US 12,263,411 B2
Automated player sponsorship system
Jijnes Jashbhai Patel, Hillsborough, NJ (US); Daniel Valentine Gibson, Irvine, CA (US); and Kenneth Alan Moss, Redwood City, CA (US)
Assigned to Electronic Arts Inc., Redwood City, CA (US)
Filed by Electronic Arts Inc., Redwood City, CA (US)
Filed on Feb. 6, 2023, as Appl. No. 18/106,353.
Application 18/106,353 is a continuation of application No. 17/249,379, filed on Mar. 1, 2021, granted, now 11,596,872.
Application 17/249,379 is a continuation of application No. 16/370,846, filed on Mar. 29, 2019, granted, now 10,967,277, issued on Apr. 6, 2021.
Prior Publication US 2023/0182026 A1, Jun. 15, 2023
This patent is subject to a terminal disclaimer.
Int. Cl. A63F 13/795 (2014.01); A63F 13/61 (2014.01); A63F 13/79 (2014.01)
CPC A63F 13/795 (2014.09) [A63F 13/61 (2014.09); A63F 2300/5566 (2013.01)] 20 Claims
OG exemplary drawing
 
1. A system comprising:
one or more physical computer processors in communication with one or more data stores configured to store computer-executable instructions, wherein the computer-executable instructions, when executed, configure the one or more physical computer processors to:
execute an instance of an online game during runtime of a gameplay session;
based at least in part on sponsorship criteria associated with a first sponsor, apply a matching model to player data that is associated with one or more player accounts, wherein the matching model identifies a first subset of players that satisfies the sponsorship criteria;
select a first player of the first subset of players to receive sponsorship data corresponding to sponsorship of the first player by the first sponsor;
provide access to sponsorship data by a first player account associated with the first player, the sponsorship data including one or more sponsor customizations;
receive a selection of a first sponsor customization for the first player account;
update at least one of a user interface or a virtual entity associated with the first player account with the first sponsor customization, such that the instance of the online game is rendered with the first sponsor customization within a virtual environment during runtime of the gameplay session; and
monitor game data associated with the first player account to generate metrics associated with usage of the first sponsor customization.