable instructions:
execute an instance of a game space and use the instance to generate game state information that is transmitted over a network
to client computing platforms, the game state information facilitating presentation of views of the online game to the users
via the client computing platforms, wherein execution of the instance further enables interaction by the users with the online
game by performing operations in the instance in response to commands received over the network from the client computing
platforms such that users participate in the online game in the game space through the client computing platforms;

effectuate display on a first client computing platform of contents of a first character's inventory within an inventory interface;
effectuate presentation within the inventory interface of an offer to sell instances of one or more virtual items usable in
the online game; and

effectuate display on the first client computing platform of a shop interface that is separate and discrete from the inventory
interface, the shop interface presenting offers to sell virtual items useable in the online game.

US Pat. No. 9,508,222

CUSTOMIZED CHANCE-BASED ITEMS

Kabam, Inc., San Francis...

1. A system configured to facilitate user customization of distribution of virtual items in an online game, the system comprising:
one or more physical processors configured by computer-readable instructions to:
execute an instance of an online game, and to use the instance to generate game state information that is transmitted to client
computing platforms over a network, the game state information facilitating presentation of views of the online game to the
users via the client computing platforms, wherein execution of the game instance further enables participation of users in
the online game by performing operations in the game instance in response to commands received over the network from the client
computing platforms;

effectuate presentation of offers to sell probability item bundles to users for consideration through a shop interface, wherein
a given probability item bundle is associated with a set of potential awards, wherein individual ones of potential awards
within the set of potential awards include virtual items usable in the game and are associated with distribution probabilities;

facilitate customization of probability item bundles offered for sale through the shop interface by receiving entry and/or
selection by users of potential awards for inclusion in probability item bundles;

determine distribution probabilities for the potential awards selected and/or entered by users and included in sets of potential
awards of customized probability item bundles wherein, for a first customized probability item bundle having a first set of
potential awards that includes at least one potential award entered and/or selected by a first user, determine distribution
probabilities for the potential awards included in the first set of potential awards; and

distribute one or more of the potential awards included in the sets of potential awards to users that activate instances of
the customized probability item bundles, such distributions being made in accordance with the determined distribution probabilities.

US Pat. No. 10,099,128

SYSTEM AND METHOD FOR PROVIDING RECOMMENDATIONS FOR IN-GAME EVENTS

Kabam, Inc., San Francis...

1. A system to provide recommendations for in-game content to 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 in which the online game is conducted, and to use the instance to generate state information that is transmitted over a network to client computing platforms associated with the users, wherein the transmission of the state information over the network facilitates presentation of a view of the virtual space to the users through the client computing devices associated with the users, the users including a first user associated with a first client computing device;
obtain device specification information for the client computing devices associated with the users, such that first device specification information is obtained for the first client computing device; and
determine recommendations in the online game for the users based on the device specification information obtained, and to effectuate communication of the recommendations to the users, such that a first recommendation in the online game is determined for the first user based on the first device specification information, and to effectuate communication of the first recommendation to the first user.

US Pat. No. 9,669,295

UNLOCKING GAME CONTENT BASED ON AMOUNTS OF COLLABORATIVE GAMEPLAY

Kabam, Inc., San Francis...

1. A gaming system for unlocking game content for users of an online game based on cooperative usage, the system comprising:
a memory;
game server, the game server comprising
one or more processors configured by machine-readable instructions to:
execute an instance of the online game and to use the instance to generate game state information that is transmitted to client
computing platforms over a network, the game state information facilitating presentation of views of the online game to the
users via displays associated with the client computing platforms, and to implement in-game actions in the instance of the
online game in response to action requests for the in-game actions received over the network from the client computing platforms
associated with the users;

identify groups of users interacting with the online game cooperatively to progress toward an objective, and to quantify amounts
of cooperative gameplay engaged in by the individual groups attempting to achieve the objective, such that, for an identified
first group of users engaged in cooperative gameplay toward a first one or more objectives, an amount of cooperative gameplay
toward the first one or more objectives engaged in by the users in the first group is quantified; and

make content in the online game available to the groups of users based on the quantified amounts of cooperative gameplay without
regard to whether the users are successful in achieving the objectives, wherein the quantified amounts of cooperative gameplay
include one or more of an amount of time spent by the users in cooperative gameplay, a number of sessions in which the users
participated in cooperative activities, a number of cooperative attempts by the users at a given objective, and/or number
of times participating in a given cooperative activity, and wherein the content includes a first set of content made available
to the users in the first group based on the quantified amount of cooperative gameplay toward the first one or more objectives
engaged in by the first group of users reaching some non-zero threshold amount of cooperative gameplay without regard to whether
the users in the first group are successful in achieving the first one or more objectives.

US Pat. No. 9,669,317

SYSTEM AND METHOD FOR ALLOWING AFFILIATIONS TO UTILIZE IN-GAME ITEMS TO ASSIST OTHER PLAYERS

Kabam, Inc., San Francis...

1. A system configured to facilitate providing assistance between users, the system comprising:
one or more physical 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 users in an online game and to facilitate interaction of the users with the virtual space by executing actions in the
instance of the virtual space in response to receiving action requests from the users;

store inventories of resources that are available to users in the virtual space, the inventories including a first inventory
of resources available to a first user in the virtual space and a second inventory of resources available to a second user
in the virtual space;

store associations of the users in the online game within the virtual space with affiliations wherein the affiliations comprise
a discrete group of three or more users, the affiliations comprising a first affiliation comprising a first discrete group
of users to which the first user and the second user are associated; and

receive a request for assistance from a first user of the first affiliation, effectuate presentation of information related
to the request to other members of the affiliation, receive an assistance input from the second user of the first affiliation,
the assistance input including one or more virtual items and/or resources included in the second inventory of resources to
be provided by the second user, and effectuate provision of the assistance from the second user to the first user in response
to reception of the assistance input, wherein provision of the assistance from the second user depletes the one or more virtual
items and/or resources from the second inventory.

US Pat. No. 9,623,322

SYSTEM AND METHOD OF DISPLAYING DEVICE INFORMATION FOR PARTY FORMATION

Kabam, Inc., San Francis...

1. An online gaming system configured to display information related to client computing platforms used by users of an online
game to facilitate enhanced party formation, the system comprising:
one or more physical computer processors configured by machine-readable instructions to:
execute an instance of a virtual space in which the online game takes place, and to facilitate presentation of the online
game to the users on client computing platforms, and to implement multi-user parties formed by the users to cooperatively
play individual portions of the online game;

obtain device information indicative of the features and functions of different client computing platforms used by the users
to interact with the instance of the virtual space, wherein the different client computing platforms have different classes
of client computing platforms that are associated with different in-game actions, and wherein the device information includes
a first set of information indicative of the features and functions of a first client computing platform used by a first user
of the virtual space, and a second set of information indicative of the features and functions of a second client computing
platform used by a second user of the virtual space;

initiate one or more multi-user party formations, wherein an individual multi-user party includes multiple users that will
be able to engage in gameplay together upon party formation, and wherein initiating the one or more multi-user party formations
includes effectuating presentation of request interfaces for viewing by the users of the virtual space, the request interfaces
configured to receive entry and/or selection from the users for forming one or more multi-user parties including multiple
users that will be able to engage in gameplay together, the request interfaces being presented at a time of initiation of
the one or more party formations and including device information indicative of the features and functions of the different
client computing platforms used by the users of the virtual space that are participating in the same game via the different
client computing platforms, such that a first request interface that is configured to receive entry and/or selection from
the first user to form a first multi-user party including multiple users that will be able to engage in gameplay together,
is presented to the first user via a client computing platform associated with the first user, and wherein the multiple users
in the first multi-user party include the second user, and the first request interface includes, for viewing by the first
user, the second set of information related to the second client computing platform used by the second user, and

responsive to receiving a request confirmation by the second user, process the request to form the first multi-user party
including the first user and the second user by associating the first user and the second user with the first multi-user party
directly or indirectly; and

wherein the first multi-user party is implemented for the first user and the second user in the virtual space.

US Pat. No. 9,533,226

DYNAMIC ADJUSTMENT OF DIFFICULTY IN AN ONLINE GAME BASED ON HARDWARE OR NETWORK CONFIGURATION

Kabam, Inc., San Francis...

1. An online gaming system allowing for customizable interaction, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of an online game, and to implement the instance of the online game to facilitate participation of users
in the online game, and to implement at least one game difficulty customization determined for individual users such that
a first game difficulty customization is implemented in the instance of the online game for a first user;

obtain a user resource parameter characterizing one or more resources available to the first user to access the online game;
and

determine the first game difficulty customization of the online game for the first user based on the user resource parameter
associated with the first user.

US Pat. No. 9,460,443

SYSTEM AND METHOD FOR PROVIDING A CUSTOMIZED USER EXPERIENCE BASED ON A SPEND FREQUENCY OF A USER

KABAM, INC., San Francis...

1. A computer-implemented method of providing a customized user experience based on a spend frequency of a user in an online
game, the method being implemented in a computer system comprising one or more physical processors, the method comprising:
executing, by the one or more processors, an instance of an online game that takes place within a virtual space;
implementing, by the one or more processors, the instance of the online game in the virtual space to facilitate participation
by the one or more users in the online game by determining view information from the instance and transmitting the view information
to one or more client computing platforms associated with the one or more users that facilitate presentation of views of the
online game to the one or more users by the one or more client computing platforms;

implementing, by the one or more processors, in-game actions in the expression of the online game in response to action requests
for the in-game actions from the one or more users entered and/or selected by users through the one or more client computing
platforms associated with the one or more users, wherein the in-game actions control one or more in-game objects in the online
game;

providing, by the one or more processors, offers to the one or more users of the online game for the purchase of virtual items
usable by the one or more users in the online game, wherein the use of the virtual items included in the offers is optional;

forming, by the one or more processors, at least a first segment of users and a second segment of users from the one or more
users based on a spend frequency of the one or more users on the offers for the purchase of virtual items, a spend frequency
representing an amount of transactions, comprising purchases of virtual items, made by a user in a predetermined time period;
and

providing, by the one or more processors, a first customer service to the first segment of users and a second customer service
different from the first customer service to the second segment of users.

US Pat. No. 9,452,356

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

KABAM, INC., San Francis...

1. A game server that provides virtual items to users of a virtual space, the game server comprising:
one or more physical processors configured by machine-readable instructions to:
receive commands over a network from client computing platforms associated with the users;
perform operations in a game space associated with an online game in response to the commands received over the network from
the client computing platforms associated with the users, wherein receiving the commands and performing the operations facilitates
participation by multiple users in the online game;

manage one or more affiliations within the online game, wherein managing the one or more affiliations includes receiving affiliation
information over the network from the client computing platforms associated with the users requesting and/or accepting association
with the one or more affiliations, a given affiliation within the online game comprising a discrete group of users with a
relationship having a functional significance within the online game that has an impact on game play, wherein the affiliations
comprise a first affiliation within a first online game between a group of users including a first user and a second user;

transmit affiliation game unit information over the network to the client computing platforms that makes affiliation game
units associated with affiliations within the online game available to one or more of the users in the affiliations, wherein
the affiliation game units are controllable in the online game by individual ones of the users in the affiliations with which
they are associated, the affiliation game units including a first affiliation game unit associated with the first affiliation;

increase a level value of one or more benefit metrics of the affiliation game units in response to receiving information over
the network from the client computing platforms indicating the users in the affiliations provided one or more virtual items,
such that a first level value of a first benefit metric of the first affiliation game unit is increased in response to receiving
information over the network from a first client computing platform associated with the first user and a second client computing
platform associated with the second user indicating the first user and the second user provided one or more virtual items.

US Pat. No. 9,381,425

SYSTEM AND METHOD FOR DETERMINING OFFER PLACEMENT IN A VIRTUAL SPACE STORE INTERFACE

KABAM, INC., San Francis...

1. A system for adjusting the displaying of virtual items, the system comprising:
one or more physical processors configured by machine-readable instructions to:
execute an instance of an online game, and to use the instance to generate state information that is transmitted over a network
to client computing platforms associated with users, wherein the transmission of the state information over the network facilitates
presentation of views of the online game to the users, and to implement the instance of the online game to facilitate participation
of the users in the online game;

present offers to sell sets of one or more virtual items usable in the online game to the users in a game shop interface,
the individual offers for the sets of one or more virtual items having purchase prices in a virtual currency having a real
money value, the offers including a first offer to sell a first set of one or more items for a first purchase price;

execute an instance of an online test game, and to use the instance to generate state information that is transmitted over
a network to client computing platforms associated with users, wherein the transmission of the state information over the
network facilitates presentation of views of the online game to the users, and to implement the instance of the online test
game to facilitate participation of the users in the online test game;

present offers to sell sets of one or more virtual items usable in the online test game to the users in a test shop interface,
the individual offers for the sets of one or more virtual items having purchase prices in a test currency, the offers including
a second offer to sell the first set of one or more items for a second purchase price;

obtain test purchase information that characterizes past purchases of the individual virtual items in the sets of one or more
virtual items purchased through the test shop interface, the test purchase information including purchase information that
characterizes past purchases of the individual virtual items in the first set of one or more virtual items through the test
shop interface; and

obtain user context information characterizing user context at the times the past purchases were made; and
determine the placement in the game shop interface for users individually based on the present user context in the game, the
users include a first user, such that it determines the placement of the first offer for the first user based on the present
user context in the game and the past purchases of the individual virtual items in the sets of one or more virtual items purchased
through the test shop interface.

US Pat. No. 9,364,760

SYSTEM AND METHOD FOR DETECTING GAME CLIENT MODIFICATION THROUGH SCRIPT INJECTION

KABAM, INC., San Francis...

1. A system configured to host an interactive game over a network for a user that accesses the interactive game via a client
computing platform, the system comprising:
one or more processors configured by machine-readable instructions to:
host an interactive game by executing an instance of an interactive game, to determine game information from the executed
instance, and to cause the game information to be transmitted to a client computing platform associated with a first user
participating in the game;

provide a scanning script to the client computing platform that causes the client computing platform to scan one or more name
scripts associated with a game client executed on the client computing platform and/or information generated by execution
of the game client on the client computing platform to detect script injection indicators, wherein providing the scanning
script comprises:

determining a session script identification for the scanning script provided for the individual game session;
dynamically re-naming the scanning script such that at least a portion of the name of the scanning script for the individual
game session includes the session script identification;

communicating the session script identification to the client computing platform; and
initiating transmission to the client computing platform of the scanning script named with the session script identification
causing the client computing platform to initiate separate scans at intervals in an ongoing manner throughout the individual
game session.

US Pat. No. 10,086,261

SYSTEM AND METHOD FOR SIMULATING PASSIVE RACING GAMES IN AN ONLINE GAME

Kabam, Inc., San Francis...

1. A system that simulates player participation in an online game while the player does not have an active communication session open with the online game, the system comprising:one or more game servers comprising:
one or more physical processors configured by machine-readable instructions to:
facilitate player participation in individual episodes of an online racing game by performing operations in the online game in response to receiving commands transmitted over a network from one or more client computing platforms associated with players of the online game while the one or more client computing platforms have active communication sessions open with the one or more game servers, the individual episodes including individual races within the online racing game in which the players control game entities through racecourses;
manage player accounts, wherein the player accounts include an indication of game entities associated with the players of the online game, an indication of a status of an individual player, and a game play metric associated with the individual player, such that the user accounts include a first player account for a first player having an indication of a first game entity associated with the first player, an indication of a status of the first player, and an indication of a first game play metric associated with the first player;
present offers to the players, the offers including sets of one or more game entities usable in the online game, wherein the one or more game entities have associated user costs and one or more benefit parameters in the individual races, wherein the associated user costs vary with levels of the one or more benefit parameters;
synthesize races in the online game by:
(i) simulating participation by the first game entity in individual synthetic episodes of the online racing game while no client computing platform associated with the first player has an active communication session open with the one or more game servers, the simulation of a first synthetic episode including a race in which performance of the first game entity is determined stochastically; and
(ii) determining a change, caused by an outcome of the race in the first synthetic episode, in the first game play metric of the first player based on the performance of the first game entity in the race included in the first synthetic episode, wherein an amount of the change in the first game play metric of the first player caused by the outcome of the race varies with an amount of time between active communication sessions between any client computing platforms associated with the first player and the one or more game servers, and wherein the amount of the change increases with an increased level of a benefit parameter of the first game entity; and
update the first game play metric of the first player with the determined change in the first game play metric of the first player.

US Pat. No. 10,086,263

SYSTEM AND METHOD FOR FACILITATING COLLABORATION BETWEEN MULTIPLE PLAYERS TO ACHIEVE A GOAL IN A GAME

Kabam, Inc., San Francis...

1. A system configured to facilitate collaboration between players in 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 players in the online game within the virtual space through one or more client computing platforms associated with the players;
store associations of the players in the online game, the associations being separate from associations within a social platform, wherein the players include a first player, a second player, and a third player, and wherein the associations include a first association of the first player, the second player, and the third player that is separate from an association within the social platform;
facilitate participation in collaborative gameplay towards a goal within the online game, wherein achieving the goal requires completing a series of individual tasks successively such that completing the series of individual tasks is sufficient to achieve the goal, wherein the series of individual tasks includes provision of one or more resources, and wherein the goal is associated with a multiplayer award that is predetermined for the goal, wherein individual tasks in the series of individual tasks require use of a particular result of another one of the individual tasks completed previously by a different player, the series of individual tasks including a first task individually performable by the first player, a second task individually performable by the second player, and a third task individually performable by the third player, wherein the second task requires use of a first result generated by completion of the first task by the first player, and the third task requires use of a second result generated by completion of the second task by the second player;
determine awards such that responsive to completion of the series of individual tasks by the players, the multiplayer award is determined to be provided to the first player, the second player, and the third player; and
provide, responsive to the completion of the series of individual tasks and achievement of the goal, the multiplayer award to the players based on individual ones of the players' completion of the individual tasks in the series of individual tasks, wherein responsive to completion of the first task by the first player, completion of the second task by the second player, and completion of the third task by the third player, the multiplayer award is provided to the first player, the second player, and the third player based on the completion of the first task by the first player, the completion of the second task by the second player, and the completion of the third task by the third player.

US Pat. No. 9,978,211

EVENT-BASED CURRENCY

Kabam, Inc., San Francis...

1. A system for facilitating event-based currency to users in an online game, wherein the users are associated with client devices, wherein the users include a first user associated with a first client device, the system comprising:one or more physical processors configured by machine-readable instructions to:
execute an instance of a game space in which the online game is played, and facilitate interaction of the users with the game space in response to user input received from the users through the client devices during gameplay;
manage a first virtual currency in the game space, wherein the first virtual currency is exchangeable for in-space benefits;
manage user accounts of the users, wherein the users accounts include inventories such that a first user account of the first user includes a first inventory, wherein the first inventory includes a first amount of the first virtual currency;
manage a predetermined event in the game space, wherein the predetermined event has a predetermined event time period, wherein the predetermined event time period occurs concurrently with the interaction of the users with the game space, wherein the machine-readable instructions are further configured such that:
during the predetermined event time period, an event-specific virtual currency is managed in the game space, wherein the event-specific virtual currency is exchangeable for in-space benefits during the predetermined event time period, wherein the in-space benefits obtained by the users in exchange for the event-specific virtual currency persist in the game space after the predetermined event time period, wherein, responsive to the first user obtaining a second amount of the event-specific virtual currency, the first inventory further includes the second amount of the event-specific virtual currency, and
after the predetermined event time period, the event-specific virtual currency is deactivated such that the event-specific virtual currency is not available to the users, wherein deactivation of the event-specific virtual currency includes transmitting communications over a network to the client devices that cause the client devices to present to the users that the event-specific virtual currency has been deactivated; and
effectuate, responsive to particular user input received from the first user through the first client device, and during the predetermined event time period, an exchange of a particular amount of event-specific virtual currency for a particular in-space benefit, wherein the first inventory is reduced by the particular amount of event-specific virtual currency, wherein the particular in-space benefit persists in the game space after the predetermined event time period,
wherein the one or more physical processors are further configured by machine-readable instructions to cause view information to be transmitted to the client devices, such that views of the game space are presented to the users on display devices of the client devices, and to facilitate particular interaction of the users with the game space where the particular interaction includes the particular in-space benefit for the first user.

US Pat. No. 9,830,609

ACCESS TO AN EXCLUSIVE VIRTUAL SECTION OF AN ONLINE GAME BASED ON PAST SPENDING BEHAVIOR

Kabam, Inc., San Francis...

1. A game server configured to provide access to exclusive offers in an online game, wherein the access is provided to users
that are associated with client computing platforms, wherein the users include a first user and a second user, wherein the
game server comprises:
one or more processors configured by machine-readable instructions to:
execute an instance of the online game to facilitate presentation of the online game to the users on the client computing
platforms by transmitting view information over a network to the client computing platforms, the view information causing
the client computing platforms to display views of the online game;

facilitate participation of the users in the on line game in response to information received over the network from the client
computing platforms;

determine user spend parameters for the users including a first user spend parameter for the first user, wherein the first
user spend parameter value characterizes a spend velocity of the first user in at least the online game, wherein the spend
velocity reflects an amount of currency spent per an amount of time;

perform a comparison of the first user spend parameter value with a spend threshold; and
responsive to the first user spend parameter value breaching the spend threshold, present, through a shop interface, an offer
to sell one or more virtual items for use in the online game to the first user, wherein the offer is exclusive to the users
having the user spend parameters that breach the spend threshold.

US Pat. No. 9,579,571

SYSTEM AND METHOD FOR PROVIDING A MARKETPLACE OF USER-INVOKABLE INSTRUCTIONS USED BY A GAME APPLICATION IN AN EXPRESSION OF A GAME

Kabam, Inc., San Francis...

1. A system configured to provide a marketplace of user-invokable instructions used by a game application in an expression
of a game, the system comprising:
non-transitory storage media that stores sets of user-invokable instructions to be implemented in expressions of a game application
upon selection by users to control, in the expressions of the game application, sets of in-game objects associated with the
users, the individual sets of user-invokable instructions including commands that simulate manual, coordinated input by users
of instructions selectable by users to control in-game objects to perform a series of in-game actions, the sets of user-invokable
instructions including a first instruction set;

one or more processors configured by machine-readable instructions to:
initiate presentation of offers of individual ones of the sets of user-invokable instructions to the users, the offers including
a first offer of the first instruction set;

receive acceptance of offers from the users; and
provide the appropriate sets of user-invokable instructions based on the received acceptances such that, responsive to reception
of an acceptance of the first offer from a first user, the first instruction set is provided to the first user for use in
expressions of the game application; and,

wherein, responsive to a request from the first user to implement the first instruction set in an expression of the game application,
the first instruction set causes the one or more objects to perform the first series of movements in the expression of the
game application.

US Pat. No. 9,561,433

PROVIDING EVENT REWARDS TO PLAYERS IN AN ONLINE GAME

Kabam, Inc., San Francis...

1. A system for rewarding players participating in events within an online game, the system comprising
one or more processors configured by machine-readable instructions to:
execute an instance of online game, to implement the instance of the online game by receiving commands over a network from
client computing platforms and executing the commands in the instance of the online game to facilitate player participation
in the online game, and to facilitate presentation of the online game on the client computing platforms by causing displays
associated with the client computing platforms to present views of the online game;

manage player accounts associated with individual players of the online game, the individual player accounts containing player
parameters, wherein the player accounts include a first player account associated with a first player, the first player account
containing a first set of player parameters associated with the first player;

selectively provide access to the players of a secondary game to facilitate player turns in the secondary game, and for an
individual turn in the secondary game, to:

obtain a set of potential awards and a set of award probabilities for the set of potential awards, the individual awards including
virtual items usable in the online game;

stochastically or quasi-stochastically, select one of the potential awards as an actual award for distribution based on the
award probabilities; and

effectuate distribution of the actual award in the online game;
run events within the online game, wherein the events include a first event that runs for a first event period;
rank the players based on changes in one or more of the player parameters during the first event period such that the first
player achieves a first rank at the end of the first event period; and

determine rewards for the players for the events run based on the ranks achieved by the players as determined such that a
first reward is determined for the first player for achieving the first rank at the end of the first event period, the first
reward including a first quantity of player turns of the secondary game to be provided to the first player for free and a
second quantity of player turns of the secondary game to be provided to the first player in exchange for consideration from
the first player, whereby access to turns of the secondary game for the first player are limited to the first quantity and
the second quantity.

US Pat. No. 9,555,327

SYSTEM AND METHOD FOR DISPLAYING A GAME USING A PRIMARY DISPLAY AND COMMUNICATING ALLIANCE INFORMATION AMONG ALLIANCE MEMBERS USING A SECONDARY DISPLAY

Kabam, Inc., San Francis...

1. A multi-user game computing system that communicates alliance information during the game to mobile devices associated
with alliance members, the system comprising:
one or more physical computer processors configured by machine-readable instructions to:
determine and effectuate presentation of a view of a game space on a primary client device, the view forming a multi-user
graphical user interface through which multiple users present at the primary client device input game commands for concomitant
gameplay by the multiple users of a multi-user game within the game space;

obtain alliance information that describes an alliance having multiple alliance members;
identify respective mobile devices of the alliance members participating in gameplay through the multi-user graphical user
interface presented on the primary client device;

communicate the alliance information to the respective mobile devices of the alliance members for presentation to the alliance
members on the respective mobile devices; and

classify alliance information such that at least some of the alliance information is accessible by only a subset of the alliance
members.

US Pat. No. 9,539,502

METHOD AND SYSTEM FOR FACILITATING CHANCE-BASED PAYMENT FOR ITEMS IN A GAME

KABAM, INC., San Francis...

1. A system for facilitating chance-based payment for items in a game, the system comprising:
one or more physical computer processors configured by machine-readable instructions to:
execute an instance of an online game, and to use the instance to generate game state information that is transmitted to client
computing platforms over a network, the game state information facilitating presentation of views of the online game to users
via the client computing platforms wherein execution of the instance of the online game includes performing operations in
the instance in response to commands received over the network from the client computing platforms to enable interaction by
the user users with the online game and/or each other;

effectuate presentation of offers to sell group virtual items to a group of users, wherein a group virtual item is a virtual
item that provides a benefit to the users of the group in the online game, wherein the offers to sell group virtual items
include prices of the group virtual items, the offers including a first offer to sell a first group virtual item to the group
of users for a first price, the group of users including a first user, a second user, and a third user;

obtain pledges from individual users in the group for payment of the prices for group virtual items offered for sale; and
make chance-based selections of which users that have pledged payment of the prices for group virtual items will make the
pledged payments, and to collect such payments in exchange for distribution of the group virtual items to the group of users
such that where the first user and the second user have pledged payment of the first price, and the selection and collection
component has made a chance-based selection of the first user, payment of the first price is collected from the first user
and the first group virtual item is distributed to the group of users such that the first user, the second user, and the third
user receive the benefit of the first group virtual item in the online game.

US Pat. No. 9,539,512

FACILITATING PLAYER INTERACTIONS WITH TILES IN AN ONLINE GAME

KABAM, INC., San Francis...

1. A system for facilitating player interactions with virtual tiles in an online game, the system comprising
one or more physical processors configured by machine-readable instructions to:
execute an instance of a game space in which the online game takes place, and implement the instance of the game space to
facilitate player participation in the online game, wherein the game space is divided into separate tiles, individual ones
of the tiles being associated with either players or non-player entities, the tiles including a first tile associated with
a first set of one or more non-player entities and a second tile associated with a second set of one or more player entities;

receive virtual tile interaction requests from players and activate the virtual tiles for player interaction responsive to
receiving such requests from the players such that responsive to receiving a first request from the first player to interact
with the first set of virtual tiles, the first set of virtual tiles are activated for interaction by the first player;

responsive to the individual sets of virtual tiles being activated for interaction by the players, grant sets of resources
to the players for interacting with the sets of tiles such that responsive to the first set of virtual tiles being activated
for the first player, a first set of resources is granted to the first player for interacting with the first set of tiles,
wherein interacting with the first set of tiles by the first player with the first set of resources comprises;

enabling the first player, prior to initiating an engagement with the first set of the one or more non-player entities associated
with the first tile, to allocate a first subset of the resources in the first set of resources for the engagement with the
first set of the one or more non-player entities associated with the first tile, wherein the first player is limited to using
the first subset of the resources allocated for the engagement with the first set of the one or more non-player entities associated
with the first tile at least until the engagement ends and an outcome of the engagement is determined;

determining the outcome of the engagement between the first subset of the resources and the first set of the one or more non-player
entities; responsive to the determined outcome indicating the first player has defeated the first set of the one or more non-player
entities, enabling the first player to allocate, prior to initiating a second engagement with a second set of the one or more
non-player entities associated with the second tile, a second subset of the resources in the first set of resources for a
second engagement with the second set of the one or more non-player entities associated with the second tile, wherein the
first player is limited to using the second subset of the resources allocated for the second engagement with the first set
of the one or more non-player entities associated with the first tile at least until the second engagement ends and a second
outcome of the second engagement is determined;

determining the second outcome of the second engagement between the second subset of the resources and the second set of the
one or more non-player entities.

US Pat. No. 9,486,709

SYSTEM AND METHOD FOR PROVIDING TARGETED RECOMMENDATIONS TO SEGMENTS OF USERS OF A VIRTUAL SPACE

Kabam, Inc., San Francis...

1. A system configured to provide recommendations to one or more users of a virtual space, 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
one or more users in an online game within the virtual space by determining view information from the instance and transmitting
the view information over a network to one or more client computing platforms associated with the one or more users, wherein
transmission of the view information causes display devices associated with the one or more client computing platforms to
present views of the virtual space to the one or more users by the one or more client computing platforms;

obtain respective values of user parameters for the one or more users;
form one or more segments of the one or more users based on a value of the one or more respective user parameters;
generate one or more sets of alternative recommendations for respective one or more segments of the one or more users, wherein
a recommendation prompts a user to take a recommended action in the online game, and responsive to the one or more segments
of users including a first segment, at least a first set of alternative recommendations is generated for the first segment
that includes a first recommendation recommending a first recommended action and a second recommendation recommending a second
recommended action that is different from the first recommended action;

transmit recommendations to the appropriate users;
track responses of the users of the first segment to the individual recommendations such that, responsive to transmission
of the first recommendation to a first subset of users in the first segment and to the transmission of the second recommendation
to a second subset of users in the first segment, responses of the first subset of users to the first recommendation, made
via control inputs input on the one or more client computing platforms and transmitted over the network, are tracked and responses
of the second subset of users to the second recommendation, made via the control inputs input on the one or more client computing
devices and transmitted over the network, are tracked; and

assess a relative effectiveness of recommendations transmitted to one or more segments of users based on responses of users
of the one or more segments such that, responsive to the tracking of the responses of the first subset of users to the first
recommendation and to the tracking of the responses of the second subset of users to the second recommendation, whether the
first recommendation or the second recommendation is more effective for the first segment of users is determined.

US Pat. No. 9,452,350

SUBSTITUTION OF GAME COMMANDS WITH DIFFERENT REPLACEMENT COMMANDS AT CLIENT DEVICES USING SUBSTITUTION REFERENCE SETS

Kabam, Inc., San Francis...

1. A system for facilitating substitution of game commands with different replacement commands at client devices using substitution
reference sets, the system comprising:
non-transient electronic storage media storing individual substitution reference sets indicating substituting of game commands
with replacement commands; and

a game server having one or more physical computer processors configured by machine-readable instructions to:
execute an instance of a game, wherein the game includes users associated with client devices, wherein the client devices
execute an expression of the instance of the game, and the users include a first user associated with a first client device
executing a first expression of the instance of the game and a second user associated with a second client device executing
a second expression of the instance of the game, and to generate a first game command relating to one or more features of
the game, where the first game command is based on the instance of the game;

obtain substitution reference sets including first and second substitution reference sets, wherein the first substitution
reference set indicates substituting of the first game command with a second game command, and the second substitution reference
set indicates substituting of the first game command with a third game command different from the second game command;

provide the first substitution reference set to the first client device such that in response to reception of the first game
command at the first client device for implementation in a first expression of the game being executed on the first client
device the first client device substitutes the second game command for the first game command and implements the second game
command in the first expression of the game; and

provide the second substitution reference set to the second client device such that in response to reception of the first
game command at the second client device for implementation in a second expression of the game being executed on the second
client device, the second client device substitutes the third game command for the first game command and implements the third
game command in the second expression of the game.

US Pat. No. 9,433,859

FREQUENCY BASED REQUEST THROTTLING AND AGGREGATION

KABAM, INC., San Francis...

1. An online gaming system configured to provide remote access to a virtual space, the online gaming system comprising:
one or more physical computer processors configured by a non-transitory machine-readable instructions to:
execute an instance of an online game, and to use the instance of the online game to enable participation in the online game
by multiple users through multiple client computing platforms, wherein participation in the online game by the users includes
entering and/or selecting requests on the client computing platforms that are executed in the instance of the online game;

receive requests from the client computing platforms and organize the requests prior to the requests being executed, wherein
such organization includes aggregating duplicative requests from individual client computing platforms such that duplicative
requests received from a first client computing platform are aggregated into a single request; and

provide the organized requests for execution.

US Pat. No. 9,403,093

SYSTEM AND METHOD FOR DYNAMICALLY ADJUSTING PRIZES OR AWARDS BASED ON A PLATFORM

KABAM, INC., San Francis...

1. A system for providing awards in an online game based on a platform, the system comprising:
one or more physical processors configured by machine-readable instructions to:
execute an instance of a game space for the online game, and to use the instance of the game space to generate state information
that is transmitted over a network to client computing platforms, wherein the transmission of the state information over the
network facilitates presentation of views of the game space to users on client computing platforms associated with the users
that causes the client computing platforms to display the views of the game space, and to enable interaction of the users
with the game space and/or each other by performing operations in the game space in response to commands received over the
network from the client computing platforms associated with the users, the users including a first user that accesses the
online game through multiple platforms including a first platform and a second platform;

monitor interactions of the users with the online game through the multiple platforms such that interaction of the first user
with the online game through the first platform and the second platform is monitored;

manage user profiles including user information related to participating in the online game through the multiple platforms
such that the user information is based on the monitored interactions and includes user information for the first user that
describes interaction of the first user with the online game through the first platform and the second platform;

determine user value metrics for the users on the individual platforms such that a first user value metric for the first user
on the first platform and a second user value metric for the first user on the second platform are determined based on the
user information stored in the user profiles; and

provide virtual rewards to users in the online game responsive to users participating in or completing activities, the activities
including a first activity, wherein responsive to the first user completing the first activity, a reward to provide the users
is determined based on the platform through which the user is accessing the online game to perform the first activity.

US Pat. No. 9,364,754

SYSTEM AND METHOD FOR FACILITATING COMMUNICATION BETWEEN AFFILIATED PLAYERS IN AN ONLINE GAME VIA COMMUNICATION MEDIUMS EXTERNAL TO THE ONLINE GAME

KABAM, INC., San Francis...

1. A system configured to facilitate communication to affiliated players of an online game via communication mediums external
to the online game, the system comprising:
one or more processors configured to execute machine-readable instructions to:
execute an instance of a virtual space in which an online game takes place, and to implement the instance of the virtual space
to transmit game state information determined from the instance of the virtual space to a client computing platform associated
with a player to facilitate presentation of views of the virtual space to the player in a game interface, and to facilitate
interaction of the player with the virtual space by executing actions in the instance of the virtual space in response to
commands input by the player through the game interface;

manage one or more affiliations within the virtual space, an individual affiliation comprising a discrete group of players
with a relationship having a functional significance within the virtual space, wherein the player is included in the discrete
group of players, and wherein the player is associated with a respective status in the affiliation and the status in the affiliation
characterizes a role of the player in the affiliation and the status is associated with communication permissions;

receive a request including a communication input by the player through the game interface to communicate to one or more other
players in the first affiliation;

determine whether to permit the communication based on the status associated with the player in the first affiliation such
that the determination of whether to permit the communication depends on whether the status of the player that input the communication
through the game interface is associated with communication permissions permitting the player to communicate to the one or
more other players in the first affiliation; and

responsive to a determination that the status of the player is associated with communication permissions permitting the player
to communicate to the one or more other players in the first affiliation, send the communication input by the player in the
game interface to the one or more other players via a communication medium external to the online game such that the communication
is provided to the one or more other players in the first affiliation outside the game interface.

US Pat. No. 10,035,069

INTERFACE-BASED GAME-SPACE CONTEST GENERATION

Kabam, Inc., San Francis...

1. A system for facilitating generation and execution of contests for an online game, wherein the generation includes providing an administrator user interface to an administrator of the contests, and wherein the online game is configured to facilitate interaction of players with the online game and/or each other in response to commands received from client computing platforms associated with the players, the system comprising:one or more processors configured by machine-readable instructions to:
provide the administrator user interface for presentation to the administrator, wherein the administrator user interface is configured to receive user inputs from the administrator that indicate:
(i) one or more performance criteria to be associated with activities performed by the players in the online game, and
(ii) one or more awards to be distributed to the players in association with the one or more contests, wherein the one or more awards include virtual items usable in the online game, and
wherein the players participate in ongoing gameplay within the online game such that the players that participate in the one or more contests continue to participate in the ongoing gameplay during the one or more contests;
responsive to receipt of input from the administrator to initiate the one or more contests, provide a notification in the online game that invites participation to the one or more contests, wherein the notification is provided to one or more players;
determine, based on the performance criteria by the players that participated in the one or more contests, performance scores of the participating players, wherein the activities associated with the one or more performance criteria can be performed by the players in the online game without regard to their participation in the one or more contests such that the activities are performed during the one or more contests by both the players that participated in the one or more contests and by one or more players that did not participate in the one or more contests,
wherein determining the performance scores of the participating players includes monitoring the activities associated with the one or more performance criteria during the one or more contests by the players that participated in the one or more contests, and
wherein the activities associated with the one or more performance criteria that contribute to the determination of the performance scores of the participating players in the one or more contests are the same activities performed by the players to achieve one or more game objectives of the ongoing gameplay outside of the one or more contests, wherein the activities include one or more of resource collection, building possession, rescues, or level progress such that an individual player's resource collection, building possession, recues, or level progress while the individual player is participating in the one or more contests also impacts the individual player's achievement of the one or more game objectives of the ongoing gameplay within the online game; and
automatically distribute the awards to individual ones of the participating players in accordance with the performance scores of the individual participating players.

US Pat. No. 9,616,330

SYSTEM AND METHOD FOR UPDATING A GAME STATE IN AN ONLINE GAME

Kabam, Inc., San Francis...

1. A system configured for updating a game state in an online game, the system comprising:
a game server comprising one or more physical 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
one or more players in the online game within the virtual space through one or more client computing platforms associated
with the one or more players;

receive a plurality of commands from the one or more players, the plurality of commands including a first command from a first
player and a second command from a second player,

determine one or more game state attributes of a plurality of game state attributes the first command affects, wherein the
first command affects a first game state attribute of the game state of the online game;

responsive to a determination that the first command affects the first game state attribute of the game state, lock the first
game state attribute;

determine whether one or more other game state attributes of the game state are related to the first game state attribute;
responsive to a determination that a subset of game state attributes of the one or more other game state attributes are related
to the first game state attribute, place a lock on individual ones of the subset of game state attributes;

determine one or more of the game state attributes of the plurality of game state attributes the second command affects, wherein
the second command affects the first game state attribute of the game state of the online game;

determine whether a lock indication associated with the first game state attribute indicates that the first game state attribute
is locked;

responsive to the lock indication associated with the first game state attribute indicating that the first game state attribute
is locked, hold the second command such that the second command is not immediately executed within the online game;

execute the first command; and
remove the locks on the first game state attribute and the subset of related game state attributes subsequent to execution
of the first command.

US Pat. No. 9,582,965

INCENTIVIZING USERS TO ALTER VIRTUAL ITEM BALANCES IN AN ONLINE GAME

Kabam, Inc., San Francis...

1. A system for incentivizing users to alter virtual item balances in user inventories in a game space, the system comprising:
one or more processors configured by machine-readable instructions to:
execute a game instance of a game space, and to implement the game instance of the game space to effectuate transmission of
information over a network to client computing platforms associated with users that causes the client computing platforms
associated with the users to present views of the game space to the users, and to enable interaction of the users with the
game space and/or each other by performing operations in the game space in response to commands received over the network
from the client computing platforms associated with the users;

manage user inventories of virtual items associated with individual ones of the users and the game space, the user inventories
indicating balances of a first virtual item usable in the game space associated with the individual ones of the users such
that a first user inventory indicates a balance of a first virtual item associated with a first user;

enable users to spend virtual currencies within the game space in exchange for virtual items usable in the game space;
obtain current balances of the virtual items indicated by the user inventories, the current balances including first current
balances of the first virtual item indicated by the user inventories associated with the individual ones of the users;

dynamically determine, based on the current balances of the virtual items obtained, balance goals for users to reach target
balances of the virtual items in the user inventories associated with the game space, the balance goals including a first
balance goal specifying a target balance of the first virtual item to be reached in the first user inventory determined based
on the first current balances of the first virtual item indicated by the user inventories associated with the individual ones
of the users, the first balance goal further specifying a time by which such target balance must be reached in order for the
first user to receive a reward;

review the balance of the first virtual item in the first user inventory and determine whether the first user has reached
the target balance of the first virtual item in accordance with the first balance goal determined; and

distribute a reward to the first user inventory associated with the first user and the game space responsive to a determination
that the first user has reached the target balance of the first virtual item in the first user inventory in accordance with
the first balance goal wherein the reward is distributed to the first user irrespective of a purchase or achievement within
the game by the first user and distribution of the reward causes the first user inventory to update to include the reward
without depleting the first user inventory.

US Pat. No. 9,569,931

INCENTIVIZED TASK COMPLETION USING CHANCE-BASED AWARDS

Kabam, Inc., San Francis...

1. A system for facilitating incentivized task completion using chance-based awards, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of a game space, and to facilitate presentation of views of the game space to users;
determine completion of a task by individual ones of the users; and
distribute virtual chance items to inventories of virtual items usable in the online game associated with the individual users
that complete the task responsive to these users completing the task such that, responsive to the first user completing the
task, the first virtual chance item is distributed to a first inventory of virtual items usable in the online game by the
first user, wherein individual ones of the virtual chance items are configured to be activated by the users in the game space
to obtain virtual awards in the game space,

wherein the virtual awards are provided to the users in accordance with probabilities assigned to the virtual chance items
in response to the users activating the virtual chance items such that, responsive to the first user selecting the first virtual
chance item from among the virtual items in the first inventory to initiate activation of the first virtual chance item, a
first award is determined for the first user in accordance with the probabilities assigned to the first virtual chance item
and provided to the first user in accordance with the probabilities assigned to the first virtual chance item.

US Pat. No. 9,564,009

DYNAMICALLY PROVIDING REWARDS TO USERS IN A GAME SPACE

KABAM, INC., San Francis...

1. A system configured to dynamically provide rewards to users within a game space, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of a game space, and to use the instance of the game space to effectuate presentation of views of the
game space to users on client computing platforms to facilitate interaction of the users with the game space through the client
computing platforms;

obtain information indicating disruptions of user interaction with the game space;
determine levels of disruptiveness caused by the disruptions indicated in the obtained information, the levels of disruptiveness
including a first level of disruptiveness and a second level of disruptiveness, wherein the first level of disruptiveness
is caused by different disruptions than the second level of disruptiveness;

determine rewards based on the disruptions indicated by the obtained information and the determined levels of disruptiveness
such that responsive to obtaining information indicating a first disruption that disrupts interaction of a first user with
the game space on a first client computing platform, a first reward to be distributed to the first user in the game space
is determined based on a level of disruptiveness caused by the first disruption to the first user on the first client computing
platform, wherein responsive to the level of disruptiveness caused by the first disruption being the first level of disruptiveness,
the first reward is different compared to if the level of disruptiveness caused by the first disruption is the second level
of disruptiveness; and

distribute the rewards determined to the users in the game space,
wherein the one or more processors are configured by machine-readable instructions to determine support resources for addressing
the disruptions such that responsive to obtaining the information indicating the first disruption, a first support resource
is determined to address the first disruption, and wherein presentation of the determined resources is effectuated in graphical
support interfaces implemented on the client computer platforms such that responsive to the first support resource being determined,
presentation of the first support resource is effectuated in a graphical support interface implemented on the first client
computing platform,

wherein the one or more processors are configured by machine-readable instructions to determine user actions to address the
disruptions indicated in the obtained information such that responsive to obtaining information indicating the first disruption,
a first user action is determined for the first user to address the first disruption, and wherein presentation of information
is effectuated in the graphical support interface to facilitate users to execute the determined user actions on the client
computing platforms associated with the users such that responsive to the first user action being determined, presentation
of information is effectuated in the graphical support interface implemented on the first client computing platform to facilitate
the first user to execute the first user action on the first client computing platform, and

wherein the one or more processors are configured by machine-readable instructions to obtain information to verify execution
of the user actions determined such that responsive to the first user action being determined, information is obtained to
verify that the first user executed the first user action on the first client computing platform, and wherein the first reward
is distributed to the first user responsive to verifying that the first user executed first user action on the first client
computing platform.

US Pat. No. 9,555,324

DYNAMIC EFFECTIVENESS FOR VIRTUAL ITEMS

Kabam, Inc., San Francis...

1. An online gaming system allowing adjustment of the effectiveness of virtual items, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of an online game, and to implement the instance of the online game to facilitate participation of users
in the online game,

manage user information associated with the users in the online game, the user information including inventories of virtual
items available for use by the users in the online game, the user information including a first user information including
a first inventory of virtual items available for use by a first user;

obtain user spend information that characterizes past spending by the users on virtual items, the user spend information including
first user spend information that characterizes past spending by the first user on virtual items;

configured to determine an effectiveness level of virtual items in the online game based on the user spend information characterizing
the past spending by the users on virtual items, such that the effectiveness level of a first item in the first inventory
is determined based on the first user spend information characterizing the past spending by the first user on virtual items,
and wherein the effectiveness level of the first item is different than an effectiveness level determined for a second item
such that the first item and the second item are the same item but have one or more differing attributes that affect use during
gameplay, and

wherein implementation of the effectiveness level of virtual items determined is imperceptible to the users such that the
users are unaware of the implementation, wherein the implementation of the effectiveness level determined for the first item
for the first user is imperceptible to the first user such that the first user is unaware of the implementation of the effectiveness
level determined for the first item.

US Pat. No. 9,336,618

STOCHASTIC CHUNK-BASED MAP GENERATION

KABAM, INC., San Francis...

1. A system for facilitating stochastic chunk-based map generation, the system comprising:
non-transient electronic storage media storing individual predefined tile chunks, the individual predefined tile chunks including
map tiles of different tile types for inclusion in one or more maps of a virtual space, wherein the individual predefined
tile chunks include a first predefined tile chunk having a first tile of a first tile type and a second tile of a second tile
type different from the first tile type, and a second predefined tile chunk having a third tile of a third tile type and a
fourth tile of a fourth tile type different from the third tile type, and wherein the predefined tile chunks have a predefined
shape and include a predefined arrangement of tile types, such that the first predefined tile chunk has a first predefined
shape and includes a first predefined arrangement of tiles including tiles having a first tile type and tiles having a second
tile type, and the second predefined tile chunk has a second predefined shape and includes a second predefined arrangement
of tiles including tiles having a third tile type and tiles having a fourth tile type; and

one or more processors configured by machine-readable instructions to:
obtain predefined tile chunks so that the obtained predefined tile chunks can be included in a map of the virtual space, wherein
the obtained predefined tile chunks include the first and second predefined tile chunks;

obtain one or more chunk placement rules relating to spacing between the obtained tile chunks;
effectuate stochastic distribution of the obtained predefined tile chunks over a map area in the map of the virtual space
based on the chunk placement rules such that, responsive to obtaining the first and second predefined tile chunks, the first
and second predefined tile chunks are stochastically distributed within the map area; and

effectuate distribution of individual map tiles between the distributed predefined tile chunks on the map area,
wherein the chunk placement rules indicate spacing between the obtained tile chunks based on respective tiles types associated
with the obtained tile chunks.

US Pat. No. 9,101,835

NETWORKED COMPUTER GAME SYSTEM AND METHODS WITH DIGITAL TOKENS

KABAM, INC., San Francis...

1. A method of providing computer-implemented games including a first and a second online games, the method being implemented
in a physical processor configured by machine-readable instructions to execute computer programs, the method comprising:
providing a first user with at least one standard token in a first set of tokens, the first set of tokens being shared and
identical between a plurality of users playing a first online game;

verifying, by a computer processor, the first user has rights to non-standard tokens in a second set of tokens;
receiving over an electronic network a first instruction from a client computer associated with the first user to use at least
one non-standard token during the first online game;

based on the first instruction, executing, by a computer processor, a second instruction that modifies, based on the at least
one non-standard token an attribute of at least one of the standard tokens provided to one of the plurality of users playing
the first online game; and

causing the client computer associated with the first user to display the modification of the attribute of the at least one
of the standard tokens; and,

wherein the first set of tokens consists of, at least initially, a pool of possible tokens corresponding to individual cards
of a standard 52 card deck, and wherein one or more of the non-standard tokens can be used by the first user in a second online
game for impacting an outcome of the second game, the second online game being separate and independent from the first online
game.

US Pat. No. 9,981,189

SYSTEM AND METHOD FOR PREDICTING IN-GAME ACTIVITY AT ACCOUNT CREATION

Kabam, Inc., San Francis...

1. An online gaming system for customizable interaction, the system comprising:one or more processors configured by machine-readable instructions to:
execute an instance of an online game, and using the instance of the online game to effectuate transmission over a network of game state information derived from the instance of the online game to facilitate presentation of views of the online game to users on client computing platforms associated with the users, such that the users participate in user-selected ones of multiple different activities available within the online game through the views presented on the client computing platforms;
create game level user accounts for users of the online game, wherein the creation of the game level user accounts includes receiving user information for users associated with platform level user accounts previously created by the users on an online platform, such that creation of a first game level account for a first user of the online game includes receiving user information for a first user wherein the first user is associated with a first platform level user account previously created for the first user on the online platform;
predict user types for the users at the time of game level user account creation based on received user information such that a first user type is predicted for the first user at the time of creation of the first game level user account based on the received user information for the first user, wherein the user types classify the users on a basis of preferred activities within the online game such that the users are classified as being of the first user type on the basis of preferring a first set of activities within the online game, the first set of activities within the game being different than a second set of activities within the game preferred by users classified as being of a second user type;
determine customizations of the online game for individual ones of the users based on the user types predicted for the individual ones of the users such that a first customization of the online game is determined for the first user based on the prediction of the first user type for the first user; and
adjust the instance of the online game to reflect the customizations of the online game determined for the individual ones of the users such that game state information derived from the instance of the online game reflects the customizations.

US Pat. No. 9,975,050

SYSTEM AND METHOD FOR PROVIDING AWARDS TO PLAYERS OF A GAME

Kabam, Inc., San Francis...

1. A system for providing awards for players of an online game, the system comprising:one or more physical computer processors configured by machine-readable instructions to:
facilitate participation by multiple users in the online game through client computing platforms associated with the users;
manage user profiles associated with the users, wherein the user profiles include:
indications of one or more affiliations within the online game comprising a discrete group of the users with a relationship having a functional significance within the online game that has an impact on game play;
such that the profiles of the users include a first user profile for a first user having an indication that the first user is associated with a first affiliation and a second user profile for a second user having an indication that the second user is associated with the first affiliation;
present, through a store interface, offers to sell container instances of virtual containers, the offers including a first offer to sell an instance of a first virtual container at a first associated user cost, the virtual containers being associated with sets of potential awards which are associated with sets of probabilities, such that the first virtual container is associated with a first set of potential awards including a first potential award, the first set of potential awards being associated with a first set of probabilities;
receive activation requests from users for the offered container instances of the virtual containers, such that a first activation request for the first virtual container is received from the first user;
determine, using the set of probabilities associated with an activated virtual container and responsive to receiving an activation request, an award from the set of potential awards associated with the activated virtual container to provide to an activating user, such that a first award from the first set of potential awards of the first virtual container is determined for distribution to the first user based on the first set of probabilities; and,
distribute, in response to determining the award to provide to the activating user from the activated virtual container, the award to the activating user and one or more benefits for the users associated with an affiliation of the activating user, such that in response to determining the first award from the first virtual container activated by the first user to be distributed to the first user, the first award is distributed to the first user, and, responsive to the first award being distributed to the first user, one or more first benefits are provided for the users associated with the first affiliation, such that one or more of the first benefits is provided for the second user.

US Pat. No. 9,975,052

SYSTEM AND METHOD FOR PROVIDING IN-GAME TIMED OFFERS

Kabam, Inc., San Francis...

1. A computer-implemented method of providing an in-game offer to users of a virtual space, the method being implemented in a computer system comprising one or more physical processors, the method comprising:executing an instance of the virtual space;
implementing the instance of the virtual space to effectuate presentation of views of the virtual space to the users by one or more client computing platforms;
managing user accounts for the users, wherein individual user accounts include information about individual users, wherein the information about an individual user includes user-specific registration information regarding a moment the individual user registered to join the virtual space, wherein the users include a first user, a second user, and a third user;
differentiating between users that are new to the virtual space, users that are not new to the virtual space and have not engaged in purchases in the virtual space, and users that are not new to the virtual space and have engaged in purchases in the virtual space, wherein differentiation whether the individual user is new to the virtual space is based on a determination whether the individual user registered to join the virtual space within a predetermined period ago, wherein the determination whether the individual user registered to join the virtual space is based on the user-specific registration information, and wherein differentiation of the first user, the second user, and the third user is performed such that:
the first user is identified as new to the virtual space,
the second user is identified as not new to the virtual space and having not engaged in purchases in the virtual space, and
the third user is identified as not new to the virtual space and having engaged in purchases in the virtual space;
selecting one or more offers from multiple offers as the in-game offers to provide to the users;
selecting one or more bonuses from multiple bonuses to provide along with the selected one or more offers; and
providing the same one or more offers and the same one or more bonuses to individual ones of the users responsive to any of the individual ones of the users being either new to the virtual space or not new to the virtual space and having not engaged in any purchases in the virtual space so that individual users are excluded from receiving the same one or more offers and the same one or more bonuses responsive to the individual users being not new to the virtual space and having engaged in any purchases in the virtual space, such that the same one or more offers are provided to the first user and the second user and are not provided to the third user, the one or more offers including a first offer provided to the first user and a second offer provided to the second user, wherein the first offer and the second offer are the same, and
wherein the one or more provided offers comprise an opportunity to purchase a first item and wherein the one or more provided bonuses comprise at least one first bonus item provided to the individual ones of the users responsive to the one or more provided offers being accepted by the individual ones of the users.

US Pat. No. 9,968,849

SYSTEM AND METHOD FOR PROVIDING TARGETED RECOMMENDATIONS TO SEGMENTS OF USERS OF A VIRTUAL SPACE

Kabam, Inc., San Francis...

1. A system configured to provide different recommendations to users of a virtual space and assess relative effectiveness of the provided recommendations, wherein the recommendations are intended to prevent the users from being unsatisfied or discouraged with their situations in the virtual space, and wherein effectiveness is a function of retention of the users that perform actions in accordance with the provided recommendations, 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 one or more users in a game within the space by:
(i) determining view information from the instance and transmitting the view information to one or more client computing platforms associated with the one or more users that facilitate presentation of views of the virtual space to the one or more users by the one or more client computing platforms, and
(ii) receiving control inputs entered by the one or more users through the one or more client computing platforms, wherein the control inputs facilitate interaction between the one or more users and the virtual space;
obtain respective values of user parameters for the one or more users;
form one or more segments of the one or more users based on a value of the one or more respective user parameters, wherein the one or more segments include a first segment of users;
generate automatically, by the one or more processors, one or more sets of alternative recommendations for respective one or more segments of the one or more users, wherein a recommendation prompts a user to take a recommended action in the game, wherein a first set of alternative recommendations is generated for the first segment of users that includes a first recommendation recommending a first recommended action and a second recommendation recommending a second recommended action that is different from the first recommended action;
transmit the first and second recommendations to different users in the first segment of users;
track responses of the users of the first segment to the first and second recommendations such that, responsive to transmission of the first recommendation to a first subset of users in the first segment and to the transmission of the second recommendation to a second subset of users in the first segment, responses of the first subset of users to the first recommendation and responses of the second subset of users to the second recommendation are tracked by:
(i) determining whether individual users in the first subset of users have entered particular control inputs through the one or more client computing platforms to effectuate performance of the first recommended action,
(ii) determining whether individual users in the second subset of users have entered particular control inputs through the one or more client computing platforms to effectuate performance of the second recommended action,
(iii) determining a first metric of effectiveness for the first recommendation based on retention of those users in the first subset of users who effectuated performance of the first recommended action, and
(iv) determining a second metric of effectiveness for the second recommendation based on retention of those users in the second subset of users who effectuated performance of the second recommended action; and
generate a new recommendation for one or more subsets of an individual segment of the one or more users based on one or more of the first recommendation, the second recommendation, the first metric of effectiveness, the second metric of effectiveness, and the tracked responses of the users of the first segment; and
transmit the new recommendation to the appropriate users.

US Pat. No. 9,959,705

SYSTEM AND METHOD FOR DYNAMICALLY ADJUSTING PRIZES OR AWARDS BASED ON A PLATFORM

Kabam, Inc., San Francis...

1. A system for providing incentives based on a platform used to interact with an online game, the system comprising:one or more processors configured by machine-readable instructions to:
obtain user value metrics for users for individual platforms used to access the online game, wherein the users include a first user that accesses the online game through multiple platforms including a first platform and a second platform, such that a first user value metric for the first user on the first platform and a second user value metric for the first user on the second platform are obtained; and
provide incentives to the users responsive to the users interacting with the online game and participating in and/or completing activities in the online game, the activities including a first activity, wherein responsive to the first user completing the first activity, an incentive is provided to the first user based on the platform through which the first user is accessing the online game to perform the first activity.

US Pat. No. 9,908,039

FACILITATING USERS TO COMPLETE ACTIVE GAME ACTIONS

Kabam, Inc., San Francis...

1. A game server for providing offers to facilitate users to complete active game actions within an online game, the game
server comprising:
one or more physical processors configured by machine-readable instructions to:
execute an instance of a game space in which the online game is played, and to use the instance to generate game state information
that is transmitted to client computing platforms over a network, and to facilitate presentation of views of the game space
to users via game space interfaces implemented on the client computing platforms associated with the users by causing displays
associated with the client computing platforms to present views of the game space via the game space interfaces, and to enable
interaction of the users with the game space and/or each other by executing game actions on behalf of the users in the game
space in response to user requests received over the network from the client computing platforms, the executed game actions
including game actions whose executions require wait periods for completion;

manage user accounts associated with individual users in the online game, the user accounts comprising user information regarding
individual users, the user information including information indicating balances of stored consideration associated with the
individual users, the user accounts including a first user account associated with a first user; and

generate offers to forego pending wait periods of game actions requested by the users in exchange for stored consideration
from the users, such that, offers generated for the first user include:

a first offer to forego a first pending wait period of a first game action requested by the first user in exchange for a first
amount of stored consideration;

a second offer to forego a second pending wait period of a second game action requested by the first user in exchange for
a second amount of stored consideration; and

a third offer to forego both of the first pending wait period and the second pending wait period in exchange for a third amount
of stored consideration.

US Pat. No. 9,827,499

SYSTEM AND METHOD FOR PROVIDING LIMITED-TIME EVENTS TO USERS IN AN ONLINE GAME

Kabam, Inc., San Francis...

1. A system for providing limited-time events to users in an online game, the system comprising:
one or more physical computer processors configured by machine readable instructions to:
effectuate presentation of offers to users to activate a limited-time event within an online game, the users including a first
user, wherein activation of the limited-time event enables users to perform event runs through the limited-time event in the
online game for a duration having a duration length, the durations for the individual users beginning in response to offer
activations by the individual users such that the duration for the first user begins in response to offer activation by the
first user;

maintain inventories of the users;
execute an instance of the online game to facilitate user participation in the online game by executing actions in the instance
of the online game in response to user commands received from client computing platforms associated with the users, wherein
the execution of actions in the instance of the online game depletes a first virtual resource in the inventories of the users
requesting the actions such that execution of event runs through the limited-time event in response to user commands received
from a first client computing platform associated with the first user depletes the first virtual resource in an inventory
of the first user;

recharge the first virtual resource in the inventories of the users as a function of time without regard for user purchase
or action;

assess performance of the users during event runs through the limited-time event;
distribute awards to the users based on the assessment of the performance of the users during the event runs through the limited-time
event; and effectuate exchanges by the users of virtual items for the first virtual resource;

wherein at least (i) the recharge of the first virtual resource, (ii) the depletion of the first virtual resource by performance
of event runs, and (iii) the duration length, limit a number of event runs that are performable by the first user during the
duration without exchanging one or more virtual items for the first virtual resource because absent such exchange the first
user would not have enough of the first virtual resource to achieve a maximum number of event runs during the limited-time
event.

US Pat. No. 9,827,501

SYSTEM AND METHOD FOR FACILITATING COMMUNICATION BETWEEN AFFILIATED PLAYERS IN AN ONLINE GAME VIA COMMUNICATION MEDIUMS EXTERNAL TO THE ONLINE GAME

Kabam, Inc., San Francis...

1. A system configured to facilitate communication between players in an affiliation within an online game, wherein the communication
includes use of a communication medium external to the online game, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of a virtual space in which the online game takes place, and implement the instance of the virtual space
to transmit game state information over a network to a client computing platform associated with a player to facilitate presentation
of views of the virtual space to the player;

facilitate interaction of the player in the online game in response to information received over the network from the client
computing platform associated with the player;

manage an affiliation within the online game, wherein the affiliation includes a discrete group of players, wherein the player
is included in the affiliation, and wherein the player is associated with communication permissions;

receive a request from the player to initiate a communication to one or more other players in the affiliation, wherein the
communication includes use of the communication medium that is external to the online game;

determine whether to permit the communication based on the communication permissions associated with the player; and
responsive to a determination to permit the communication, initiate the communication to the one or more other players in
the affiliation through the communication medium that is external to the online game.

US Pat. No. 9,789,407

PLACEHOLDER ITEMS THAT CAN BE EXCHANGED FOR AN ITEM OF VALUE BASED ON USER PERFORMANCE

Kabam, Inc., San Francis...

1. A system for online gaming including virtual placeholder items in an online game, wherein users can exchange the virtual
placeholder items for virtual items of value based on user achievements during gameplay in the online game, wherein the users
are associated with client computing platforms, wherein the users include a first user associated with a first client computing
platform, the system comprising:
one or more physical processors configured by computer-readable instructions to:
execute an instance of an online game, and facilitate interaction of the users with the online game;
manage inventories associated with the users in the online game, wherein the inventories include a first inventory available
to the first user;

provide a first placeholder item to the first user such that the first placeholder item is included in the first inventory
of the first user, wherein the first placeholder item can be exchanged based on one or more user achievements in the online
game, wherein the first placeholder item can be exchanged for a first set of one or more virtual items of value that are useable
in the online game;

provide a second placeholder item to the first user such that the second placeholder item is included in the first inventory
of the first user, wherein the second placeholder item can be exchanged based on the one or more user achievements in the
online game, wherein the second placeholder item can be exchanged for a second set of one or more virtual items of value that
are useable in the online game;

determine a first measure of performance achieved during gameplay in the online game by the first user;
determine a second measure of performance achieved during gameplay in the online game by the first user; and
exchange the first placeholder item for the first set of one or more virtual items and exchange the second placeholder item
for the second set of one or more virtual items, such that:

responsive to the first measure of performance being greater than the second measure of performance, the first set of one
or more virtual items has greater value than the second set of one or more virtual items, and

responsive to the second measure of performance being greater than the first measure of performance, the second set of one
or more virtual items has greater value than the first set of one or more virtual item.

US Pat. No. 9,782,679

INTERFACE-BASED GAME-SPACE CONTEST GENERATION

Kabam, Inc., San Francis...

1. A system for facilitating generation and execution of contests for an online game to be provided in a game space in which
the online game is played, wherein the generation includes providing a user interface to an administrator of the contests,
and wherein the game space is configured to facilitate interaction of users with the game space and/or each other by performing
operations in the game space to achieve one or more game objectives in response to commands received from client computing
platforms associated with the users, the system comprising:
one or more processors configured by machine-readable instructions to:
provide the user interface for presentation to the administrator, wherein the user interface is configured to receive user
inputs from the administrator that indicate:

(i) one or more performance criteria to be associated with one or more contests for the online game to be provided in the
game space in which the online game is played,

(ii) one or more awards to be distributed in association with the one or more contests, wherein the one or more awards include
virtual items usable in the game space,

(iii) one or more qualifications to participate in the one or more contests, and
(iv) one or both of a predetermined schedule and a trigger for initiating individual contests in the one or more contests,
and

wherein the user interface is further configured to receive an activation user input from the administrator to initiate the
one or more contests,

wherein the users participate in ongoing gameplay within the game space by inputting commands that are transmitted over a
network to the one or more processors via the client computing platforms associated with the users such that the users that
participate in the one or more contests continue to participate in the ongoing gameplay during the one or more contests;

store a contest template that indicates the user inputs;
responsive to receipt of the activation user input from the administrator to initiate the one or more contests, provide, based
on the contest template, a notification in the game space that invites participation to the one or more contests, wherein
the notification is provided to one or more users that are qualified to participate in the one or more contests in light of
the one or more qualifications;

determine, based on the performance criteria and activities that are performed in the game space by the users that participated
in the one or more contests, performance scores of the participating users, wherein the activities can be performed by the
users in the game space without regard to their participation in the one or more contests such that the activities are performed
during the one or more contests by both the users that participated in the one or more contests and by one or more users that
did not participate in the one or more contests,

wherein determining the performance scores of the participating users includes monitoring the activities of the one or more
contests that are performed by the users that participated in the one or more contests, and

wherein the performance criteria and the activities that are performed in the game space, that contribute to the determination
of the performance scores of the participating users in the one or more contests, are the same performance criteria and activities
performed by the users when performing operations in the game space to achieve one or more game objectives of the ongoing
gameplay, wherein the performance criteria include one or more of resource collection, building possession, rescues, or level
progress such that the users' resource collection, building possession, recues, or level progress while the user is participating
in the one or more contests also impact the user's achievement of the one or more game objectives of the ongoing gameplay
within the game space; and

automatically distribute the awards to individual ones of the participating users in accordance with the performance scores
of the individual participating users.

US Pat. No. 9,721,431

SYSTEM AND METHOD FOR DYNAMICALLY ADJUSTING PRIZES OR AWARDS BASED ON A PLATFORM

Kabam, Inc., San Francis...

1. A system for providing incentives based on a platform used to interact with an online resource, the system comprising:
one or more processors configured by machine-readable instructions to:
monitor interactions of users with the online resource, the users including a first user that accesses the online resource
through multiple platforms including a first platform and a second platform, such that interaction of the first user with
the online resource occurs through the first platform and the second platform;

manage user profiles including user information related to interaction of the users with the online resource through the multiple
platforms such that the user information includes user information for the first user that describes interaction of the first
user with the online resource through the first platform and the second platform;

determine user value metrics for the users on the individual platforms such that a first user value metric for the first user
on the first platform and a second user value metric for the first user on the second platform are determined based on the
user information stored in the user profiles; and

provide incentives responsive to the users interacting with the online resource and participating in or completing activities,
the activities including a first activity, wherein responsive to the first user completing the first activity, an incentive
is provided to the first user based on the platform through which the first user is accessing the online resource to perform
the first activity.

US Pat. No. 9,669,313

SYSTEM AND METHOD FOR PROVIDING DYNAMIC AND STATIC CONTEST PRIZE ALLOCATION BASED ON IN-GAME ACHIEVEMENT OF A USER

Kabam, Inc., San Francis...

1. A system for facilitating an interface-based virtual space tournament generation, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of a virtual space, and to use the instance to generate state information that is transmitted over a network
to client computing platforms associated with users, wherein the transmission of the state information over the network facilitates
participation by the users in an online game by executing actions in the instance in response to commands received from the
client computing platforms associated with the users;

obtain event criteria by achievement of users of the game is to be ranked as part of a limited time event;
rank users according to their achievement in the game in terms of the event criteria during an event time period over which
the limited time event takes place;

determine awards to be distributed to the users, the awards including a first award to be distributed to a first user, the
first award having a primary component and a secondary component, the secondary component of the first award being determined
based on a second metric indicating performance of first user with respect to the event criteria during the event time period,
and the primary component of the first award being determined based on a first metric indicating performance of the first
user during the event time period, wherein the first metric and the second metric are different; and

distribute the awards to appropriate users.

US Pat. No. 9,662,586

DYNAMIC ITEM OBTAIN RATE BASED ON PLAYER PROGRESSION, ACTION, AND OTHER IN-GAME BEHAVIOR

Kabam, Inc., San Francis...

1. A system for altering a probability of fulfilling a game objective in a virtual space, the system comprising:
one or more physical processors configured by machine-readable instructions to:
execute an instance of a virtual space, and to implement the instance to facilitate presentation of views of the virtual space
to users through displays of client computing devices associated with the users;

facilitate interaction of the users with the virtual space in response to inputs provided by the users through the client
computing devices, wherein user interaction with the game space is facilitated via user access to user accounts associated
with the users, the user accounts being accessible by the users via communications established between the one or more physical
processors and the client computing devices over a network, the user accounts including a first user account associated with
a first user;

monitor user access to user accounts via the client computing devices associated with the users, user access to the user account
conveying usage of the game space by the users, such that access by the first user to the first user account is monitored;

determine usage values quantifying usage of the virtual space by the users, such that a first usage value quantifying usage
of the virtual space by the first user is determined as indicated by access to the first user account by the first user;

store a game objective, wherein completion of the game objective comprises performance of one or more tasks in the virtual
space by the users, the game objective being associated with a set of potential reward items, the set of potential reward
items including a first item;

separately assign probabilities of the first item from the set of potential reward items being provided to individual user
accounts as a reward for completing the game objective such that a probability of the first user account being provided with
the first item as a reward for completing the game objective that is different than the probabilities of other user accounts
being provided with the first item as a reward for completing the game objective is assigned, the probabilities being determined
based on the usage values of the virtual space by the users such that the probability of the first user account being provided
with the first item as a reward for completing the game objective is determined based on the first usage value of the virtual
space by the first user;

determine rewards for completion of the game objective based on the probabilities determined such that a reward for the first
user for completing the game objective is determined based on the probability of the first user being provided with the first
item determined; and

disperse rewards for completing the game objective within the game such that responsive to the first user completing the game
objective, the reward for the first user for completing the game objective is dispersed to the first user within the virtual
space.

US Pat. No. 9,610,493

METHOD AND SYSTEM FOR FACILITATING CHANCE-BASED IN-GAME VIRTUAL ITEM DISTRIBUTION

Kabam, Inc., San Francis...

1. A system for facilitating chance-based in-game virtual item distribution, the system comprising:
one or more physical computer processors configured by machine-readable instructions to:
execute an instance of an online game and to use the instance to generate state information that is transmitted to client
computing platforms over a network, and to implement the instance of the online game to facilitate participation in the online
game by users via the client computing platforms, wherein the participation by the users in the game includes providing, via
the client computing platforms, requests to initiate battles in the online game involving game entities associated with and/or
controlled by the users;

maintain inventories of virtual items under the control of the users, including virtual currency balances, and to store associations
between the users and game entities under their control;

effectuate presentation, to users that provide requests to initiate battles responsive to the users providing the requests
to initiate the battles, of a mini-game interface prior to commencement of such battles such that responsive to a first user
providing a request to initiate a first battle in the online game involving a first game entity associated with and/or controlled
by the first user, the first user is presented with the mini-game interface prior to commencement of the first battle, the
mini-game interface presenting to the users a chance-based mini-game that determines awards to be distributed to the users
from a set of potential awards such that the mini-game interface presents a determination by the chance-based mini-game of
a first award for the first user prior to the first battle, the set of potential awards comprising virtual items usable by
the users in the battles that have been initiated;

effectuate presentation, to the users, of an option to pay for additional plays of the chance-based mini-game prior to commencement
of the battles such that subsequent to determination of the first award but prior to commencement of the first battle, the
first user is presented an option through the mini-game interface to play the chance-based mini-game another time in exchange
for consideration; and

distribute the determined awards to the users by applying the benefits associated with the virtual items in the determined
awards to the game entities included in the battles such that the virtual item in the first award is applied to one or more
game entities involved in the first battle.

US Pat. No. 9,600,150

SYSTEM AND METHOD FOR PROVIDING PROMOTIONS TO USERS DURING IDLE TIME

Kabam, Inc., San Francis...

1. A system for providing offers in a virtual space, 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 to facilitate presentation of a view of the virtual
space to a user, and to facilitate interaction of the user with the virtual space by executing actions in the instance of
the virtual space in response to receiving action requests from the user, and wherein the actions are associated with wait
times of predetermined length that prevent an execution of any corresponding actions and any actions having a common action
type with the actions associated with the wait times for an amount of time after the reception of the action request;

detect idle periods of time imposed on the user by the wait times of the requested actions, wherein the idle periods of time
indicate multiple wait times are being imposed on the user and wherein the idle periods of time are detected responsive to
a value representing the multiple wait times reaching a threshold value, and wherein the idle periods of time are detected
based on a user activity level falling below a threshold activity level and/or based on past activity level;

determine sets of auxiliary content to present to the user along with the view of the virtual space during the detected idle
periods of time;

cause the sets of auxiliary content to be presented along with the view of the virtual space to the user during the detected
idle periods of time such that responsive to detection of a first idle period a first set of auxiliary content determined
is caused to be presented to the user during the first idle period; and

monitor responses of the user to the individual sets of auxiliary content during the idle periods of time such that, responsive
to presentation of the first set of auxiliary content to the user, a response of the user to the first set of auxiliary content
is monitored;

wherein the sets of auxiliary content are determined based on past responses of the user to previously determined sets of
auxiliary content.

US Pat. No. 9,533,218

MODERATION OF ANTISOCIAL BEHAVIOR IN CHAT VIA GAME MECHANICS

KABAM, INC., San Francis...

1. A system for moderating communicative behavior between users in a virtual space, the system comprising:
one or more physical computer processors configured by machine-readable instructions to:
execute an instance of an online game, and to use the instance of the online game to facilitate participation by users in
the online game via client computing devices wherein the online game facilitates battles between game entities associated
with and/or controlled by the individual users in the online game, the individual users including a first user, a second user,
a third user, and a fourth user;

manage inventories of virtual items under the control of the individual users in the online game, such inventories including
a first inventory of one or more virtual items under control of the first user in the online game;

host a chat session between the users, wherein the chat session is presented to the users through a chat interface on the
client computing devices;

receive a selection entered through the chat interface by the first user of a requested retribution action against the second
user in response to a perceived offensive action initiated by said second user, the selection of the requested retribution
action pledging a bounty of one or more virtual items in the first inventory to any user that successfully makes retribution
to the second user in the online game;

determine whether or not a requested retribution action should be imposed against said second user in response to the selection
of the requested retribution action, such determination being made based upon at least one of one or more predetermined conditions
being satisfied, wherein a first predetermined condition must be satisfied at least partially by one or more actions of the
fourth user, and wherein the determination as to whether the requested retribution action should be imposed against the second
user based on at least one of the one or more predetermined conditions being satisfied is impacted by whether said first user
has historically sought requested retribution actions which have not been collaborated by other users;

initiate, responsive to the first predetermined condition being satisfied, the requested retribution action selected by the
first user as an initiated retribution action against said second user; and

monitor battles in the online game involving game entities associated with and/or controlled by the second user, and such
that by virtue of initiation of the initiated retribution action, and in response to one or more game entities associated
with and/or controlled by the third user defeating one or more game entities associated with and/or controlled by the second
user in a battle in the online game, the bounty of one or more virtual items is moved from the first inventory to a third
inventory associated with the third user.

US Pat. No. 9,468,851

SYSTEM AND METHOD FOR PROVIDING DYNAMIC AND STATIC CONTEST PRIZE ALLOCATION BASED ON IN-GAME ACHIEVEMENT OF A USER

KABAM, INC., San Francis...

1. A system for facilitating an interface-based virtual space tournament generation, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of an online game, and to use the instance to generate state information that is transmitted over a network
to client computing platforms associated with users, wherein the transmission of the state information over the network facilitates
participation by the users in the online game by executing actions in the instance of the online game in response to commands
received over the network from the client computing platforms associated with the users;

obtain event criteria by which achievement of users of the online game is to be ranked as part of a limited time event;
rank users according to their achievement in the online game in terms of the event criteria during an event time period over
which the limited time event takes place;

determine awards to be distributed to the users, the awards including a first award to be distributed to a first user, the
first award having a first component and a second component, the second component of the first award being determined based
on progress of the first user, irrespective of any other user's progress, with respect to the event criteria during the event
time period, and the first component of the first award being determined based on the relative ranking of the first user with
respect to the other users; and

transmit award information over the network to the client computing platforms associated with one or more of the users to
distribute the awards to appropriate users such that inventories associated with the appropriate users reflect distribution
of the rewards.

US Pat. No. 9,400,681

MANAGING SCHEDULED TASKS WITHIN A VIRTUAL SPACE

KABAM, INC., San Francis...

1. A system configured to manage tasks scheduled to be performed at future times within a virtual space, the system comprising:
electronic storage media that stores:
a task schedule, the task schedule indicating user selected tasks to be performed in an instance of a game implemented in
an instance of the virtual space and scheduled times at which the user selected tasks are to be executed, tasks that are selectable
by users for automatic execution within the game, the tasks including a first task, and task durations associated with the
individual tasks, the task durations including a first task; and

one or more processors configured by machine-readable instructions to:
execute an instance of the virtual space, to implement the instance of the game in the instance of the virtual space and to
execute user selected tasks in the virtual space in accordance with the task schedule, wherein execution of the individual
user selected tasks impact outcome of the game in the virtual space;

receive user selections of the tasks;
schedule performance of the user selected tasks within the instance of the game in the virtual space in accordance with the
task durations associated with the individual tasks such that in response to receipt of user selection of the first task at
a request time, the first task is scheduled to be performed at a first time, the first time being later than the request time
of the user selection of the first task by an amount of time corresponding to the first task duration, wherein scheduling
performance of the user selected tasks comprises including the user selected tasks in the task schedule and the scheduled
times at which the user selected tasks are to be executed; and manage the scheduling of the execution of individual ones of
the user selected tasks included in the task schedule, wherein managing the scheduling of the first task includes:

receive one or more indications of user actions that are separate from the user selection of the first task at a request time,
the one or more indications including a first indication associated with a first user action wherein the first user action
must be performed in order to modify the scheduled execution of the first task such that receipt of the first indication associated
with the first user action enables management of the scheduled execution of the first task, and wherein the first user action
includes one or more of purchasing a virtual item, obtaining a virtual item, utilizing a virtual item, paying an amount of
virtual currency, or paying an amount of real currency;

obtaining user input to modify the scheduled execution of the first task, such that the user input provides an indication
to do one or more of (1) delay execution of the first task so that the first task is scheduled to be executed at a time later
than the first time, (2) advance execution of the first task so that the first task is scheduled to be executed at a time
before the first time, or (3) cancel execution of the first task, and

modifying, in the task schedule, responsive to receiving the one or more indications of user actions including the first indication
that the first user action was performed and responsive to obtaining user input to modify the scheduled execution of the first
task, the scheduled time at which the first task is to be executed in accordance with the user input.

US Pat. No. 9,104,814

SYSTEM AND METHOD FOR INTEGRATED TESTING OF A VIRTUAL SPACE

KABAM, INC., San Francis...

1. A method for performing integrated testing of a virtual space, the method being implemented in one or more physical processors
configured to execute computer program modules, the method comprising:
executing a virtual space on one or more virtual space servers in which users participate in a game over a network and implement
the virtual space over the network to facilitate presentation of the online game to users on client computing platforms;

receiving test cases and obtaining test inputs for the test cases, the test inputs being simulated virtual space actions input
by users on client computing platforms when participating in the game in the virtual space provided over a network;

generating test commands based on the obtained test inputs such that responsive to obtaining a first test input simulating
a first user action in the virtual space, generating a first set of test commands for testing functionalities implemented
on the client computing platform corresponding to the first test input simulating the first user action in the online game
occurring in the virtual space, and a second set of test commands for testing one or more server components that facilitate
the first user action in the online game occurring in the virtual space simulated by the first test input, the server components
being executed by one or more virtual space servers;

executing the generated test commands such that responsive to generation of the first set of test commands and the second
set of test commands by the test-command module, simultaneously executing the first set of test commands on the client computing
device corresponding to the first test input and the second sets of test commands on the one or more virtual space servers;

obtaining results of test commands such that responsive to the execution of the first and second sets of test commands, obtaining
a first set of results corresponding to the first set of test commands executed on the client computing device corresponding
to the first test input and a second set of results corresponding to the second set of test commands executed on the one or
more virtual space servers; and

obtaining expected test results and verifying whether the obtained test results match the expected test results such that
responsive to the first set and second set of test results being obtained, verifying whether the first set and second set
of test results match corresponding expected test results.

US Pat. No. 9,098,387

SYSTEM AND METHOD FOR PROVIDING A CUSTOMIZED USER EXPERIENCE BASED ON A SPEND FREQUENCY OF A USER

KABAM, INC., San Francis...

1. A computer-implemented method of providing a customized user experience based on a spend frequency of a user in an online
game, the method being implemented in a computer system comprising one or more physical processors, the method comprising:
executing, by the one or more processors, an instance of an online game that takes place within a virtual space;
implementing, by the one or more processors, the instance of the online game in the virtual space to facilitate participation
by the one or more users in the online game by determining view information from the instance and transmitting the view information
to one or more client computing platforms associated with the one or more users that facilitate presentation of views of the
online game to the one or more users by the one or more client computing platforms;

implementing, by the one or more processors, in-game actions in the expression of the online game in response to action requests
for the in-game actions from the one or more users entered and/or selected by users through the one or more client computing
platforms associated with the one or more users, wherein the in-game actions control one or more in-game objects in the online
game;

providing, by the one or more processors, offers to the one or more users of the online game for the purchase of virtual items
usable by the one or more users in the online game, wherein the use of the virtual items included in the offers is optional;

forming, by the one or more processors, at least a first segment of users and a second segment of users from the one or more
users based on a spend frequency of the one or more users on the offers for the purchase of virtual items, a spend frequency
representing an amount of transactions, comprising purchases of virtual items, made by a user in a predetermined time period
within the virtual space; and

providing, by the one or more processors, a first customer service to the first segment of users and a second customer service
different from the first customer service to the second segment of users, wherein the customer services comprise provision
of additional game content to the one or more users.

US Pat. No. 9,744,445

SYSTEM AND METHOD FOR PROVIDING AWARDS TO PLAYERS OF A GAME

Kabam, Inc., San Francis...

1. A system for providing awards to players of an online game, the system comprising:
one or more physical computer processors configured by machine-readable instructions to:
facilitate participation by multiple users in the online game through client computing platforms associated with the users;
manage user profiles associated with the users, wherein the one or more user profiles include:
indications of one or more affiliations within the online game comprising a discrete group of the users with a relationship
having a functional significance within the online game that has an impact on game play;

such that the profiles of the users include a first user profile for a first user having an indication that the first user
is associated with a first affiliation and a second user profile for a second user having an indication that the second user
is associated with the first affiliation;

present, through a store interface, offers to sell container instances of virtual containers, the offers including a first
offer to sell an instance of a first virtual container at a first associated user cost, the virtual containers being associated
with sets of potential awards, such that the first virtual container is associated with a first set of potential awards including
a first potential award;

obtain sets of probabilities associated with the sets of potential awards of the virtual containers, such that a first set
of probabilities is obtained for the first set of potential awards of the first virtual container;

receive activation requests from users for the offered container instances of the virtual containers, such that a first activation
request for the first virtual container is received from the first user;

determine, using the obtained set of probabilities for an activated virtual container, responsive to receiving an activation
request, an award from the set of potential awards associated with the activated virtual container to provide to an activating
user, such that a first award from the first set of potential awards of the first virtual container is determined for distribution
to the first user based on the first set of probabilities; and,

distribute, in response to determining the award to provide to the activating user from the activated virtual container, the
award to the activating user and one or more benefits to the users associated with an affiliation of the activating user,
such that in response to determining the first award from the first virtual container activated by the first user to be distributed
to the first user, the first award is distributed to the first user, and, responsive to the first award being distributed
to the first user, one or more first benefits are provided to the users associated with the first affiliation, such that one
or more of the first benefits are provided to the second user.

US Pat. No. 9,744,446

MYSTERY BOXES THAT ADJUST DUE TO PAST SPENDING BEHAVIOR

Kabam, Inc., San Francis...

1. A system that delivers offers to users of an online game, the system comprising:
one or more physical processors configured by machine-readable instructions to:
execute an instance of a game space such that the users participate in the online game in the game space through client computing
platforms, the users include a first user;

effectuate presentation to the users on the client computing platforms of a shop interface that includes offers to sell virtual
items in exchange for consideration, the virtual items including probability item bundles, the individual probability item
bundles being associated with individual sets of potential awards where the individual potential awards include one or more
of the virtual items usable in the online game, the offers including a first offer to sell a first probability item bundle
associated with a first set of potential awards;

monitor purchase histories of the users through the shop interface;
in response to receiving acceptance of the first offer by the first user, effectuate purchase of the first probability item
bundle by the first user by adding the first probability item bundle to a user inventory of the first user;

characterize a purchase history of a first user as the first user's spending metric;
obtain distribution probabilities for the potential awards included in the first set of potential awards associated with the
first probability item bundle purchased by the first user, such that one or more of the distribution probabilities is determined,
by the one or more physical processors, based on the first user's spending metric;

in response to activation of the first probability item bundle by the first user, stochastically selecting one of the potential
awards in the first set of potential awards as an actual award based on the obtained distribution probabilities; and

distributing the actual award to the first user in the online game.

US Pat. No. 9,744,454

SYSTEM AND METHOD FOR DYNAMICALLY ALTERING AN IN-GAME EXPERIENCE BASED ON A USER'S CONNECTION TO THE GAME

Kabam, Inc., San Francis...

1. A system for dynamically altering an in-game experience based on a user's connection to the online game, the system comprising:
one or more processors configured by machine-readable instructions to:
execute a game instance of a game space, and to facilitate presentation of views of the game space to users via client computing
devices associated with the users, and to facilitate interaction of the users with the game space and/or each other by performing
operations in the game space in response to commands received from the client computing platforms due to inputs to the client
computing platforms from the users and wherein the one or more users comprises a first user associated with a first client
computing platform;

determine a connection strength of a device of the first client computing platform to a network; and
regardless of the geographical location of the first client computing platform perform a mode of gameplay determination by
determining one or more modes of gameplay to be made available to the first user from a set of modes of gameplay in which
individual ones of the modes of gameplay include different types of operations performable in the game instance in response
to commands from the first client computing platform, the mode of gameplay determination being made based on the determined
connection strength; and

enable and/or disable individual ones of the potential modes of gameplay for the first client computing platform in accordance
with the mode of gameplay determination.

US Pat. No. 9,720,578

SYSTEM AND METHOD FOR FACILITATING USER INTERACTION WITH A VIRTUAL SPACE THROUGH A GRAPHICAL CHAT INTERFACE

Kabam, Inc., San Francis...

1. A system configured to facilitate user interactions with a virtual space through a graphical chat interface, the system
comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of the virtual space, to implement the instance of the virtual space by receiving and executing commands
to facilitate user interactions with the virtual space, and to determine view information for presentation of the virtual
space on client computing platforms through space interfaces to facilitate user actions in the virtual space;

implement an instance of a chat session to facilitate synchronous textual communications between users within the virtual
space, and transmit the textual communications that make up the chat session to the computing platforms for presentation through
graphical chat interfaces, the graphical chat interfaces being presented on the client computing platforms such that they
replace the space interfaces to facilitate the presentation of the textual communications;

identify potential inputs for users participating in the chat session through the graphical chat interfaces;
generate activity notifications such that responsive to identification of a first potential input for a first user and also
responsive to the first user participating in the chat session through the graphical chat interface, a first activity notification
is generated for the first user for presentation to the first user through a graphical chat interface implemented on a client
computing platform associated with the first user

receive user acceptances to activity notifications submitted by users through the graphical chat interfaces and to generate
commands executable by the one or more processors, wherein responsive to receiving an acceptance to the first activity notification
from the first user, a first activity command executable by the one or more processors is generated; and,

wherein responsive to the generation of the first activity command, the first activity command is executed.

US Pat. No. 9,669,315

PROVIDING LEADERBOARD BASED UPON IN-GAME EVENTS

Kabam, Inc., San Francis...

1. A system for providing a leaderboard based upon in-game events within a game space, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of an online game, and to implement the instance to facilitate interaction by users with the game;
obtain an objective definition of an administrator-specified objective to be achieved by users of the game as part of a limited
time event within the game, wherein completion of the objective requires multiple activities to be completed in the game,
the multiple activities associated with the objective to be completed by users, the multiple activities including a first
activity and a second activity that is separate from the first activity;

determine activity metric values for the users based upon the users' progress toward completing the activities defined in
the objective definition, the activity metric values indicating progress of the users towards completing individual ones of
the activities defined in the objective independently from others of the activities defined in the objective, such determination
including determination of:

a first activity metric value for a first user based upon the first user's progress toward completing the first activity independent
of the first user's progress toward other ones of the activities,

a second activity metric value for a second user based upon the second user's progress toward completing the second activity
independent of the second user's progress toward other ones of the activities,

a third activity metric value for the first user based upon the first user's progress toward completing the second activity
independent of the first user's progress toward other ones of the activities, and

a fourth activity metric value for the second user based upon the second user's progress toward completing the second activity
independent of the second user's progress toward other ones of the activities; and

effectuate presentation of different leaderboards for the different activities that list identifiers of the users and corresponding
activity metric values for the users, wherein the identifiers of the users and the corresponding activity metric values determined
for the users are presented according to a ranking of the corresponding activity metric values for the users, the leaderboards
including:

a first leaderboard for the first activity, the first leaderboard listing a first identifier and the first activity metric
for the first user and listing a second identifier and the second activity metric for the first user in accordance with the
relative ranking of the first activity metric and the second activity metric, and

a second leaderboard for the second activity, the second leaderboard listing the first identifier and the third activity metric
for the first user and listing the second identifier and the fourth activity metric for the second user in accordance with
the relative ranking of the third activity metric and the third activity metric.

US Pat. No. 9,626,380

STOCHASTIC CHUNK-BASED MAP GENERATION

Kabam, Inc., San Francis...

1. A system for facilitating stochastic chunk-based map generation, the system comprising:
non-transient electronic storage media storing individual tile chunks, the individual tile chunks including map tiles of different
tile types for inclusion in one or more maps of a virtual space, wherein the individual tile chunks include a first tile chunk
having a first tile of a first tile type and a second tile of a second tile type different from the first tile type, and a
second tile chunk having a third tile of a third tile type and a fourth tile of a fourth tile type different from the third
tile type; and

one or more processors configured by machine-readable instructions to:
obtain tile chunks so that the obtained tile chunks can be included in a map of the virtual space, wherein the obtained tile
chunks include the first and second tile chunks;

obtain one or more chunk placement rules indicating where the obtained tile chunks should be distributed within the map of
the virtual space in relation to other tile chunks;

effectuate stochastic distribution of the obtained tile chunks over a map area in the map of the virtual space based on the
chunk placement rules such that, responsive to obtaining the first and second tile chunks, the first and second tile chunks
are stochastically distributed within the map area according to the chunk placement rules; and

effectuate distribution of individual map tiles between the distributed tile chunks on the map area.

US Pat. No. 9,592,440

BATTLE-ATTRIBUTE-BASED ARRANGEMENT OF MAP AREAS

Kabam, Inc., San Francis...

1. A system for facilitating battle-attribute-based arrangement of map areas, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of a game space, and to facilitate presentation of views of the game space to users, wherein the game
space is configured to facilitate interaction of the users with the game space and/or each other by performing operations
in the game space in response to commands received from the users, and wherein the game space includes one or more primary
maps having areas that are associated with the users, the users include first and second users, and the areas include a first
area associated with the first user and a second area associated with the second user;

maintain battle-related records that indicate battle attribute values associated with the users, wherein the battle-related
records include a first record indicating a first battle attribute value associated with the first user and a second record
indicating a second battle attribute value associated with the second user; and

responsive to the battle attribute values associated with individual ones of the users corresponding to the battle attribute
values associated with other ones of the users, initiate generation of one or more secondary maps having secondary areas associated
with the individual users that are arranged together with secondary areas associated with the other users such that the secondary
area associated with the first user and the secondary area associated with the second user are arranged together in one of
the secondary maps responsive to the first battle attribute value corresponding to the second battle attribute value,

wherein a first distance between the first area and the second area in a primary map is different than a second distance between
the secondary area associated with the first user and the secondary area associated with the second user in a secondary map.

US Pat. No. 9,578,094

PLATFORM AND GAME AGNOSTIC SOCIAL GRAPH

Kabam, Inc., San Francis...

1. A system configured to determine social graphs for individual users belonging to affiliations in virtual spaces accessible
via electronic social networks, the system comprising:
a non-transitory storage medium configured to store information; and
one or more processors configured by machine-readable instructions to:
manage affiliations within one or more online games that take place in one or more virtual spaces, a given affiliation within
a given online game comprising a discrete group of three or more users with a relationship having a functional impact on cooperative
gameplay between the users within the given online game, wherein the affiliations comprise a first affiliation within a first
online game between a group of users including a first user, a second user, and a third user;

manage one or more overarching affiliations, individual ones of the overarching affiliations encompassing two or more affiliations
from different online games that include substantially the same group of users;

manage relationships within one or more electronic social networks, a given relationship within a given electronic social
network representing a reciprocal relationship between two or more users in the given electronic social network in which at
least one of the two or more users has sent a request to other users to form a connection on a given electronic social network
and where at least one of the other users has accepted the request, wherein the relationships comprise a first relationship
within a first electronic social network between the first user and a fourth user; and

determine social graphs associated with individual users based on the affiliations within the one or more online games, the
relationships within the one or more electronic social networks, and the one or more overarching affiliations, a given social
graph associated with the first user representing (1) a connection between the first user and the second user that corresponds
to the first affiliation within the first online game, (2) a connection between the first user and the third user that corresponds
to the first affiliation within the first online game, and (3) a connection between the first user and the fourth user that
corresponds to the first relationship in the first electronic social network.

US Pat. No. 9,533,215

SYSTEM AND METHOD FOR PREDICTING IN-GAME ACTIVITY AT ACCOUNT CREATION

Kabam, Inc., San Francis...

1. An online gaming system allowing for customizable interaction, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of an online game, and to use the instance of the online game to effectuate transmission over a network
of game state information derived from the instance of the online game to facilitate presentation of views of the online game
to users on client computing platforms associated with the users, such that the users participate in user-selected ones of
multiple different activities available within the online game through the views presented on the client computing platforms;

create game level user accounts for the users of the online game, wherein the creation of the game level user accounts includes
receiving user information included in platform level user accounts previously created by the users on an online platform,
and creation of a first game level account for a first user of the online game includes receiving user information in a first
platform level user account previously created by the first user on the online platform;

predict user types of the users at the time of game level user account creation based on received user information from platform
level user accounts such that a first user type for the first user is predicted at the time of creation of the first game
level user account based on the received information from the first platform level user account, wherein user types classify
users on a basis of preferred activities within the game such that users are classified as being of the first user type on
the basis of preferring a first set of activities within the game, the first set of activities within the game being different
than a second set of activities within the game preferred by a second user type;

determine customizations of the online game for individual ones of the users based on the user types predicted for the individual
ones of the users such that a first customization of the online game is determined for the first user based on the prediction
of the first user type for the first user; and

adjust the instance of the online game to reflect the customizations of the online game determined for the individual ones
of the users such that game state information derived from the instance of the online game reflects the customizations.

US Pat. No. 9,517,403

REWARDING USER CUSTOMIZATION OF A VIRTUAL ITEM BASED ON USER REVIEWS IN AN ONLINE GAME

Kabam, Inc., San Francis...

1. A system for rewarding user customization of virtual items in an virtual space, the system comprising
one or more physical processors configured by non-transitory computer readable instructions to:
execute an instance of the virtual space in which an online game takes place, to use the instance of the virtual space to
generate game state information that is transmitted to client computing platforms over a network, and to facilitate presentation
of the virtual space to users on client computing platforms associated users by causing displays associated with the client
computing platforms to present views of the game space, and to execute actions in the instance of the virtual space in response
to reception of commands from over the network from the client computing platforms associated with the users to facilitate
interaction of the users with the virtual space and/or each other;

manage user accounts comprising user information associated with individual users, such user information including inventories
of virtual items available to the individual users in the virtual space, the user accounts including a first user account
associated with a first user, the first user account including a first inventory of virtual items available to the first user
in the virtual space;

facilitate user creation of customized virtual items using virtual items in the user inventories associated with the users
such that creation by the first user of a first customized virtual item using a first virtual item in the first inventory
is facilitated;

receive, over the network, user reviews of user customized virtual items, the user reviews being made by users of the virtual
space such that the received reviews include a first set of user reviews of the first customized virtual items received from
user reviewers other than the first user; and

determine rewards for distribution to user creators of the customized virtual items based on the user reviews received such
that a first reward, for the first user, is determined based on the first set of user reviews.

US Pat. No. 9,511,280

ONLINE GAMING SYSTEM INCLUDING VIRTUAL ITEMS THAT TRANSCEND MULTIPLE CHARACTER DEATHS

Kabam, Inc., San Francis...

1. A system for online gaming including virtual items that transcend virtual character death, the system comprising:
one or more physical processors configured by computer-readable instructions to:
execute an instance of an online game, and to use the instance to generate game state information that is transmitted to client
computing platforms over a network, the game state information facilitating presentation of views of a virtual space in which
the online game takes place to the users via the client computing platforms, wherein execution of the instances of the online
game further enables participation in the online game, such that the users participate with the online game by inputting commands
for controlling virtual characters in the virtual space via the client computing platforms, the commands being received over
the network from the client computing platforms, the virtual characters including a first virtual character controlled by
a first user, wherein a health parameter of the characters in the online game is determined, and wherein responsive to the
health parameter for the first character reaching a threshold level, the first character is considered dead in the online
game and is no longer available to the first user such that subsequent to such death of the first character the first user
must control a second character in the virtual space to participate in the online game;

manage virtual item inventories associated with the users in the online game, the inventories including one or more virtual
items available for use with characters controlled by the users in the online game, the inventories including user level inventories
that include one or more virtual items that transcend multiple deaths of virtual characters such that any virtual items included
in a first user-level inventory for the first user become usable with the second character subsequent to the death of the
first character, wherein the virtual items included in the user-level inventories are characterized by gameplay parameters
that impact gameplay in the online game, and lifespan parameters that determine the number of characters over which the virtual
items will be available; and

determine the lifespan parameters for the virtual items included in the user-level inventories, such determining including
(i) determining an initial number of characters over which the virtual items will be available including determining a first
number of characters over which a first virtual item included in the first user-level inventory will be available, and (ii)
decrementing the lifespan parameter of any virtual items included in the first user-level inventory responsive to the death
of the first character.

US Pat. No. 9,511,285

NETWORKED COMPUTER GAME SYSTEMS AND METHODS WITH SOCIAL NETWORK FUNCTIONS

Kabam, Inc., San Francis...

1. A method of providing computer-implemented games in coordination with a computer-implemented social network comprising:
providing, by a computer processor, instructions for displaying a first display to a user, the first display including a plurality
of icons including a first icon and a second icon,

wherein the first icon represents a first member of the social network that is a friend of the user in the social network
and that is playing the game; and

the second icon represents a second member of the social network that is not a friend of the user in the social network and
that is playing the game,

receiving a selection of the first icon and/or the second icon by the user, and
implementing and beginning a first session of a first game with the user based on the received selection by the user, the
first session being implemented such that the first session includes at least one game parameter predetermined by the first
member or the second member of the social network, wherein for at least a portion of the first session of the first game,
gameplay by the first member or the second member is simulated based on the at least one predetermined game parameter determined
based on the received selection of the user, such that for at least a portion of the first session, a participant of the first
session does not include the first member or the second member of the social network, and

wherein the at least one predetermined game parameter includes a selection by the first member or the second member of the
social network, prior to the first session of the first game, of one or more digital tokens for use in the first session,
the one or more digital tokens being selected from digital tokens that the first member of the social network or the second
member of the social network has rights to, such that the at least one predetermined game parameter for the first session
is determined based on selection of the one or more digital tokens by the first member or the second member and selection
of the first icon and/or the second icon by the user.

US Pat. No. 9,480,909

SYSTEM AND METHOD FOR DYNAMICALLY ADJUSTING A GAME BASED ON PREDICTIONS DURING ACCOUNT CREATION

KABAM, INC., San Francis...

1. An online gaming system configured to determine and implement in-game customizations, the system comprising:
one or more processors configured by machine-readable instructions to:
create game level user accounts for users of an online game, wherein the game level user accounts are specific to the online
game and users are able to create other game level user accounts to participate in other online games via an online platform,
wherein the creation of the game level user accounts for the users of the online game includes receiving user information
included in platform level user accounts previously created by the users on the online platform, wherein the platform level
user accounts are associated with individual ones of the users and the online platform, such that creation of a first game
level user account for a first user of the online game includes receiving user information in a first platform level user
account previously created by the first user on the online platform;

determine customizations of the online game for the users at the time of game level user account creation based on the user
information received from the platform level user accounts, such that at the time of creation of the first game level user
account, a first customization of the online game for the first user is determined based on the received user information
from the first platform level user account; and

execute an instance of the online game, and to use the instance of the online game to facilitate participation of the users
in the online game by transmitting state information derived from execution of the instance to client computing platforms
associated with the users for presentation of views of the online game to users on the associated client computing platforms,
and to implement the customizations determined for the individual users such that the first customization is implemented in
the instance of the online game for the first user.

US Pat. No. 10,058,783

SYSTEM AND METHOD FOR PROVIDING LIMITED-TIME EVENTS TO USERS IN AN ONLINE GAME

Kabam, Inc., San Francis...

1. A system for providing limited-time events to users in an online game, the system comprising:one or more physical computer processors configured by machine readable instructions to:
effectuate presentation of offers to the users to activate a limited-time event within an online game, the users including a first user, wherein the offers include a first offer to the first user, wherein activation of the limited-time event enables the users to participate in the limited-time event for a duration having a duration length, the durations for individual users beginning in response to offer activations by the individual users such that a first duration having the duration length begins in response to a first offer activation by the first user of the first offer;
maintain inventories of the users, wherein the inventories include a first inventory of the first user;
execute an instance of the online game to facilitate user participation in the online game by executing actions in the instance of the online game in response to user commands received from client computing platforms associated with the users, wherein execution of actions in the instance of the online game depletes a first virtual resource in the inventories of the users requesting the actions such that participation in the limited-time event in response to one or more user commands received from a first client computing platform associated with the first user depletes the first virtual resource in the first inventory;
recharge the first virtual resource in the inventories of the users at a recharge rate, wherein the recharge rate is a function of time;
assess performance of the users during participation in the limited-time event;
distribute awards to the users based on the assessed performance; and
effectuate exchanges by the users, wherein the users exchange virtual items for an additional amount of the first virtual resource,
wherein at least (i) the recharge rate of the first virtual resource, (ii) the depletion of the first virtual resource due to participation in the limited-time event, and (iii) the duration length of the first duration limit an amount of participation by the first user during the first duration without exchanging one or more virtual items for the additional amount of the first virtual resource because absent such exchange the first user would not have enough of the first virtual resource to achieve a maximum amount of participation during the limited-time event.

US Pat. No. 9,962,605

SYSTEM AND METHOD FOR PROVIDING AWARDS TO USERS OF AN ONLINE GAME

Kabam, Inc., San Francis...

1. A system for incentivizing players of an online game that takes place in a virtual space by notifying the players regarding potential awards that are available in a secondary game for the players that reach particular levels of progress in the online game, the system comprising:one or more physical computer processors configured by machine-readable instructions to:
execute an instance of the online game and use the instance of the online game to generate game state information that is transmitted to client computing devices over a network, the game state information facilitating presentation of views of the online game to the players via the client computing devices wherein execution of the instance of the online game includes performing operations in the instance of the online game in response to commands received over the network from the client computing devices to enable player participation in the online game, such that a first player participates in the online game through views of the online game presented through a game interface on the client computing device that is associated with the first player;
determine a gameplay metric for individual ones of the players of the online game, wherein the gameplay metric is based on individual progress in the online game, wherein the gameplay metric is based on actions taken by the players in the online game, such that a first gameplay metric for the first player is based on the actions taken by the first player in the online game and further based on a first level of progress by the first player in the online game;
selectively provide access for the players to a secondary game, wherein the players are presented with the secondary game through the game interface while participating in the online game, and wherein participation in the secondary game potentially results in awarding the players with a set of potential awards, wherein the set of potential awards includes one or more virtual items usable in the online game;
determine a subset of potential awards that corresponds to a higher gameplay metric than the first gameplay metric, wherein the higher gameplay metric represents a target level of progress in the online game that is higher than the first level of progress; and
provide a notification to the first player that indicates the subset of potential awards that corresponds to the higher gameplay metric, wherein the subset of potential awards would be available to the first player through the secondary game upon the first player reaching the target level of progress in the online game that is higher than the first level of progress, thereby incentivizing the first player to make progress in the online game.

US Pat. No. 9,889,380

ADJUSTING INDIVIDUALIZED CONTENT MADE AVAILABLE TO USERS OF AN ONLINE GAME BASED ON USER GAMEPLAY INFORMATION

Kabam, Inc., San Francis...

1. A system for adjusting individualized content made available to users of an online game, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of the online game to facilitate presentation of the online game to the users via client computing platforms
associated with the users, and to effectuate in-game actions in the instance of the online game in response to action requests
for the in-game actions from the client computing platforms, wherein the users include a first user and a second user, and
wherein execution of the instance of the online game is performed such that the first user and the second user can interact
with each other;

obtain user gameplay information related to prospective usage of the online game by the users, wherein the user gameplay information
includes:

a first set of user gameplay information related to prospective usage of the online game by the first user; and
a second set of user gameplay information related to prospective usage of the online game by the second user;
determine user types of users that characterize prospective usage of the online game by the users, the user types being determined
based on obtained user gameplay information such that:

a first user type for the first user is determined based on the first set of user gameplay information, and
a second user type for the second user is determined based on the second set of user gameplay information, and the second
user type being a different user type from the first user type; and

determine customizations of playable in-game content in the same instance of the online game made available to individual
ones of the users through participation and/or achievement within the online game, the customizations of playable in-game
content being designed to enhance prospective usage of the online game by the user, the customizations of playable in-game
content being determined based on the user types of the users,

wherein the customizations of playable in-game content include a first customization of playable in-game content that includes
playable in-game content not previously accessible by the first user in the instance of the online game but made accessible
for the first user within the instance of the online game to enhance prospective usage of the online game by the first user,
and

wherein the customizations of playable in-game content further include a second customization of playable in-game content
that includes playable in-game content not previously accessible by the second user in the same instance of the online game
but made accessible for the second user within the same instance of the online game to enhance prospective usage of the online
game by the second user;

implement, in the instance of the online game, the customizations of playable in-game content determined for the individual
ones of the users such that the first customization of playable in-game content is implemented in the instance of the online
game for the first user, and further such that the second customization of playable in-game content is implemented in the
same instance of the online game for the second user,

wherein execution of the instance of the online game subsequent to implementation of the first and second customizations is
further performed such that the first user and the second user can interact with each other in the same instance of the online
game.

US Pat. No. 9,875,482

SYSTEM AND METHOD FOR PROVIDING EXTERNAL NOTIFICATIONS OF EVENTS IN A VIRTUAL SPACE TO USERS

Kabam, Inc., San Francis...

1. A system configured to provide external notifications of events that take place within a virtual space, the system comprising:
one or more processors configured to execute computer program modules, the computer program modules comprising:
a space module configured to execute an instance of a virtual space, and to implement the instance of the virtual space to
facilitate participation by users in a game within the space by facilitating presentation of views of the virtual space to
the users by the client computing platforms, wherein the users participate in the game by controlling one or more entities
within the virtual space, and wherein the users comprise a first user that controls a first entity within the virtual space;

a user module configured to manage user accounts associated with the individual users, the user accounts including user parameters
related to the users such that the user accounts include a first user account associated with the first user that includes
a first set of user parameters related to the first user;

a trigger module configured to identify trigger events within the virtual space that correspond to notifications, and to identify
the users associated with the identified trigger events such that, responsive to the occurrence of a first trigger event that
impacts the first entity, the trigger module identifies the first trigger event and identifies the first user as a user associated
with the first trigger event;

an offer determination module configured to determine an incentive offer for inclusion in the notification to the user, wherein
the incentive offer includes an offer for purchase by the user of one or more virtual items and the determination of the one
or more virtual items is based on the trigger event, such that a first incentive offer includes a first virtual item that
is contextual with the first trigger event

a notification decision module configured to determine whether the notifications of the identified trigger events should be
transmitted to the users associated with the identified trigger events based on the user parameters related to the users such
that, responsive to identification of the first trigger event, the notification decision module determines whether a first
notification of the first trigger event should be transmitted to the first user based on at least one user parameter from
the first set of user parameters; and

a notification transmission module configured to transmit notifications including the incentive offer through electronic communication
media external to the virtual space such that, responsive to the trigger module determining that the first notification should
be transmitted to the first user, the notification transmission module transmits the first notification including the first
incentive offer to the first user via a first electronic communication medium that is external to the virtual space.

US Pat. No. 9,737,819

SYSTEM AND METHOD FOR A MULTI-PRIZE MYSTERY BOX THAT DYNAMICALLY CHANGES PROBABILITIES TO ENSURE PAYOUT VALUE

Kabam, Inc., San Francis...

1. A system for facilitating adjustments of probabilities associated with potential virtual items to be distributed to purchasers
of virtual containers that are associated with the potential virtual items, the system comprising:
a server including one or more physical processors configured by machine-readable instructions to:
execute a game instance of a game space, and to use the game instance to generate game state information that is transmitted
to client computing platforms over a network, the game state information facilitating presentation of views of the game space
to users via the client computing platforms associated with the users, wherein execution of the game instance further enables
interaction of the users with the game space and/or each other by performing operations in the game space in response to commands
received over the network from the client computing platforms associated with the users;

effectuate presentation, through a store interface, of offers to sell container instances of virtual containers, the offers
including a first offer to sell an instance of a first virtual container at a first price, the virtual containers being associated
with sets of potential items such that the first virtual container is associated with a first set of potential items, the
first set of potential items including a first potential item and a second potential item;

effectuate a purchase by a first user of a first container instance of the first virtual container;
obtain information regarding prior distributions to the users of item instances through the first virtual container, wherein
the prior distributions correspond to prior purchases by the users of container instances of the first virtual container,
and wherein the obtained information includes values of the prior distributions;

obtain probabilities associated with the individual potential virtual items for container instances of the virtual containers
purchased by the users such that a first probability for the first potential item is obtained for the first container instance
of the first virtual container purchased by the first user and a second probability for the second potential item for the
first container instance purchased by the first user; and

receive activation requests from users for container instances purchased by the users and, responsive to receiving the activation
requests, determine which items in the sets of potential items should be distributed to the users within the game space through
the container instances such that which first item in the first set of potential items should be distributed to the first
user through the first container instance is determined in response to an activation request from the first user for the first
container instance, the determination of which first item being based on the first probability;

adjust the second probability for the second potential item for the first container instance based on
(i) the first price,
(ii) a value of the first item, and
(iii) the values of the prior distributions;
determine which second item in the first set of potential items should be distributed to the first user through the first
container instance, the determination of which second item being based on the adjusted second probability; and

distribute the first item as determined to the first user and distribute the second item as determined to the first user.

US Pat. No. 9,717,986

SYSTEM AND METHOD FOR PROVIDING A QUEST FROM A PROBABILITY ITEM BUNDLE IN AN ONLINE GAME

Kabam, Inc., San Francis...

1. A system for providing a quest from a probability item bundle in an online game, the system comprising:
one or more physical computer processors configured by machine-readable instructions to:
execute an instance of the online game, and to implement the instance of the online game to facilitate participation of users
in gameplay of the online game, via client computing platforms;

maintain inventories of virtual items under control of the users, and to store associations between the users and the virtual
items under their control;

effectuate presentation to the users, through a shop interface, offers to sell probability item bundles, individual ones of
the probability item bundles being associated, via the one or more physical computer processors, with sets of potential awards
for the online game, the probability item bundles including a first probability item bundle being associated, via the one
or more physical computer processors, with a first set of potential awards, the first set of potential awards including a
first potential award and a second potential award, the first potential award including access to a first quest in the online
game;

wherein the potential awards in the sets of potential awards are associated, via the one or more physical computer processors,
with different award distribution probabilities such that the first potential award is associated, via the one or more physical
computer processors, with a first award distribution probability and the second potential award is associated with a second
award distribution probability;

wherein purchase of the probability item bundles by the users results in addition, via the one or more physical computer processors,
of purchased probability item bundles to the inventories of the users such that responsive to purchase of the first probability
item bundle by a first user, the first probability item bundle is added to a first inventory of virtual items under control
of the first user; and

receive activation requests from the users for the purchased probability item bundles under user controlled inventories, and
to stochastically distribute the potential awards to the users in accordance with the award distribution probabilities associated
with the potential awards such that, in response to receiving an activation request from the first user for the first probability
item bundle subsequent to purchase of the first probability item bundle by the first user, one of the potential awards is
stochastically selected from the first set of potential awards in accordance with the award distribution probabilities associated
with the potential awards such that the first potential award is selected, and to distribute the stochastically selected first
potential award to the first user, and wherein responsive to the selection and distribution of the first potential award to
the first user, the first user is provided with access, via the one or more physical computer processors, to the first quest
in the online game.

US Pat. No. 9,636,573

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

Kabam, Inc., San Francis...

1. A system for providing virtual items to users of a virtual world, the system comprising:
one or more physical processors configured by computer-readable instructions to:
execute an instance of an online game, and to facilitate participation of the users in the online game by effectuating transmission
of information related to the instance of the online game to client computing platforms on which views of the online game
are presented to the users;

effectuate presentation of a shop interface to users in conjunction with presentation of views of the online game, wherein
the shop interface is configured to facilitate presentations to users of offers to sell virtual items usable within the game
in exchange for an amount of currency;

detect if the online game is systematically unavailable to users; and,
in response to detecting that the online game is presently systematically unavailable, effectuate presentation of an alternative
virtual shop interface to users that is accessed over the Internet separately from the online game, wherein the alternative
virtual shop interface presents to users offers to sell the virtual items usable within the game in exchange for less amounts
of currency than the offers to sell the virtual items through the shop interface presented in conjunction with the online
game.

US Pat. No. 9,610,503

PLACEHOLDER ITEMS THAT CAN BE EXCHANGED FOR AN ITEM OF VALUE BASED ON USER PERFORMANCE

Kabam, Inc., San Francis...

1. A system for online gaming including virtual placeholder items which can be exchanged for virtual items of value based
on user performance in the online game, the system comprising:
one or more physical processors configured by computer-readable instructions to:
execute an instance of an online game, and to implement the instance of the online game to facilitate user participation in
the online game that takes place in a virtual space, wherein users participate with the online game by controlling game entities
in the virtual space;

manage virtual item inventories associated with the users in the online game, the inventories including one or more virtual
items available for the users in the online game, including a first inventory of one or more virtual items available for a
first user and a second inventory of one or more virtual items available for a second user;

effectuate presentation of offers to sell virtual items to users for consideration through a shop interface, the offers including
offers to sell placeholder items which can be exchanged for virtual items of value that are usable in the online game, and
manage transfer of placeholder items to user inventories in response to purchase of the placeholder items, such that the responsive
to purchase of a first placeholder item by the first user, transfer the first placeholder item to the first inventory; and

exchange the placeholder items included in the user inventories for virtual items that are usable in the online game based
on a quantitative performance of the users relative to other users in events that take place in the online game, such that
subsequent to a first event in the online game the first placeholder item is exchanged in the first inventory of the first
user for a first set of one or more virtual items determined based on quantitative performance of the first user in the first
event relative to other users of the online game.

US Pat. No. 9,573,051

DYNAMIC ITEM OBTAIN RATE BASED ON PLAYER PROGRESSION, ACTION, AND OTHER IN-GAME BEHAVIOR

Kabam, Inc., San Francis...

1. A system for altering a probability of fulfilling an online game objective in a game space, the system comprising:
one or more physical processors configured by machine readable instructions to alter the probability of fulfilling the online
game objective in the game space, wherein the system alters the probability of fulfilling the online game objective in the
game space by:

executing an instance of the game space in which an online game is played, and to use the instance of the game space to generate
state information that is transmitted to client computing platforms over a network;

implementing the instance of the game space to facilitate presentation of views of the game space to users through displays
of the client computing platforms associated with the users;

facilitating interaction of the users with the game space in response to inputs provided by the users through the client computing
platforms and received by the one or more processors over the network, wherein user interaction with the game space is facilitated
via user access to user accounts associated with the users, the user accounts being accessible by the users via communications
established between the one or more physical processors and the client computing platforms over the network, the user accounts
including a first user account associated with a first user;

monitoring user access to user accounts via the client computing platforms associated with the users, user access to the user
account conveying usage of the game space by the users, including monitoring access by the first user to the first user account;

determining rates of usage of the game space by the users as indicated by access by the users to their user accounts via the
client computing platforms associated with the users, such that a rate of usage of the game space by the first user is determined
as indicated by access to the first user account by the first user;

storing a first online game objective on an electronic storage device, wherein completion of the first online game objective
comprises performance of one or more tasks in the game space by the users, the first online game objective being associated
with a set of potential reward items, the set of potential reward items including a first item;

separately assigning probabilities of the first item from the set of potential reward items being provided to individual user
accounts as a reward for completing the first online game objective, such that the assigned probability of the first user
account being provided with the first item as a reward for completing the first online game objective is different than the
assigned probabilities of other user accounts being provided with the first item as a reward for completing the first online
game objective;

determining the probabilities based on the rates of usage of the game space by the users as indicated by user access to the
user accounts, such that the probability of the first user account being provided with the first item as a reward for completing
the first online game objective is determined based on the rate of usage of the game space by the first user as indicated
by access to the first user account by the first user;

determining rewards for completion of the first online game objective based on the determined probabilities such that a reward
for the first user account for completing the first online game objective is determined based on the determined probability
of the first user account being provided with the first item; and

dispersing the rewards to user accounts for users completing the first online game objective within the online game such that
responsive to the first user account indicating the first user completing the first online game objective, the reward determined
for the first user account for completing the first online game objective is dispersed to the first user account.

US Pat. No. 9,569,801

SYSTEM AND METHOD FOR UNITING USER ACCOUNTS ACROSS DIFFERENT PLATFORMS

KABAM, INC., San Francis...

1. A system for uniting a user account across a first online platform and a second online platform for an online game, the
system comprising:
one or more physical processors configured by machine-readable instructions to:
manage user accounts associated with individual users, the user accounts including a first user account associated with a
first user, wherein the first user account comprises:

a global user identifier configured to represent the first user across the first and second online platforms and in the online
game;

a first network abstraction identifier configured to represent the first user within the first online platform, the first
network abstraction identifier including at least a network identifier portion that reflects the first online platform and
is user agnostic, and a network user identifier portion that represents the first user within the first online platform;

a second network abstraction identifier configured to represent the first user within the second online platform, the second
network abstraction identifier including at least a network identifier portion that reflects the second online platform and
is user agnostic, and a network user identifier portion that represents the first user within the second online platform,
the network user identifier portion of the second network abstraction identifier being different than the network user identifier
portion of the first network abstraction identifier; and

a first game user identifier configured to represent the first user within the online game, the first game user identifier
including at least a game identifier portion that represents the online game and is online platform agnostic, and an in-game
user identifier portion that represents the first user within the online game when playing via the first online platform;

identify, responsive to the first user requesting to play the online game via the first online platform, the first user using
the global user identifier and the first network abstraction identifier; and

identify, responsive to the first user requesting to play the online game via the second online platform, the first user using
the global identifier and the second network abstraction identifier as the same user that played the online game via the first
online platform but accessing the online game through the second online platform rather than the first online platform,

wherein the first online platform and the second online platform are different online platforms and the first user's activity
in the online game session played via the first online platform is reflected in the online game session played on the second
online platform.

US Pat. No. 9,569,466

SYSTEM AND METHOD FOR OFFLINE ASYNCHRONOUS USER ACTIVITY IN A PLAYER VERSUS PLAYER ONLINE GAME

Kabam, Inc., San Francis...

1. A computer implemented method of providing offline asynchronous user activity in a player versus player online game, the
method being implemented by a client computing platform that includes one or more physical computer processors configured
to execute computer program instructions, the method comprising:
maintaining, by the client computing platform, a connection to a game server, the game server hosting a game space in which
the online game takes place, the client computing platform being associated with a first user;

storing, at a game state repository on the client computing platform, a game state of the game space, the game state including
information related to a first set of one or more virtual entities in the game space associated with the first user and information
related to a second set of one or more virtual entities in the game space associated with a second user;

storing, at a game logic repository on the client computing platform, game logic for the online game, the game logic being
based on the game state;

disconnecting, by the client computing platform, from the game server;
responsive to disconnecting from the game server:
maintaining an expression of the game space in an offline mode at the client computing platform to facilitate continued participation
by the first user in the online game while the client computing platform is disconnected from the game server;

receiving instructions from the first user via the client computing platform for one or more actions to be taken by the first
set of virtual entities in the game space, wherein the one or more actions cause the first set of virtual entities to interact
with the game space; and

executing the one or more actions in the online game based on the received instructions such that the first set of virtual
entities interact with the game space, and such that an outcome of the one or more actions is dictated based on the game logic;

establishing a connection, by the client computing platform, with the game server; and
verifying the one or more executed actions, wherein verifying the one or more executed actions comprises:
determining whether the one or more executed actions affects the second set of one or more virtual entities; and
when the one or more executed actions affects the second set of one or more virtual entities, determining whether the one
or more executed actions could have occurred based on the information in the game state associated with the second set of
one or more virtual entities.

US Pat. No. 9,479,466

SYSTEM AND METHOD FOR GENERATING VIRTUAL SPACE MESSAGES BASED ON INFORMATION IN A USERS CONTACT LIST

Kabam, Inc., San Francis...

1. A non-transitory electronic storage media storing information related to dynamically generating game messages on behalf
of a user in an online game, the stored information comprising:
a memory configured to store information related to one or more users of the online game;
instructions configured to cause a client computing platform to:
obtain user information of individual ones of the users of the online game, the obtained user information comprising first
user information associated with a first user in the online game and second user information associated with a second user
in the online game;

obtain contact lists associated with the users of the online game, the contact lists including one or more contact entries,
such that a first contact list associated with the first user is obtained;

obtain contact entries from the contact lists and correlate the contact entries with online game user information obtained
such that responsive to the first contact list being obtained, a first contact entry is obtained from the first contact list
and correlates the first contact entry with the second user;

determine relationships between the users of the online game based on the contact entries such that a relationship between
the first user and the second user is determined based on the first contact entry correlating to the second user;

generate game messages to users of the online game without requiring initiations of the game messages by the users, such that
responsive to the first contact entry being correlated to the second user a first game message is generated by the one or
more processors on behalf of the first user for communication to the second user based on the first contact entry,

wherein generating the first game message comprises determining content of the first game message based on the relationship
between the first user and the second user as determined, such that responsive to the first user and the second user having
a first type of relationship, first content is included in the first game message, and responsive to the first user and the
second user having a second type of relationship, second content is included in the first game message, wherein the first
content and the second content are different, and

wherein generation of the first game message does not require initiation by the first user.

US Pat. No. 9,968,854

PLACEHOLDER ITEMS THAT CAN BE EXCHANGED FOR AN ITEM OF VALUE BASED ON USER PERFORMANCE

Kabam, Inc., San Francis...

1. A system for online gaming including virtual placeholder items in an online game, wherein users can exchange the virtual placeholder items for virtual items of value based on user achievements during gameplay in the online game, wherein the users are associated with client computing platforms, wherein the users include a first user associated with a first client computing platform, the system comprising:one or more physical processors configured by computer-readable instructions to:
execute an instance of the online game, and use the instance of the online game to facilitate interaction of the users with the online game through the client computing platforms that are associated with the users;
manage inventories associated with the users in the online game, wherein the inventories include a first inventory available to the first user;
effectuate presentation of offers to sell virtual items to the users for consideration through a shop interface, wherein the offers include offers to sell placeholder items which can be exchanged for virtual items of value that are usable in the online game, wherein the offers include a first offer to sell a first placeholder item to the first user and a second offer to sell a second placeholder item to the first user;
responsive to the first user accepting the first offer, providing the first placeholder item to the first user such that the first placeholder item is included in the first inventory of the first user, wherein the first placeholder item can be exchanged based on user achievements in the online game, wherein the first placeholder item can be exchanged for a first set of one or more virtual items of value that are usable in the online game;
responsive to the first user accepting the second offer, providing the second placeholder item to the first user such that the second placeholder item is included in the first inventory of the first user, wherein the second placeholder item can be exchanged based on user achievements in the online game, wherein the second placeholder item can be exchanged for a second set of one or more virtual items of value that are usable in the online game;
determine a first quantitative measure of performance achieved during gameplay in the online game, wherein the first quantitative measure of performance involved the first user;
determine a second quantitative measure of performance achieved during gameplay in the online game, wherein the second quantitative measure of performance involved the first user; and
exchange the first placeholder item for the first set of one or more virtual items and exchange the second placeholder item for the second set of one or more virtual items, such that:
responsive to the first quantitative measure of performance being greater than the second quantitative measure of performance, the first set of one or more virtual items has greater value than the second set of one or more virtual items, and
responsive to the second quantitative measure of performance being greater than the first quantitative measure of performance, the second set of one or more virtual items has greater value than the first set of one or more virtual item.

US Pat. No. 9,968,855

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

Kabam, Inc., San Francis...

1. A system that provides virtual items to users of a virtual space, the system comprising:one or more physical processors configured by machine-readable instructions to:
receive commands over a network from client computing platforms associated with the users;
perform operations in a game space associated with an online game in response to the commands received over the network from the client computing platforms associated with the users, wherein receiving the commands and performing the operations facilitates participation by multiple users in the online game;
manage one or more affiliations within the online game, wherein managing the one or more affiliations includes receiving affiliation information over the network from the client computing platforms associated with the users requesting and/or accepting association with the one or more affiliations, a given affiliation within the online game comprising a discrete group of users with a relationship having a functional significance within the online game that has an impact on game play, wherein the affiliations comprise a first affiliation within a first online game between a group of users including a first user and a second user;
transmit affiliation game unit information over the network to the client computing platforms that makes affiliation game units associated with affiliations within the online game available to one or more of the users in the affiliations, the affiliation game units including a first affiliation game unit associated with the first affiliation;
increase a level value of one or more benefit metrics of the affiliation game units in response to receiving information over the network from the client computing platforms indicating the users in the affiliations provided one or more virtual items, such that a first level value of a first benefit metric of the first affiliation game unit is increased in response to receiving information over the network from the first client computing platform associated with the first user providing one or more virtual items.

US Pat. No. 9,968,858

SYSTEM AND METHOD FOR FACILITATING COMMUNICATION BETWEEN AFFILIATED PLAYERS IN AN ONLINE GAME VIA COMMUNICATION MEDIUMS EXTERNAL TO THE ONLINE GAME

Kabam, Inc., San Francis...

1. A system configured to facilitate communication between players in an affiliation within an online game, wherein the communication includes use of a communication medium external to the online game, wherein an instance of a virtual space in which the online game takes place is executed and implemented to transmit game state information over a network to a client computing platform associated with a player to facilitate presentation of views of the virtual space to the player, wherein interaction of the player in the online game is facilitated in response to information received over the network from the client computing platform associated with the player, the system comprising:one or more processors configured by machine-readable instructions to:
managing the affiliation within the online game, wherein the affiliation includes a group of players, wherein the player is included in the affiliation;
receive a request from the player to initiate a communication to one or more other players in the affiliation, wherein the player is associated with communication permissions, and wherein the communication as requested includes use of the communication medium that is external to the online game;
determine whether to permit the communication as requested, wherein the determination is based on the communication permissions associated with the player; and
responsive to the determination to permit the communication as requested, initiate the communication to the one or more other players in the affiliation through the communication medium that is external to the online game.

US Pat. No. 9,919,222

PROVIDING LEADERBOARD BASED UPON IN-GAME EVENTS

Kabam, Inc., San Francis...

1. A system for providing a leaderboard based upon in-game events within a game space, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of an online game, and to implement the instance to facilitate interaction by users with the online game;
obtain an objective definition of an administrator-specified objective to be achieved by users of the online game as part
of a limited time event within the online game, wherein completion of the objective requires multiple activities to be performed
in the online game, the multiple activities being associated with the objective to be completed by users;

determine activity metric values for the users based upon the users' progress toward completing individual ones of the multiple
activities defined in the objective definition, such that a first activity metric value is determined for a first user based
upon the first user's progress toward completing a first activity independent of the first user's progress toward other ones
of the activities, and a second activity metric value is determined for a second user based upon the second user's progress
toward completing the first activity independent of the second user's progress toward the other ones of the activities;

determine objective metric values for the users indicating the users' progress toward achieving the objective, based upon
the activity metric values for the users, such that a first objective metric value for the first user is determined based
upon the first activity metric value for the first user;

effectuate presentation of a first leaderboard for the first activity, the first leaderboard including for presentation:
(i) a first identifier and the first activity metric value for the first user and
(ii) a second identifier and a second activity metric value for the second user, in accordance with a relative ranking of
the first activity metric value and the second activity metric value; and

effectuate presentation of a second leaderboard for the objective metric values, the second leaderboard including for presentation:
(i) the first identifier and the first objective metric value for the first user, and
(ii) the second identifier and a second objective metric value for the second user, in accordance with a relative ranking
of the first objective metric value and the second objective metric value.

US Pat. No. 9,901,830

DYNAMIC ITEM OBTAIN RATE BASED ON PLAYER PROGRESSION, ACTION, AND OTHER IN-GAME BEHAVIOR

Kabam, Inc., San Francis...

1. A system for altering a probability of fulfilling game objectives in a virtual space, the system comprising:
one or more physical processors configured by machine-readable instructions to:
execute an instance of a virtual space, and to implement the instance to facilitate presentation of views of the virtual space
to users through displays of client computing devices associated with the users;

facilitate interaction of the users with the virtual space in response to inputs provided by the users through the client
computing devices, wherein user interaction with the virtual space is facilitated via user access to user accounts associated
with the users, the user accounts being accessible by the users via communications established between the one or more physical
processors and the client computing devices over a network, the user accounts including a first user account associated with
a first user;

monitor user access to user accounts via the client computing devices associated with the users, the user access to the user
account conveying usage of the virtual space by the users, such that access by the first user to the first user account is
monitored;

determine usage of the virtual space by the users, such that a first usage value of the virtual space by the first user is
determined as indicated by the access to the first user account by the first user;

store a game objective, wherein completion of the game objective comprises performance of one or more tasks in the virtual
space by the users, the game objective being associated with a set of potential reward items, the set of potential reward
items including a first item;

determine probabilities of the first item from the set of potential reward items being provided to an individual user as a
reward for completing the game objective based on the usage of the virtual space by the individual user such that a probability
of the first user account being provided with the first item as a reward for completing the game objective that is different
than probabilities of other user accounts being provided with the first item as a reward for completing the game objective
is determined based on the first usage value of the virtual space by the first user;

determine rewards for completion of the game objective based on the determined probabilities such that a reward for the first
user for completing the game objective is determined based on the probability of the first user being provided with the first
item determined; and

disperse rewards for completing the game objective within the game such that responsive to the first user completing the game
objective, the reward for the first user for completing the game objective is dispersed to the first user within the virtual
space.

US Pat. No. 9,868,052

SYSTEM AND METHOD FOR COMPARING SEGMENTS OF PLAYERS THAT ARE DIFFERENTIATED BASED ON A SYSTEM VARIABLE

Kabam, Inc., San Francis...

1. A computer-implemented method of facilitating comparison of one or more user-selected segments of players, the method being
implemented in a computer system comprising one or more physical processors, the method comprising:
executing an instance of an online game;
implementing the instance of the online game, and using the instance to generate game state information that is transmitted
to client computing platforms over a network, the game state information facilitating presentation of views of the online
game to the players via the client computing platforms;

forming segments of players solely based on one or more system variables without regard for whether players intend to join
the segments, the one or more system variables including account creation date, the segments including at least a first segment
of players including a first player and excluding a second player and a second segment of players including the second player
and excluding the first player;

receiving, from a client computing platform associated with a user, first feature input regarding a selection of a first feature
by which to compare the first segment of players and the second segment of players, the selection being made through an administrative
interface presented to the user that is different from any interface presented to the players in the views of the online game;

receiving, from the client computing platform associated with the user, second feature input regarding a selection of a second
feature by which to compare the first segment of players and the second segment of players, the selection being made through
the administrative interface;

displaying, via the client computing platform associated with the user, a comparison of the first segment of players and the
second segment of players based on the first feature and the second feature,

wherein displaying the comparison comprises:
displaying, via the client computing platform associated with the user, a set of values relating to the first segment of players
based on the first feature and the second feature; and

displaying, via the client computing platform associated with the user, a set of values relating to the second segment of
players based on the first feature and the second feature; and

displaying, via the client computing platform associated with the user, an alert if a first value from the first set of values
displayed and a corresponding second value from the second set of values deviate from each other by more than a threshold
amount.

US Pat. No. 9,764,233

SYSTEM AND METHOD FOR OFFLINE ASYNCHRONOUS USER ACTIVITY IN A PLAYER VERSUS PLAYER ONLINE GAME

Kabam, Inc., San Francis...

1. A method of providing offline asynchronous user activity in a player versus player online game, the method comprising:
maintaining, by a client computing platform, a connection to a game server, the client computing platform being associated
with a first user;

storing, at a game state repository on the client computing platform, a game state of the game space, the game state including
information related to a first set of one or more virtual entities in the game space associated with the first user and information
related to a second set of one or more virtual entities in the game space associated with a second user;

storing, at a game logic repository on the client computing platform, game logic for the online game, the game logic being
based on the game state;

disconnecting, by the client computing platform, from the game server;
responsive to disconnecting from the game server:
maintaining, by the client computing platform, an expression of the game space in an offline mode at the client computing
platform to facilitate continued participation by the first user in the online game while the client computing platform is
disconnected from the game server;

receiving instructions from the first user via the client computing platform for one or more actions to be taken by the first
set of virtual entities in the game space, wherein the one or more actions cause the first set of virtual entities to interact
with the game space; and

executing, by the client computing platform, the one or more actions in the online game based on the received instructions
such that the first set of virtual entities interact with the game space, and such that an outcome of the one or more actions
is dictated based on the game logic;

establishing a connection, by the client computing platform, with the game server; and
verifying, by the client computing platform, the one or more executed actions, wherein verifying the one or more executed
actions comprises:

sending the one or more executed actions to the game server; and
receiving, from the game server, information related to a first executed action of the one or more actions.

US Pat. No. 9,754,448

SYSTEM AND METHOD FOR PROVIDING DURATIONAL PROMOTIONS TO PLAYERS

Kabam, Inc., San Francis...

1. A system for providing temporary adjustments of probabilities associated with outcomes of operations effectuated by players
in a game space, the system comprising:
one or more physical computing processors configured by machine-readable instructions to:
execute a game instance of the game space, and to facilitate participation of the players in an online game that takes place
in the game space by effectuating performance of operations in the instance of the game space in response to commands received
from the players, the operations including operations of a first operation type, wherein an outcome of operations of the first
operation type are determined stochastically or quasi-stochastically based on a first outcome probability, and wherein the
players include a first player;

facilitate purchases by the players of virtual currency for use within the online game, wherein the virtual currency can be
used to acquire one or more virtual items for use during gameplay in the online game; and

temporarily adjust, responsive to the purchases, the first outcome probability in favor of the players that have purchased
the virtual currency such that responsive to a purchase of the virtual currency by the first player, the first outcome probability
for operations of the first operation type requested by the first player is temporarily adjusted to a second outcome probability
in favor of the first player, wherein the second outcome probability is more favorable to the first player than the first
outcome probability.

US Pat. No. 9,656,175

SYSTEM AND METHOD FOR PROVIDING IN-GAME PRICING RELATIVE TO PLAYER STATISTICS

Kabam, Inc., San Francis...

1. A system configured to facilitate providing an individualized experience that varies for users, the system comprising:
one or more physical 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 users in an online game that takes place in the virtual space, and to facilitate interaction of a user with the virtual
space by executing actions in the instance of the virtual space in response to receiving the user's input;

store inventories of resources that are available to the users in the virtual space, the inventories including a first inventory
of resources available to a first user in the virtual space;

determine a user metric that quantifies an aspect of the first user's gameplay within the online game, the user metric quantifying
one or more of progress of the first user within the online game, a power level of the first user within the online game,
a skill level of the first user within the online game, a level of virtual technology advancement of the first user within
the online game, and/or a success of the first user within the online game;

effectuate presentation to the users of offers to purchase resources, the offers including a first offer for the first user
to purchase a first set of one or more items; and

determine prices for the offers for the individual users based on the user metrics for the individual users such that the
price of the first offer for the first user is determined based on the user metric for the first user; and

determine a first price range based on the user metric for the first user, wherein the offers presented to the first user
are restricted to offers having prices in the first price range, the first price range being determined based on the user
metric for the first user, and

wherein, responsive to the first price being in the first price range, the first offer is presented to the first user.

US Pat. No. 9,665,915

SYSTEM AND METHOD FOR FACILITATING VIRTUAL GOODS GIFTING

Kabam, Inc., San Francis...

1. A system configured to facilitate gifting of virtual items between users of an online game, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of the online game on an online game server and to implement the instance of the online game on the online
game server to determine view information defining views of the instance of the online game for presentation to users through
a secondary platform;

manage user accounts associated with individual users, the user accounts including a first user account associated with a
first user, wherein the first user account comprises:

secondary platform information that identifies a first set of users with which the first user has established secondary platform
relationships on the secondary platform;

alliance information that identifies a second set of users with which the first user has established online game relationships
within the online game, wherein the established online game relationships are independent from the established secondary platform
relationships; and

character information for a first character controlled by the first user in the online game;
generate information that causes a purchase interface to be presented to the first user, the purchase interface being configured
to receive selection from the first user of (i) virtual currency for purchase, and (ii) one or more users from the second
set of users; and

distribute, responsive to selection by the first user through the purchase interface of a first amount of virtual currency
and a second user with which the first user has established an online game relationship, the first amount of virtual currency
to the second user in the online game, wherein the first amount of virtual currency is held in credit for the second user
upon distribution.

US Pat. No. 9,613,179

METHOD AND SYSTEM FOR PROVIDING AN EVENT SPACE ASSOCIATED WITH A PRIMARY VIRTUAL SPACE

Kabam, Inc., San Francis...

1. A system for providing an event space associated with a primary virtual space, the system comprising:
one or more processors configured to execute machine-readable instructions to:
execute an instance of a primary virtual space, and to implement the instance of the primary virtual space by effectuating
transmission of information over a network to client computing platforms associated with users to facilitate interaction of
the users with the primary virtual space and/or each other by performing operations in the primary virtual space in response
to commands received over the network from the client computer platforms associated with the users;

manage accounts of users related to the primary virtual space that include a first primary user account associated with a
first user, wherein the first primary user account includes inventory information for the first user which indicates virtual
items available to the first user in the primary virtual space;

execute an instance of an event space, and to implement the instance of the event space by effectuating transmission of information
over a network to the client computing platforms associated with the users to facilitate interactions of the users with the
event space and/or each other during an event period by performing operations in the event space in response to commands received
over the network from the client computer platforms associated with the users, wherein the event space comprises one or more
event objectives;

manage accounts of users related to the event space that include a first event user account associated with the first user,
wherein the first event user account indicates a set of event user parameters for the first user, a set of event game parameters
for the first user, and event inventory information which indicates virtual items available to the first user in the event
space, wherein the event user parameters include an association of the first event account with the first primary user account,
and wherein the virtual items available to the first user in the event space are different than the virtual items available
to the first user in the primary virtual space;

facilitate purchase of event virtual items useable in the event space such that responsive to purchase of an event virtual
item in the event space by the first user, the event inventory information reflects the availability of the event virtual
item to the first user in the event space;

determine the progress of the users with respect to the one or more event objectives, and
determine event rewards to be awarded to individual ones of the users based on the progress of the individual users with respect
to the one or more event objectives, wherein the event rewards are usable in the primary virtual space; and;

distribute event rewards to the users in the primary virtual space such that responsive to determination of a first event
reward for the first user, the primary inventory information in the first primary account is updated to reflect the availability
to the first user in the primary virtual space of one or more virtual items included in the first event reward, wherein distributing
the event rewards to the users in the primary virtual space includes effectuating transmission over the network to a first
client computing platform associated with the first user of communications that cause the first client computing platform
to present the availability of the one or more virtual items included in the first event reward.

US Pat. No. 9,596,277

ESTABLISHING A SOCIAL APPLICATION LAYER

Kabam, Inc., San Francis...

10. A computer-implemented method of facilitating presentation of an online game within a plurality of virtual environments
provided by different platforms without requiring idiosyncratic APIs associated with the online game for each different platform,
the method being implemented in a computer system comprising one or more processors configured to execute computer program
modules, the method comprising:
facilitating interfacing between a single online game API and platform APIs; and
implementing the instance of the online game to determine state information of the instance of the online game that describes
the state of the online game, such state information being output through the single online game API,

wherein facilitating user activity with the online game via a first virtual environment provided by the first platform includes
interfacing between the online game API and the first platform API, by translating state information output from the online
game API specific to the platform, facilitating presentation of views of the online game that reflect the state information
within the virtual environment.

US Pat. No. 9,498,706

SYSTEM AND METHOD FOR PROVIDING AN ENHANCED RESEARCH GAME MECHANIC

KABAM, INC., San Francis...

1. A game system comprising:
one or more processors configured by machine-readable instructions to:
define a research space for visual presentation to users on client computing platforms associated with the users as part of
an interface to a game, the research space having spatial dimensions and being divided into an array of positions, with two
or more of the positions being assigned as discovery locations, with the individual discovery locations being associated with
different virtual technologies, the virtual technologies being virtual knowledge in the game that provide abilities to the
users in the game, the individual discovery locations including a first discovery location associated with a first technology;

receive research requests from the client computing platforms associated with the users, the research requests including:
a first research request received from a first client computing platform associated with a first user including a first specified
position in the array of positions to which a first research unit is deployed, a second research request received from a second
client computing platform associated with a second user including a second specified position in the array of positions to
which a second research unit is deployed, and a third research request received from a third client computing platform associated
with a third user including a third specified position in the array of positions to which a third research unit is deployed,
wherein the first research unit has a first skill or experience level associated with a first distance range, the second research
unit has a second skill or experience level associated with a second distance range, and the third research unit has a third
skill or experience level associated with a third distance range;

determine, responsive to receiving the research requests, whether the first specified position, the second specified position,
and/or the third specified position correspond to one of the discovery locations and/or are within associated distance ranges
of the of one of the discovery locations, such that responsive to the second specified position and the third specified position
being the same specified position in the array of positions, (i) the first specified position to which the first research
unit is deployed is determined to correspond with the first discovery location by virtue of the first specified position corresponding
to the first discovery location, (ii) the second specified position to which the second research unit is deployed is determined
to correspond with the first discovery location by virtue of the second specified position being within the second distance
range from the first discovery location, and (iii) the third specified position to which the third research unit is deployed
is determined not to correspond with the first discovery location by virtue of the third specified position not being within
the third distance range from the first discovery location; and

cause the third client computing platform associated with the third user to communicate the lack of correspondence to the
third user, and cause the first client computing platform associated with the first user and the second client computing platform
associated with the second user to provide the first user and the second user access to the first technology in the game.

US Pat. No. 10,124,259

DYNAMIC ITEM OBTAIN RATE BASED ON PLAYER PROGRESSION, ACTION, AND OTHER IN-GAME BEHAVIOR

Kabam, Inc., San Francis...

1. A system for rewarding completion of game objectives in a virtual space, the system comprising:one or more physical processors configured by machine-readable instructions to:
execute an instance of the virtual space, and implement the instance to facilitate presentation of views of the virtual space to users through displays of client computing devices associated with the users and connected over a network;
facilitate interaction of the users with the virtual space, wherein user accounts are associated with the users;
monitor access by the first user to the first user account;
determine a first usage value for the first user, wherein the first usage value is based on the access by the first user to the first user account;
obtain a game objective, wherein completion of the game objective requires performance of one or more tasks in the virtual space by the users, the game objective being associated with a set of potential reward items, the set of potential reward items including a first item;
determine a first probability of the first user account being provided with the first item as a reward for completion of the game objective, wherein the first probability is different than probabilities of other user accounts being provided with the first item as a reward for completion of the game objective, wherein the first probability is determined based on the first usage value;
determine a reward to be provided to the first user account responsive to completion of the game objective, wherein the reward is determined in accordance with the first probability; and
distribute the reward by providing the reward to the first user account.

US Pat. No. 10,080,973

PLACEHOLDER ITEMS THAT CAN BE EXCHANGED FOR AN ITEM OF VALUE BASED ON USER PERFORMANCE

Kabam, Inc., San Francis...

1. A system for online gaming including virtual placeholder items in an online game, wherein users can exchange the virtual placeholder items for virtual items of value based on user achievements during gameplay in the online game, wherein the users are associated with client computing platforms, wherein the users include a first user associated with a first client computing platform, the system comprising:one or more physical processors configured by computer-readable instructions to:
execute an instance of the online game, and use the instance of the online game to facilitate interaction of the users with the online game through the client computing platforms that are associated with the users;
manage inventories associated with the users in the online game, wherein the inventories include a first inventory available to the first user, wherein the first inventory includes a first placeholder item which can be exchanged, based on user achievements in the online game, for a first set of virtual items of value that are usable in the online game, and wherein the first inventory includes a second placeholder item which can be exchanged, based on user achievements in the online game, for a second set of virtual items of value that are usable in the online game;
determine a first quantitative measure of performance achieved during gameplay in the online game, wherein the first quantitative measure of performance involved the first user;
determine a second quantitative measure of performance achieved during gameplay in the online game, wherein the second quantitative measure of performance involved the first user; and
exchange the first placeholder item for the first set of one or more virtual items and exchange the second placeholder item for the second set of one or more virtual items, such that:
responsive to the first quantitative measure of performance being greater than the second quantitative measure of performance, the first set of one or more virtual items has greater value than the second set of one or more virtual items, and
responsive to the second quantitative measure of performance being greater than the first quantitative measure of performance, the second set of one or more virtual items has greater value than the first set of one or more virtual items.

US Pat. No. 10,083,573

SYSTEM AND METHOD FOR IMPLEMENTING A REFUND CALCULATOR IN A GAME

Kabam, Inc., San Francis...

1. A system for implementing a mechanism for automatically determining and distributing refunds of virtual items to users in an online game, the system comprising:one or more processors configured by machine-readable instructions to:
execute a game instance of a game space, and to facilitate presentation of views of the game space to the users to enable interaction of the users with the game space and/or each other by performing operations in the game space in response to commands received from the users through client computing platforms associated with the users;
store inventories of items that are available to the users in the game space, the inventories including a first inventory of items available to a first user in the game space and a second inventory of items available to a second user in the game space;
effectuate presentations to the users of purchase offers to purchase virtual items that can be used in the game space, wherein the presentations are made through a store interface, wherein the presentations include a first purchase offer presented to the first user and a second purchase offer presented to the second user;
receive, from the users, through the store interface, acceptances of the purchase offers, wherein the acceptances include a first acceptance from the first user and a second acceptance from the second user;
receive, from the users, subsequent to receipt of the acceptances, refund requests for sets of one or more virtual items to be refunded into the inventories of the users in the game space, the refund requests including a first refund request received from the first user for a first set of one or more virtual items to be refunded into the first inventory and a second refund request received from the second user for a second set of one or more virtual items to be refunded into the second inventory;
determine user values, indicating value of the users, based on past user spending characterizing past spending by individual ones of the users on multiple virtual items in the online game, the user values including a first user value indicating a value of the first user and a second user value indicating a second value of the second user;
determine refunds for the sets of one or more virtual items to be distributed into the inventories of the users in response to the refund requests, wherein determination of the refunds is based on the determined user values, wherein the refunds are distributed into the inventories of the users without requiring an exchange of consideration by the users for the refunds, such that whether a first refund is to be distributed into the first inventory is determined based on the first user value and wherein the first refund is to be distributed without requiring the first user to exchange any consideration for the first refund, and further such that whether a second refund is to be distributed into the second inventory is determined based on the second user value and wherein the second refund is to be distributed without requiring the second user to exchange any consideration for the second refund;
responsive to a first determination that the first refund is to be distributed, distribute the first refund for the first set of one or more virtual items into the first inventory of the first user; and
responsive to a second determination that the second refund is not to be distributed, the second refund for the second set of one or more virtual items is not distributed into the second inventory of the second user.

US Pat. No. 10,068,431

FACILITATING EVENT IMPLEMENTATION IN AN ONLINE GAME

Kabam, Inc., San Francis...

1. An online game system that defines and controls event implementation in an online game, the system comprising one or more physical processors configured by machine-readable instructions to:host the online game, and transmit information to individual client devices for implementation and presentation of the online game on the individual client devices;
manage award information that defines types of in-game awards to be distributed to players within the online game, the award information including first award information that defines a first award type;
store multiple award handlers, the individual award handlers corresponding to the different, individual award types defined by the award information, the individual award handlers being configured to distribute instances of in-game awards of corresponding award types to player inventories within the online game, wherein the award handlers include a first award handler configured to distribute instances of in-game awards of the first award type to the player inventories within the online game, the individual award handlers comprising one or more blocks of script code separate from any other ones of the award handlers;
manage event information for implementing events in the online game such that first event information including a first event handler for implementing a first event in the online game is managed, the first event handler including one or more blocks of script code executed for implementing the first event in the online game, the event information including first event award information indicating the first award handler corresponding to the first event handler, the first award handler comprising one or more blocks of script code separate from the first event handler specifying one or more instances of in-game awards of the first award type to be distributed to one or more players participating in the first event; and
implement the first event handler, wherein implementing the first event handler in the online game comprises:
invoking the first award handler to distribute the one or more instances of in-game awards of the first award type as first event awards in accordance with the first event award information and a result of the first event.

US Pat. No. 10,026,093

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

Kabam, Inc., San Francis...

1. A system that provides virtual items to users of a virtual space, the system comprising:one or more physical processors configured by machine-readable instructions to:
execute an instance of an online game;
generate game state information that is transmitted to client computing platforms over a network, the game state information facilitating presentation of views of the online game to the users via the client computing platforms, wherein execution of the game instance further enables participation by the users in the online game through the client computing platforms associated with the users;
maintain user accounts, the user accounts including user inventories, wherein the user accounts are associated with the users and include information indicating one or more affiliations having a functional significance between one or more of the users, the user accounts including a first user account for a first user including information indicating that the first user is associated with a first affiliation, and a second user account for a second user including information indicating that the second user is associated with the first affiliation, wherein the first user account includes a first user inventory, wherein the second user account includes a second user inventory, wherein maintaining the first user account includes maintaining the first user inventory, and wherein maintaining the second user account includes maintaining the second user inventory;
cause presentation of offers to sell virtual items to the users on the client computing platforms such that a first offer to sell virtual items is presented to at least the first user and the second user, wherein the first offer is associated with parameters, wherein the parameters include a first set of virtual items that are offered for sale and a first associated user cost to be exchanged by individual ones of the users that accept the first offer, and wherein one or more individual parameters of the parameters of the first offer are adjusted responsive to a number of the users associated with the first affiliation that accept the first offer meeting a threshold number of acceptances;
receive one or more user inputs indicating one or more acceptances of the offers by one or more of the users, including receiving a first user input indicating acceptance of the first offer by the first user and a second user input indicating acceptance of the first offer by the second user;
determine whether the number of the users, associated with the first affiliation, that accept the first offer meets the threshold number of acceptances;
distribute the virtual items to the users associated with one or more affiliations responsive to receiving acceptances of the offers and responsive to receiving the threshold number of acceptances at a defined rate of acceptance, wherein distribution of the virtual items includes:
(i) responsive to receiving at least the threshold number of acceptances of the first offer from the users associated with the first affiliation, distributing the virtual items associated with the first offer to the first user inventory of the first user and to the second user inventory of the second user, in accordance with the parameters, wherein the one or more individual parameters have been adjusted, and
(ii) responsive to failing to receive at least the threshold number of acceptances of the first offer from the users associated with the first affiliation, distributing the virtual items associated with the first offer to the first user inventory of the first user and to the second user inventory of the second user, in accordance with the parameters, wherein the one or more individual parameters have not been adjusted.

US Pat. No. 10,010,796

SYSTEM AND METHOD FOR PROVIDING DYNAMIC AND STATIC CONTEST PRIZE ALLOCATION BASED ON IN-GAME ACHIEVEMENT OF A USER

Kabam, Inc., San Francis...

1. A system for facilitating an interface-based virtual space tournament generation, 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 users in an online game, and to facilitate interaction of users with the virtual space and/or each other by performing operations in the virtual space in response to commands received from the users;
obtain event criteria by which achievement of users of the online game is to be determined as part of a limited time event;
determine awards to be distributed to the users, the awards including a first award to be distributed to a first user, the first award having a primary component and a secondary component, the secondary component of the first award being determined based on a metric indicating performance of the first user with respect to the event criteria during the event time period, and the primary component of the first award being determined based on relative performance of the first user with respect to the other users; and
distribute the awards to appropriate users.

US Pat. No. 9,733,955

FACILITATING USER CONFIGURED ASSISTANCE REQUESTS THROUGH A CHAT IN A VIRTUAL SPACE

Kabam, Inc., San Francis...

1. A system configured to facilitate a user configured assistance request communicated through a chat session, the system
comprising:
a memory; and
one or more processors communicably coupled to the memory configured to execute computer program modules, the computer program
modules comprising:

a space module configured to execute an instance of the virtual space, to implement the instance of the virtual space by receiving
and executing commands to facilitate user interactions with the virtual space, and to determine view information for presentation
of the virtual space on client computing platforms through space interfaces to facilitate user actions in the virtual space;

a chat module configured to implement an instance of a chat session to facilitate synchronous textual communications between
users within the virtual space; the chat module being configured to transmit the textual communications that make up the chat
session to the computing platforms for presentation through graphical chat interfaces, the graphical chat interfaces being
presented on the client computing platforms such that they replace the space interfaces to facilitate the presentation of
the textual communications;

a chat-request module configured to
receive user inputs requesting assistance submitted through graphical chat interfaces;
generate assistance requests based on the received user inputs; and
effectuate communication of the generated assistance requests through the chat sessions for presentation through the graphical
chat interfaces; and,

wherein responsive to receiving inputs from a first user requesting assistance, the chat-request module generates a first
assistance request and effectuate communication of the first assistance request to a second user through a chat session participated
by the second user for presentation through a graphical chat interface implemented on a client computing platform associated
with the second user;

a request-response module configured to receive user acceptances to assistance requests, and to generate assistance commands
executable by the space module, wherein responsive to receiving an acceptance to the first assistance request from the second
user, the assistance request response module generates a first assistance command executable by the space module; and,

wherein the space module is further configured such that responsive to the first assistance command generated by the assistance
request response module, the space module executes the first assistance command in the virtual space.

US Pat. No. 9,757,653

DYNAMIC ADJUSTMENT OF DIFFICULTY IN AN ONLINE GAME BASED ON HARDWARE OR NETWORK CONFIGURATION

Kabam, Inc., San Francis...

1. An online gaming system allowing for adjustable interaction, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of an online game, and to implement the instance of the online game to facilitate participation of users
in the online game, and to implement at least one game difficulty adjustment determined for individual users such that a first
game difficulty adjustment is implemented in the instance of the online game for a first user;

obtain a user resource parameter characterizing one or more resources used by the first user to access the online game; and
determine the first game difficulty adjustment of the online game for the first user based on the user resource parameter
associated with the first user.

US Pat. No. 9,669,316

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

Kabam, Inc., San Francis...

1. A system that provides virtual items to users of a virtual space, the system comprising:
one or more physical processors configured by machine-readable instructions to:
receive commands over a network from client computing platforms associated with the users;
perform operations in a game space associated with an online game in response to the commands received over the network from
the client computing platforms associated with the users, wherein receiving the commands and performing the operations facilitates
participation by multiple users in the online game;

manage one or more affiliations within the online game, wherein managing the one or more affiliations includes receiving affiliation
information over the network form the client computing platforms associated with the users requesting and/or accepting association
with the one or more affiliations a given affiliation within the online game comprising a discrete group of users with a relationship
having a functional significance within the online game that has an impact on game play, wherein the affiliations comprise
a first affiliation within a first online game between a group of users including a first user and a second user;

transmit game unit information over the network to the client computing platforms that makes game units within the online
game available to one or more users in the affiliations, wherein the game units are controllable in the online game by individual
ones of the users in the affiliations, the game units including a first game unit available to the first user in the first
affiliation;

increase a level value of one or more benefit metrics of the game units in response to receiving information over the network
from the client computing platforms indication one or more of the users in the affiliations provided one or more virtual items,
such that a first level value of a first benefit metric of the first game unit is increased in response to receiving information
over the network from the first client computing platform associated with the first user providing one or more virtual items.

US Pat. No. 9,623,335

ACCESS TO AN EXCLUSIVE VIRTUAL SECTION OF AN ONLINE GAME BASED ON PAST SPENDING BEHAVIOR

Kabam, Inc., San Francis...

1. A game server configured to provide access to an exclusive virtual section of an online gaming system, the game server
comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of an online game to facilitate presentation of the online game to users on client computing platforms
associated with the users by transmitting view information associated with the instance of the online game over a network
to the client computing platforms associated with the users, the view information causing the client computing platforms associated
with the users to display views of the online game, and to implement the instance of the online game to facilitate participation
of the users in the online game by executing actions in the instance of the online game in response to commands received over
the network from the client computing platforms associated with the users;

manage user profiles of the users, the user profiles including user spend parameter values for the users characterizing past
spending histories of the users including spend velocities of the users within at least the online game, the user profiles
including a first user profile of a first user, the first user profile including a first user spend parameter value characterizing
a past spending history of the first user including a spend velocity of the first user in at least the online game;

present offers to sell virtual items for use in the online game to users through a shop interface included in one or more
of the views of the online game, wherein the offers to sell virtual items include one or more exclusive offers that are only
presented within an exclusive virtual section presented via one or more of the views of the online game presented via one
or more of the client computing platforms associated with selected users;

determine which users should be provided access to the exclusive virtual section including the one or more exclusive offers
such that a determination as to whether the first user should be provided access to the exclusive virtual section presented
via the views of the online game and including the one or more exclusive offers is made based on a comparison of the first
user spend parameter value with a spend threshold; and

implement access to an exclusive virtual section determined for individual users by presenting views of the online game including
the exclusive virtual section determined for the individual users such that, responsive to the determination that the first
user should be provided access to the exclusive virtual section, access to the exclusive virtual section is implemented in
the instance of the online game for the first user by presenting views of the online game including the exclusive virtual
section to the first user via a client computing platform associated with the first user.

US Pat. No. 9,623,338

SYSTEM AND METHOD FOR FACILITATING COMMUNICATION BETWEEN AFFILIATED PLAYERS IN AN ONLINE GAME VIA COMMUNICATION MEDIUMS EXTERNAL TO THE ONLINE GAME

Kabam, Inc., San Francis...

1. A system configured to facilitate communication to affiliated players of an online game via communication mediums external
to the online game, the system comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of a virtual space in which an online game takes place, and to implement the instance of the virtual space
to transmit game state information determined from the instance of the virtual space over a network to a client computing
platform associated with a player to facilitate presentation of views of the virtual space to the player in an interface,
and to facilitate interaction of the player with the virtual space by executing actions in the instance of the virtual space
in response to commands received over the network from the client computing platform associated with the player;

manage one or more affiliations within the virtual space, an individual affiliation comprising a discrete group of players
with a relationship having a functional significance within the virtual space, wherein the player is included in a first affiliation
comprising a first discrete group of players, and wherein the player is associated with communication permissions;

receive a request including a communication from the player in the first affiliation to communicate to one or more other players
in the first affiliation;

determine whether to permit the communication based on the communication permissions associated with the player in the first
affiliation such that the determination of whether to permit the communication depends on whether the communication permissions
associated with the player permit the player to communicate to the one or more other players in the first affiliation; and

responsive to a determination that the communication permissions associated with the player permit the player to communicate
to the one or more other players in the first affiliation, send the communication to the one or more other players via a communication
medium external to the online game.

US Pat. No. 9,626,475

EVENT-BASED CURRENCY

Kabam, Inc., San Francis...

1. A system for facilitating event-based currency, the system comprising:
one or more physical processors configured by machine-readable instructions to:
execute an instance of a persistent game space in which an online game is played, and to transmit game state information obtained
from the instance of the game space over a network to client devices associated with users to facilitate presentation of views
of the game space to users on the client devices associated with the users, wherein the machine-readable instructions are
further configured to facilitate interaction of the users with one or both of the game space or each other by performing operations
in the instance of the game space in response to commands received from the users input into client devices;

manage a first virtual currency available in the game space and usable by the users to purchase in-space benefits by storing
information associated with the first virtual currency on electronic storage media;

manage a predetermined event that occurs in the game space and is conducted during a predetermined event time period and concurrently
with the interaction of the users with the game space, wherein the machine-readable instructions are further configured such
that:

during the event time period, an event virtual currency is distributed to one or more of the users in the game space as a
reward for one or both of certain operations or achievements performed in the game space during the event time period, wherein
such distribution to the one or more of the users includes monitoring the instance of the game space to identify performance
of one or both of the certain operations or achievements performed in the game space and transmitting communications over
the network to the one or more of the users that cause one or more of the client devices associated with the one or more of
the users to present attribution of the event virtual currency to the one or more of the users, and

after the event time period, the event virtual currency is deactivated such that the event virtual currency is not available
to the users after the event time period, wherein deactivation of the event virtual currency includes transmitting communications
over the network to the one or more of the client devices that cause the one or more of the client devices to present to the
one or more of the users that the event virtual currency has been deactivated; and

effectuate, for one or more of the users, exchanges of the event virtual currency for in-space benefits, wherein the in-space
benefits obtained by the users in exchange for the event virtual currency persist in the game space after the event time period,
and exchanging of the event virtual currency for in-space benefits includes updating information stored on electronic storage
media and associated with the user having an indication of the amount of event virtual currency and an indication of one or
more in-space benefits, and,

wherein the machine-readable instructions are further configured to cause view information to be transmitted to client devices
associated with users, such that views of the game space of the user are presented to users on display devices of the client
devices, and facilitate interaction of the users with one or both of the game space or each other where such interaction includes
the in-space benefits for the user.

US Pat. No. 9,579,564

DOUBLE OR NOTHING VIRTUAL CONTAINERS

Kabam, Inc., San Francis...

1. A system for facilitating player interaction with virtual containers in an online game, the system comprising
one or more physical processors configured by machine-readable instructions to:
host the online game, wherein hosting the online games comprises managing player inventories of virtual items associated with
individual players in the online game, the managed player inventories including a first player inventory associated with a
first player of the online game;

provide instances of virtual containers for player interaction in the online game, the instances of the virtual containers
being associated with corresponding sets of potential items such that a first instance of a first virtual container is provided
to the first player for interaction and is associated with a first set of potential items, wherein the individual potential
items in the first set are associated with corresponding distribution probabilities for distribution to the first player inventory;

receive from players activation requests for activating instances of virtual containers and responsive to such activation
requests, determine which one or ones of the potential items will be distributed to the players as initial payouts in accordance
with the distribution probabilities corresponding to the potential items associated with the requested instances of the virtual
containers such that responsive to an activation request from the first player for activating the first instance of the first
virtual container, one or more items in the first set of potential items are determined to be distributed to the first player
inventory as an initial payout in accordance with the distribution probabilities corresponding to the individual potential
items in the first set;

responsive to the determination of the initial payout to be distributed to the first player inventory, effectuate presentation
of a first offer and a second offer on a client computing platform associated with the first player, wherein

the first offer specifies that the first player may accept the initial payout as an actual payout to be distributed to the
first player inventory, and

the second offer specifies that the first player may pay a first amount of consideration in exchange for having the one or
more items in the initial payout redetermined such that the player may improve the actual payout, wherein the first amount
of consideration includes value in addition to any value that the one or more items in the initial payout have; and

receive an acceptance of the first or the second offer from the first player and determine the actual payout of the first
instance of the first virtual container in accordance the offer accepted by the first player such that

if the first player accepts the first offer, distribute the initial payout to the first player inventory as the actual payout,
and

if the first player accepts the second offer, redetermine, stochastically or quasi-stochastically, the one or more items in
the initial payout and distribute the actual payout to the first player inventory based on an outcome of the redetermination.

US Pat. No. 9,517,405

FACILITATING CONTENT ACCESS ACROSS ONLINE GAMES

KABAM, INC., San Francis...

1. A system for enabling cross-game user actions, the system comprising one or more physical processors configured by machine-readable
instructions to:
host a first online game, the first online game being associated with a first game space, a first game space interface, and
user accounts for the first online game, wherein hosting the first online game comprises:

managing a first set of non-user characters in the first game space for user interaction, the first set of non-user characters
including a first non-user character;

providing sets of game content in the first game space for access by users of the first online game, the sets of game content
being gated by non-user characters in the first game space such that access to the sets of game content are made available
to the users upon the non-user characters gating the sets of game content being defeated, wherein the sets of game content
include a first set of game contents being gated by the first non-user character; and

facilitating actions from users of the first online game, via the first game space interface, for defeating non-user characters
from the first set of non-user characters in the first game space; and

host a second online game, the second online game being associated with a second game space and a second game space interface
different from the first game space and the first game space interface, such that the second online game is discrete and separate
from the first online game, wherein user accounts associated with the second online game are separate from the user accounts
for the first online game, and wherein hosting the second online game comprises:

managing a second set of non-user characters in the second game space for user interaction, the second set of non-user characters
including the first non-user character; and

facilitating actions from users of the second online game, via the second game space interface, for defeating non-user characters
from the second set of non-user characters in the second game space; and, wherein

responsive to a first user of the second online game defeating the first non-user character in the second game space, access
to the first set of game contents in the first game space is made available to the first user as if the first non-user character
had been defeated by the first user in the first game space.

US Pat. No. 10,188,944

FACILITATING USERS TO COMPLETE ACTIVE GAME ACTIONS

Kabam, Inc., San Francis...

1. A game server for providing offers to facilitate users to complete game actions within an online game, the game server comprising:one or more physical processors configured by machine-readable instructions to:
execute an instance of a game space in which the online game is played, and enable interaction of the users with the game space and/or each other by executing game actions on behalf of the users, wherein the game actions including game actions that require wait periods for completion; and
generate offers to remove and/or reduce the required wait periods of the game actions in exchange for consideration from the users, wherein the offers generated for the first user include:
a first offer to remove and/or reduce a first pending wait period required for completion of a first game action in exchange for a first amount of consideration;
a second offer to remove and/or reduce a second pending wait period required for completion of a second game action in exchange for a second amount of consideration; and
a third offer to remove and/or reduce both of the first pending wait period and the second pending wait period in exchange for a third amount of consideration.

US Pat. No. 10,080,972

MYSTERY BOXES THAT ADJUST DUE TO PAST SPENDING BEHAVIOR

Kabam, Inc., San Francis...

1. A system that delivers offers to users of an online game, the system comprising:one or more physical processors configured by machine-readable instructions to:
execute an instance of a game space such that the users participate in the online game in the game space through client computing platforms, the users include a first user;
effectuate presentation to the users on the client computing platforms of a shop interface that includes offers to sell virtual items in exchange for consideration, the virtual items including probability item bundles, the individual probability item bundles being associated with individual sets of potential awards where the individual potential awards include one or more of the virtual items usable in the online game, the offers including a first offer to sell a first probability item bundle associated with a first set of potential awards;
in response to receiving acceptance of the first offer by the first user, effectuate purchase of the first probability item bundle by the first user by adding the first probability item bundle to a user inventory of the first user;
obtain a first spending metric for a first user, the first spending metric characterizing a purchase history of the first user;
obtain distribution probabilities for the potential awards included in the first set of potential awards associated with the first probability item bundle purchased by the first user, such that one or more of the distribution probabilities is determined, by the one or more physical processors, based on the first spending metric;
in response to activation of the first probability item bundle by the first user, stochastically selecting one of the potential awards in the first set of potential awards as an actual award based on the obtained distribution probabilities; and
distributing the actual award to the first user in the online game.

US Pat. No. 10,058,786

SYSTEM AND METHOD FOR ALLOWING AFFILIATIONS TO UTILIZE IN-GAME ITEMS TO ASSIST OTHER PLAYERS

Kabam, Inc., San Francis...

1. A system configured to facilitate providing assistance between users, the system comprising:one or more physical 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 users in an online game, and to facilitate interaction of the users with the virtual space by executing actions in the instance of the virtual space in response to receiving action requests from the users;
store inventories of virtual items and/or resources that are available to users in the virtual space, the inventories including a first inventory of virtual items and/or resources available to a first user in the virtual space and a second inventory of virtual items and/or resources available to a second user in the virtual space;
store associations of the users in the online game within the virtual space with affiliations wherein the affiliations comprise a discrete group of three or more users, the affiliations comprising a first affiliation comprising a first discrete group of users to which the first user and the second user are associated; and
receive a request for one or more virtual items and/or resources from a first user of the first affiliation, effectuate presentation of information related to the request to other members of the affiliation, receive an input from the second user of the first affiliation, the input indicating the one or more virtual items and/or resources indicated in the request; and
effectuate provision of the one or more virtual items and/or resources indicated in the input from the second inventory to the first inventory in response to reception of the input, wherein provision of the one or more virtual items and/or resources from the second inventory depletes virtual items and/or resources from the second inventory.

US Pat. No. 9,940,665

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

Kabam, Inc., San Francis...

1. A system for providing virtual items to users of an online game, wherein an instance of the online game is executed, wherein participation of the users in the online game is facilitated by effectuating transmission of information related to the instance of the online game to client computing platforms on which views of the online game are presented to the users, wherein the users are associated with the client computing platforms, and wherein the users are further presented with a shop interface that facilitates provision of offers to sell virtual items usable within the online game in exchange for amounts of currency, the system comprising:one or more physical processors configured by computer-readable instructions to:
detect if the online game is presently systematically unavailable to the users; and
subsequent to detecting that the online game is presently systematically unavailable to the users, effectuate presentation of an alternative shop interface to the users via the client computing platforms, wherein the alternative shop interface is accessed separately from the online game and the shop interface, wherein the alternative shop interface presents to the users one or more alternative offers to sell the virtual items usable within the online game in exchange for one or more alternative amounts of currency.

US Pat. No. 9,623,320

SYSTEM AND METHOD FOR GRANTING IN-GAME BONUSES TO A USER

Kabam, Inc., San Francis...

1. A method, executed on a computer processor, for granting bonuses to a user's in-game persona, the method comprising:
defining an interface for presentation to a user via a client computing platform associated with the user that allows the
user to place a first virtual item in a first slot within the interface, the virtual item comprising a first quality value
and a first level value;

receiving input by the user over a network from the client computing platform, to place the first virtual item in the first
slot;

establishing, responsive to reception of the input, a set of one or more quality bonuses based on the first quality value;
establishing, responsive to reception of the input, a level bonus for each of the one or more quality bonuses based on the
first level value;

causing the interface to offer the user the ability to upgrade the first virtual item;
causing the interface to offer the user the ability to increase the likelihood of the first virtual item being upgraded by
providing a second virtual item;

determining, responsive to an acceptance of the offer, whether the first virtual item is upgraded or broken;
increasing the level bonus for each of the one or more quality bonuses responsive to the first virtual item being upgraded;
decreasing each of the one or more quality bonuses and the level bonus for each of the one or more quality bonuses responsive
to the first virtual item being broken; and

providing each of the one or more quality bonuses and the level bonus for each of the one or more quality bonuses to the user's
in-game persona.

US Pat. No. 10,188,946

SYSTEM AND METHOD FOR DYNAMICALLY ALTERING AN IN-GAME EXPERIENCE BASED ON A USER'S CONNECTION TO THE GAME

Kabam, Inc., San Francis...

1. A system for dynamically altering an in-game experience for an online game based on a signal strength, the system comprising:one or more processors configured by machine-readable instructions to:
to execute a game instance of a game space for the online game, and to use the game instance of the game space to generate state information that is transmitted over a network to client devices associated with users, wherein transmission of the state information facilitates presentation of views of the game space to the users, and to implement the game instance of the game space to facilitate interaction of the one or more users with the game space and/or each other by performing operations in the game space in response to commands received over the network from the client devices associated with the users, wherein the online game has one or more modes of gameplay in which individual ones of the modes of gameplay include different types of operations performable in the game instance in response to the commands from the users, and wherein the users comprise a first user associated with a first device;
to determine the signal strength of the first device of the first user connected to the network;
perform a mode of gameplay determination by determining one or more of the modes of gameplay to be made available to the first user from a set of modes of gameplay based on the determined connection strength; and
alter availability of one or more of the modes of gameplay to be made available to the first user responsive to the determined signal strength being below a threshold signal strength.

US Pat. No. 10,188,951

SYSTEM AND METHOD FOR PROVIDING A QUEST FROM A PROBABILITY ITEM BUNDLE IN AN ONLINE GAME

Kabam, Inc., San Francis...

1. A system for providing access to quests from probability item bundles in an online game, the system comprising:one or more physical computer processors configured by machine-readable instructions to:
execute an instance of the online game, and to implement the instance of the online game to facilitate participation of users in gameplay of the online game, via client computing platforms that are associated with the users;
maintain inventories of virtual items under control of the users, and to store associations between the users and the virtual items which the users control in the online game;
effectuate presentation to the users, through a shop interface, offers to sell probability item bundles, individual ones of the probability item bundles being associated with sets of potential awards for the online game, the probability item bundles including a first probability item bundle being associated with a first set of potential awards, the first set of potential awards including a first potential award and a second potential award, the first potential award providing access to a first quest in the online game;
wherein the potential awards in the sets of potential awards are associated with different award distribution probabilities such that the first potential award is associated with a first award distribution probability and the second potential award is associated with a second award distribution probability;
wherein purchase of the probability item bundles by the users results in addition, via the one or more physical computer processors, of purchased probability item bundles to the inventories of the users such that responsive to purchase of the first probability item bundle by a first user, the first probability item bundle is added to a first inventory of virtual items under control of the first user; and
receive activation requests from the users for the purchased probability item bundles under user controlled inventories, and to stochastically distribute the potential awards to the users in accordance with the award distribution probabilities associated with the potential awards such that, in response to receiving an activation request from the first user for the first probability item bundle subsequent to purchase of the first probability item bundle by the first user, one of the potential awards is stochastically selected from the first set of potential awards in accordance with the award distribution probabilities associated with the potential awards such that the first potential award is selected.

US Pat. No. 10,127,769

SYSTEM AND METHOD FOR DYNAMICALLY ADJUSTING PRIZES OR AWARDS BASED ON A PLATFORM

Kabam, Inc., San Francis...

1. A system for providing incentives to users based on a platform used to interact with an online game, the system comprising:one or more processors configured by machine-readable instructions to:
provide the incentives to the users responsive to the users interacting with the online game and participating in and/or completing activities in the online game, wherein the users include a first user, wherein the first user accesses the online game through multiple platforms including a first platform and a second platform, wherein the activities include a first activity, wherein, responsive to the first user completing the first activity, an incentive is provided to the first user, wherein the incentive is determined based on whether the first user accessed the online game through the first platform or through the second platform to perform the first activity.

US Pat. No. 10,058,782

SYSTEM AND METHOD FOR PROVIDING A CUSTOMIZED USER EXPERIENCE BASED ON A SPEND FREQUENCY OF A USER

Kabam, Inc., San Mateo, ...

1. A computer-implemented method of providing a customized user experience in an online game, the method being implemented in a computer system comprising one or more physical processors, the method comprising:executing, by the one or more physical processors, an instance of the online game that takes place within a virtual space;
implementing, by the one or more physical processors, the instance of the online game to facilitate participation by one or more users in the online game within the virtual space by determining view information from the instance and transmitting the view information to one or more client computing platforms associated with the one or more users, wherein the view information facilitates presentation of views of the online game to the one or more users by the one or more client computing platforms;
implementing, by the one or more physical processors, in-game actions in the online game in response to action requests for the in-game actions from the one or more users entered and/or selected by the one or more users through the one or more client computing platforms associated with the one or more users, wherein the in-game actions control one or more in-game objects in the online game;
forming at least a first segment of users and a second segment of users from the one or more users based on the one or more users participating in a game-related event during the same time period such that the first segment of users is formed based on their participation in a first game-related event during a first time period and the second segment of users is formed based on their participation in a second game-related event during a second time period, the game-related event including one or more of creating an account, engaging in a quest, logging in to the online game, making a purchase of a given item, and/or forming a relationship within the online game; and
providing a first customer service to the first segment of users and a second customer service different from the first customer service to the second segment of users.

US Pat. No. 10,252,169

PROVIDING LEADERBOARD BASED UPON IN-GAME EVENTS

Kabam, Inc., San Francis...

1. A system for providing leaderboards within a game space, the system comprising:one or more processors configured by machine-readable instructions to:
execute an instance of an online game, and to implement the instance to facilitate interaction by users with the online game, wherein the users include a first user and a second user;
obtain an objective definition of an administrator-specified objective to be achieved by users of the online game as part of a limited time event within the online game, wherein completion of the objective requires multiple activities to be performed by users;
determine the users' progress toward completing individual ones of the multiple activities, such that the first user's progress toward completing a first activity independent of the first user's progress toward other ones of the activities is determined, and such that the second user's progress toward completing the first activity independent of the second user's progress toward other ones of the activities is determined;
determine activity metric values for the users based upon the determined users' progress, such that a first activity metric value is determined for the first user based upon the determined first user's progress, and such that a second activity metric value is determined for the second user based upon the determined second user's progress;
determine objective metric values for the users indicating the users' progress toward achieving the objective, based upon the activity metric values for the users, such that a first objective metric value for the first user is determined based upon the first activity metric value for the first user, and such that a second objective metric value for the second user is determined based upon the second activity metric value for the second user;
effectuate presentation of a first leaderboard for the first activity, the first leaderboard including for presentation:
a first identifier and the first activity metric value for the first user in accordance with a relative ranking of the first activity metric value among the determined activity metric values; and
effectuate presentation of a second leaderboard for the objective metric values, the second leaderboard including for presentation:
a second identifier and the second objective metric value for the second user, in accordance with a relative ranking of the second objective metric value among the determined objective metric values.

US Pat. No. 10,255,613

IDENTITY-RECOGNITION-BASED PROMOTIONS USING VIRTUAL CONTAINERS

Kabam, Inc., San Francis...

1. A system for modifying virtual containers within a game space, the system comprising:one or more processors configured by machine-readable instructions to:
execute a game instance of the game space, and to facilitate presentation of views of the game space to users, wherein the game space is configured to facilitate interaction of the users with the game space and/or each other by performing operations in the game space in response to commands received from the users;
receive requests for container instances of virtual containers, wherein the requests are received from the users in exchange for consideration from the requesting users, wherein the container instances of the virtual containers are associated with virtual item sets and are identified by container identifiers, and wherein the requesting users include a first user that provided a first request for a first container instance;
responsive to receiving the requests, effectuate provision of the container instances of the virtual containers in the game space, such that responsive to the provision of the container instances to the users in the game space, the container instances are added to inventories of virtual items associated with the users, the virtual containers including a first virtual container provided to one or more of the users including the first user and added to the inventories of virtual items associated with the one or more of the users, including a first inventory associated with the first user, the first virtual container being identified by a first container identifier and associated with a first virtual item set for a first time period, such that container instances of the first virtual container that are obtained during the first time period and added to the first inventory associated with the first user will provide item instances of virtual items in the first virtual item set upon activation of the container instances by the first user;
modify the first virtual container identified by the first container identifier such that the modified first virtual container is associated with a second virtual item set and is identified by the first container identifier, wherein the second virtual item set is different than the first virtual item set, and wherein container instances of the first virtual container that are obtained during a second time period and added to the first inventory will provide item instances of virtual items in the second virtual item set upon activation of the container instances by the first user;
receive, from the first user and subsequent to the first request, a second request for a second container instance of the first virtual container, wherein the second request is received during the second time period;
receive, from the first user, a first activation command to activate the first container instance of the first virtual container and effectuate, responsive to the first activation command, activation of the first container instance such that item instances of the virtual items in the first virtual item set are provided to the first user, wherein the first activation command is separate and distinct from the first request; and
receive, from the first user, a second activation command to activate the second container instance of the first virtual container and effectuate, responsive to the second activation command, activation of the second container instance such that item instances of the virtual items in the second virtual item set are provided to the first user, wherein the second activation command is separate and distinct from the second request.

US Pat. No. 10,245,513

INTERFACE-BASED GAME-SPACE CONTEST GENERATION

Kabam, Inc., San Francis...

1. A system for facilitating generation and execution of contests for an online game, wherein the generation includes providing an administrator user interface to an administrator of the contests, and wherein the online game is configured to facilitate interaction of players with the online game and/or each other in response to commands received from client computing platforms associated with the players, the system comprising:one or more processors configured by machine-readable instructions to:
provide the administrator user interface for presentation to the administrator, wherein the administrator user interface is configured to receive user inputs from the administrator that indicate:
(i) one or more performance criteria to be associated with activities performed by the players in the online game, and
(ii) one or more awards to be distributed to the players in association with the one or more contests, wherein the one or more awards include virtual items usable in the online game, and
wherein the players participate in ongoing gameplay within the online game such that the players that participate in the one or more contests continue to participate in the ongoing gameplay during the one or more contests;
determine, based on the performance criteria by the players that participated in the one or more contests, performance scores of the participating players, wherein the activities associated with the one or more performance criteria can be performed by the players in the online game without regard to their participation in the one or more contests such that the activities are performed during the one or more contests by both the players that participated in the one or more contests and by one or more players that did not participate in the one or more contests,
wherein determining the performance scores of the participating players includes monitoring the activities associated with the one or more performance criteria during the one or more contests by the players that participated in the one or more contests, and
wherein the activities associated with the one or more performance criteria that contribute to the determination of the performance scores of the participating players in the one or more contests are the same activities performed by the players to achieve one or more game objectives of the ongoing gameplay outside of the one or more contests; and
automatically distribute the awards to individual ones of the participating players in accordance with the performance scores of the individual participating players.

US Pat. No. 10,245,514

PLACEHOLDER ITEMS THAT CAN BE EXCHANGED FOR AN ITEM OF VALUE BASED ON USER PERFORMANCE

Kabam, Inc., San Francis...

1. A system for online gaming including virtual placeholder items in an online game, wherein users can exchange the virtual placeholder items for virtual items of value based on user achievements during gameplay in the online game, wherein the users are associated with client computing platforms, wherein the users include a first user associated with a first client computing platform and a second user associated with a second client computing platform, the system comprising:one or more physical processors configured by computer-readable instructions to:
execute an instance of the online game, and use the instance of the online game to facilitate interaction of the users with the online game through the client computing platforms that are associated with the users;
manage inventories associated with the users in the online game, wherein the inventories include an inventory available to the second user, wherein the inventory includes a placeholder item which can be exchanged, based on user achievements in the online game, for a set of one or more virtual items of value that are usable in the online game, wherein a value of the set of one or more virtual items upon exchange is determined based on user achievements by the first user in the online game;
determine a first quantitative measure of performance achieved during gameplay in the online game, wherein the first quantitative measure of performance involved the first user; and
exchange the placeholder item for the set of one or more virtual items, such that the value of the set of one or more virtual items is increased responsive to the first quantitative measure of performance being greater than a threshold level of performance, and further such that the value of the set of one or more virtual items is decreased responsive to the first quantitative measure of performance being less than the threshold level of performance.

US Pat. No. 10,249,099

PROVIDING ERROR CORRECTION FOR PARTICLES OF DESTRUCTIBLE OBJECTS

Kabam, Inc., San Francis...

1. A system configured to provide error corrections for positions of particles of destructible objects in a three-dimensional volume in a virtual space so that visible gaps between the particles are removed or reduced, the system comprising:electronic storage configured to store center-of-mass information of a set of objects, wherein the center-of-mass information reflects a three-dimensional position of a center of mass of individual ones of the set of objects in the three-dimensional volume in the virtual space, wherein the three-dimensional position is stored in a first floating point format, wherein individual ones of the set of objects are destructible objects in the virtual space, and wherein the first floating point format encodes floating point numbers using a first number of bits;
one or more processors configured by machine-readable instructions to:
generate a texture map based on the stored center-of-mass information of the set of objects, wherein positional information included in the texture map is stored in a second floating point format, wherein the second floating point format encodes floating point numbers using a second number of bits, and wherein the first number of bits is greater than the second number of bits;
determine simulated center-of-mass information of the set of objects based on the texture map, wherein the simulated center-of-mass information reflects a simulated three-dimensional position of a simulated center of mass of individual ones of the set of objects in the three-dimensional volume in the virtual space;
determine positional differences for the set of objects, wherein individual ones of the positional differences are based on comparisons between the stored three-dimensional position in the first floating point format and the simulated three-dimensional position based on the second floating point format; and
adjust the stored center-of-mass information of a set of objects based on the determined positional differences for the set of objects.

US Pat. No. 10,248,970

VIRTUAL ITEM PROMOTIONS VIA TIME-PERIOD-BASED VIRTUAL ITEM BENEFITS

Kabam, Inc., San Francis...

1. A system for providing time-period-based virtual item benefits within a game space, the system comprising:one or more processors configured by machine-readable instructions to:
execute a game instance of the game space, and to use the game instance to facilitate interaction of users with the game space and/or each other by transmitting state information derived from execution of the game instance over a network to client computing platforms associated with the users for presentation of views of the game space to the users on the associated client computing platforms and performing operations in the game space in response to commands received from the client computing platforms associated with the users;
cause presentation of an interface to the users including a first user and a second user, wherein the interface is configured to present offers to the users to purchase item instances of virtual items associated with in-space benefits, the virtual items including a first virtual item, wherein individual ones of the item instances of the virtual items are either (i) an unmodified version of a particular item instance of a particular virtual item, or (ii) a modified version of the particular item instance of the particular virtual item,
wherein the item instances of the first virtual item are unmodified versions that are configured to be activated by the users in the game space to obtain one or more first in-space benefits,
wherein the item instances of the first virtual item purchased via the interface during a first time period are modified versions that are configured to be activated by the users in the game space during a second time period to obtain one or more second in-space benefits, wherein the first time period has a first start time and a first end time and the second time period has a second start time and a second end time, and wherein the one or more second in-space benefits are different from the one or more first in-space benefits that would be obtained by the users in the game space upon activation of unmodified versions of the item instances of the first virtual item;
cause presentation, via the interface, of the offers to purchase the first virtual item during the first time period to the users, wherein the first user purchases a first item instance of the first virtual item during the first period, wherein the first item instance is a modified version;
cause presentation, via the interface, of the offers to purchase the first virtual item outside the first time period to the users, wherein the second user purchases a second item instance of the first virtual item outside the first time period, wherein the second item instance is an unmodified version;
cause presentation, via the interface, of information informing the users of the second time period including the second start time and the second end time of the second time period and modification of the instances of the first virtual item during the second time period;
provide the one or more first in-space benefits to the second user within the game space responsive to a determination that the second item instance is activated by the second user; and
provide the one or more second in-space benefits to the first user within the game space responsive to a determination that the first item instance is activated by the first user during the second time period.

US Pat. No. 10,232,269

UNLOCKING GAME CONTENT BASED ON AMOUNTS OF COLLABORATIVE GAMEPLAY

Kabam, Inc., San Francis...

1. A gaming system for unlocking game content for users of an online game based on cooperative usage, the system comprising:a memory; and
game server, the game server comprising:
one or more processors configured by machine-readable instructions to:
execute an instance of the online game and to use the instance to generate game state information that is transmitted to client computing platforms over a network, the game state information facilitating presentation of the online game to the users via displays associated with the client computing platforms, and to implement in-game actions in the instance of the online game in response to action requests for the in-game actions received over the network from the client computing platforms, wherein the client computing platforms are associated with the users;
identify groups of users interacting with the online game cooperatively to progress toward an objective, and to quantify amounts of cooperative gameplay engaged in by individual ones of the identified groups attempting to achieve the objective such that, for a first identified group of users engaged in cooperative gameplay toward one or more first objectives, a first amount of cooperative gameplay engaged in by the users in the first identified group is quantified; and
make content in the online game available to the identified groups of users based on the quantified amounts of cooperative gameplay without regard to whether the identified groups of users are successful in achieving the objectives, the content including a first set of content made available to the users in the first identified group based on the first amount of cooperative gameplay by the first identified group of users.

US Pat. No. 10,193,999

DYNAMIC ONLINE GAME IMPLEMENTATION ON A CLIENT DEVICE

Kabam, Inc., San Francis...

1. A system for providing online games on client devices based on capabilities of the client devices, the system comprising one or more physical processors configured by machine-readable instructions to:host an online game, and transmit information to individual client devices for implementation and presentation of the online game on the individual client devices for user interaction, the individual client devices including a first client device;
obtain device capability information regarding capabilities of the individual client devices such that first capability information regarding a first set of capabilities of the first client device is obtained;
determine values of capability parameters for the first set of capabilities of the first client device such that a first value of a first capability parameter is determined;
determine the first value of the first capability parameter has breached a first threshold value for the first capability parameter;
assign a first device profile to the first client device based on the determination that the first value of the first capability parameter has breached the first threshold value for the first capability parameter;
transmit the first device profile to the first client device; and
select one or more of a frame rate for rendering the online game, a level of detail for rendering the online game, an audio quality for providing the online game, a level of graphic effects for implementation of the online game, and/or a level of physics effects for implementation of the online game, wherein the selection is based on the assigned first device profile, wherein
the online game is provided on the first client device in accordance with the first device profile assigned to the first client device, and wherein providing the first game on the first client device in accordance with the first device profile includes one or more of rendering the online game at the selected frame rate, rendering the online game at the selected level of detail, providing the online game with the selected audio quality, implementing the online game with the selected level of graphics effects, and/or implementing the online game with the selected level of physics effects.

US Pat. No. 10,279,271

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

Kabam, Inc., San Francis...

1. A system that provides increased benefits to virtual items that are controllable and/or accessible by multiple users of a virtual space by virtue of the multiple users being included in an affiliation of users within an online game taking place in the virtual space, the system comprising:one or more physical processors configured by machine-readable instructions to:
receive commands over a network from client computing platforms associated with the users;
perform operations in the virtual space associated with the online game in response to the commands received over the network from the client computing platforms associated with the users, wherein receiving the commands and performing the operations facilitates participation by the users in the online game;
manage one or more affiliations within the online game, wherein managing the one or more affiliations includes receiving affiliation information over the network from the client computing platforms associated with the users requesting and/or accepting association with the one or more affiliations, a given affiliation within the online game comprising a discrete group of users with a relationship having a functional significance within the online game that has an impact on game play, wherein the affiliations include a first affiliation between a group of users including a first user and a second user, wherein the first affiliation is associated with a first affiliation game unit, wherein the first affiliation game unit is controllable and/or accessible by both the first user and the second user by virtue of their inclusion in the first affiliation;
receive, from a first client computing platform associated with the first user, information regarding the first user providing one or more virtual items to increase a first level value of a first benefit metric of the first affiliation game unit; and
increase the first level value of the first benefit metric of the first affiliation game unit in response to receiving the information regarding the first user providing the one or more virtual items.

US Pat. No. 10,282,739

COMPARATIVE ITEM PRICE TESTING

Kabam, Inc., San Francis...

1. A system for valuing new virtual items introduced into an online game and presenting offers of the new virtual items to users of the online game, the system comprising:one or more processors configured by machine-readable instructions to:
present offers to sell instances of virtual items usable in the online game to the users in a shop interface, the offers including offers to sell instances of probability item bundles, the probability item bundles being associated with sets of potential items that are usable in the online game, the offers including a first offer to sell instances of a first probability item bundle for a price and a second offer to sell instances of a second probability item bundle for the same price, the first probability item bundle being associated with a first set of potential items that includes a first primary item and a first set of secondary items, and the second probability item bundle being associated with a second set of potential items that includes a second primary item and a second set of secondary items,
wherein the first primary item has a known value and the second primary item has an unknown value,
wherein the known value of the first primary item is a value to users that is known to a game administrator based on previous use in the online game, and the unknown value of the second primary item is not known due to the second primary item being new;
obtain distribution probabilities for the individual potential items in the sets of potential items associated with the sold instances of the probability item bundles, such that for sold instances of the first probability item bundle and sold instances of the second probability item bundle the first primary item and the second primary item have the same distribution probability;
distribute potential items to the users that activate instances of the probability item bundles in accordance with the distribution probabilities;
monitor sales of the first probability item bundle and sales of the second probability item bundle;
determine the unknown value for the second primary item based on a comparison between the sales of the first probability item bundle and the sales of the second probability item bundle, wherein determination of the unknown value for the second primary item is further based on the price of the first probability item bundle and the known value of the first primary item, and wherein, upon the determination, the second primary item has a determined value; and
present an offer to sell instances of the second primary item to the users in the shop interface, the offer being for a particular price that is based on the determined value for the second primary item.

US Pat. No. 10,265,628

SYSTEM AND METHOD FOR FACILITATING COMMUNICATION BETWEEN AFFILIATED PLAYERS IN AN ONLINE GAME VIA COMMUNICATION MEDIUMS EXTERNAL TO THE ONLINE GAME

Kabam, Inc., San Francis...

1. A system configured to facilitate communication between players in an affiliation within an online game, wherein the communication includes use of a communication medium external to the online game, wherein an instance of a virtual space in which the online game takes place is executed and implemented to transmit game state information over a network to a client computing platform associated with a player to facilitate presentation of views of the virtual space to the player, the system comprising:one or more processors configured by machine-readable instructions to:
managing the affiliation within the online game, wherein the affiliation includes a group of players, wherein the player is included in the affiliation;
receive a request from the player to initiate a communication to one or more other players in the affiliation, wherein the player is associated with communication permissions, and wherein the communication includes use of the communication medium that is external to the online game;
make a determination whether to permit the communication, wherein the determination is based on the communication permissions associated with the player; and
responsive to the determination to permit the communication being affirmative, initiate the communication to the one or more other players in the affiliation, wherein the communication includes use of the communication medium that is external to the online game.

US Pat. No. 10,258,883

SYSTEM AND METHOD FOR PROVIDING AWARDS TO USERS OF AN ONLINE GAME

Kabam, Inc., San Francis...

1. A system for incentivizing players of an online game that takes place in a virtual space by providing the players with information regarding potential awards that are available in a secondary game for the players that reach particular levels of progress in the online game, the system comprising:one or more physical computer processors configured by machine-readable instructions to:
execute an instance of the online game and use the instance of the online game to generate game state information that is transmitted to client computing devices over a network, the game state information facilitating presentation of views of the online game to the players via the client computing devices, wherein the client computing devices include a first client computing device associated with a first player, wherein execution of the instance of the online game includes performing operations in the instance of the online game in response to commands received over the network from the client computing devices, wherein execution of the instance of the online game further includes facilitating player participation in the online game, such that the first player participates in the online game through a game interface on the first client computing device, wherein the game interface is configured to present views of the online game to the first player and to receive commands from the first player;
determine a gameplay metric for individual ones of the players of the online game, wherein the gameplay metric is based on one or more of individual progress of the players in the online game and/or individual actions taken by the players in the online game, such that a first gameplay metric for the first player is based on one or more of actions taken by the first player in the online game and/or a first level of progress by the first player in the online game;
selectively provide access for the players to a secondary game, wherein the players are presented with the secondary game through the game interface while participating in the online game, and wherein participation in the secondary game potentially results in awarding the players with a set of potential awards, wherein the set of potential awards includes one or more virtual items usable in the online game;
determine a subset of potential awards that corresponds to a higher gameplay metric than the first gameplay metric, wherein the higher gameplay metric corresponds to a target level of progress in the online game that is higher than the first level of progress; and
provide information to the first player regarding the subset of potential awards that corresponds to the higher gameplay metric, wherein the subset of potential awards would be available to the first player through the secondary game upon the first player reaching the target level of progress in the online game, thereby incentivizing the first player to make progress in the online game.

US Pat. No. 10,248,614

GENERATING SEGMENTED NOTIFICATIONS IN A VIRTUAL SPACE

Kabam, Inc., San Francis...

1. A system for facilitating segmented notifications based on user parameters in a virtual space in which an online game takes place, the system comprising:one or more physical processors configured by machine-readable instructions to:
execute an instance of a virtual space in which the online game takes place, facilitate presentation of views of the virtual space to users through client computing platforms that are associated with the users and operatively linked to the system via a network, and enable user interactions with the virtual space and/or other users by receiving and executing commands from the users, wherein interactions between the users are supported through communications exchanged within the virtual space;
manage user accounts associated with the individual users, the user accounts including:
(i) external communication media preferences, wherein the external communication media preferences define one or more electronic communication media external to the virtual space through which individual users prefer to receive notifications, and wherein the external communication media preferences are associated with the individual users, and
(ii) user parameters related to the individual users such that the user accounts include accounts associated with a first set of one or more users having a first user parameter value for a first user parameter, and accounts associated with a second set of one or more users having a second user parameter value for the first user parameter,
wherein the first user parameter represents spending information related to spending by an individual user within the virtual space, wherein the spending information includes one or more of a spend rate by the individual user that reflects an average amount spent by the individual user within the virtual space per a real-world unit of time, a total spend amount by the individual user, average spending by the individual user during one or more predetermined periods, and spending by the individual user during certain events within the virtual space,
wherein the first and second user parameter values are distinct and separate from each other;
automatically generate the notifications that convey information to encourage the users to participate in the virtual space and include information about events and/or activities within the virtual space that the users could have participated in without receiving the notification, the notifications being generated based on user parameter values of the user parameters related to the individual users the notifications are intended for and will be transmitted to, such that a first notification is generated for the first set of one or more users based on the first user parameter value, and a second notification is generated for second set of one or more users based on the second user parameter value, wherein the first and second notifications are separate and distinct from each other in content; and
effectuate transmissions of the notifications through the one or more electronic communication media external to the virtual space such that the first notification is transmitted to the first set of one or more users and the second notification is transmitted to the second set of one or more users, wherein transmissions of the notifications to the individual users use the one or more electronic communication media external to the virtual space in accordance with the external communication media preferences per individual user.