Patent Publication Number: US-11023911-B2

Title: Comparative item price testing

Description:
FIELD OF THE DISCLOSURE 
     This disclosure relates to valuing new virtual content distributed to users in an online game. 
     BACKGROUND 
     Users may access virtual spaces via client computing platforms. A virtual space may include, for example, an online game. A virtual space may include virtual content. Virtual content may include one or more of a virtual item, a virtual good, a character, an offer, a notification, an aspect of the virtual space (e.g., topography, topographical elements, upgrades, display skins, etc.), and/or other content. Virtual items and/or goods may include one or more of a virtual weapon, a tool, a food, a currency, a reward, a bonus, health, a potion, an enhancement, a mount, a power-up, a speed-up, clothing, a vehicle, an anatomical feature of a character or game entity, a troop or troop type, a pet, a virtual resource, and/or other virtual items and/or goods. Virtual items and/or virtual goods may be content which is usable within the virtual space and/or an online game that takes place in the virtual space. 
     User engagement with the virtual space is often facilitated through user interaction with the virtual content which is distributed to the users within the virtual space through various distribution mechanisms. For example virtual content may be offered for sale to users through a virtual shop and/or shop interface of the virtual space. Virtual content may be set to a particular sales price based, at least in part, on the value of the content. The value of the content may change depending on, for example, user demand for the content. Often, new virtual content (e.g., a new virtual item) is created and distributed to the users in the virtual space. However, a difficulty in valuing new content may arise at least due to the demand of the new content being unknown. If a sales price is initially set to high, the content may not sell. If a sales price is set to low, the potential revenue generation for the new content may be lost. 
     SUMMARY 
     One aspect of the disclosure relates to a system for valuing new virtual items introduced into an online game. The system may comprise one or more processors configured to execute computer program modules. The computer program modules may comprise one or more of a virtual shop module, a distribution probability module, a bundle activation module, a sale monitoring module, a value determination module, and/or other modules. 
     The virtual shop module may be configured to present offers to sell instances of virtual items usable in the online game to users in a shop interface. The offers may include offers to sell instances of probability item bundles. The probability item bundles may be associated with sets of potential items that are usable in the online game. The offers may include 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 may be associated with a first set of potential items that includes a first primary item and a first set of secondary items. The second probability item bundle may be associated with a second set of potential items that includes a second primary item and a second set of secondary items. The first primary item may have a known value (e.g., is a virtual item previously used within the online game) and the second primary item having an unknown value (e.g., is a new virtual item). The probability item bundles may be sold at a price or prices that reflect the different virtual content that may be distributed from the probability item bundle and/or distribution probabilities associated with the different virtual content. This may facilitate market research on the value of the new content with respect to the existing content without revealing a true sale price of the new content to users. 
     The distribution probability module may be configured to obtain distribution probabilities for the individual potential items in the sets of potential items associated with the sold instances of the probability item bundles. The distribution probability module may be configured 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 the second primary item have the same distribution probability. 
     The bundle activation module may be configured to distribute potential items to the users that activate instances of the probability item bundles in accordance with the distribution probabilities. 
     The sale monitoring module may be configured to monitor sales of the first probability item bundle and sales of the second probability item bundle. Sales may be monitored in terms of total sales volume over a given time period, total revenue generated over a given time period, and/or other sales measure. 
     The value determination module may be configured to determine a value for the second primary virtual item based on comparative sales (e.g., sales volume, total revenue generated, and/or other sales comparison) of the first probability item bundle and the second probability item bundle. 
     Another aspect of the disclosure relates to a method of valuing new virtual items introduced into an online game. The method may be implemented in a computer system including one or more physical processors and storage media storing machine-readable instructions. The method may comprise the operations of: presenting offers to sell instances of virtual items usable in the online game to users in a shop interface, 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, the first primary item having a known value and the second primary item having an unknown value; obtaining distribution probabilities for the individual potential items in the sets of potential items associated with the sold instances of the probability item bundles, the distribution probability module being configured 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 the second primary item have the same distribution probability; distributing potential items to the users that activate instances of the probability item bundles in accordance with the distribution probabilities; monitoring sales of the first probability item bundle and sales of the second probability item bundle; determining a value for the second primary virtual item based on comparative sales of the first probability item bundle and the second probability item bundle; and/or other operations. 
     These and other features, and characteristics of the present technology, as well as the methods of operation and functions of the related elements of structure and the combination of parts and economies of manufacture, will become more apparent upon consideration of the following description and the appended claims with reference to the accompanying drawings, all of which form a part of this specification, wherein like reference numerals designate corresponding parts in the various figures. It is to be expressly understood, however, that the drawings are for the purpose of illustration and description only and are not intended as a definition of the limits of the invention. As used in the specification and in the claims, the singular form of “a”, “an”, and “the” include plural referents unless the context clearly dictates otherwise. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  illustrates a system for valuing new virtual content to be distributed to users in an online game. 
         FIG. 2  illustrates a particular embodiment of the server employed in the system depicted in  FIG. 1 . 
         FIG. 3  illustrates a method for valuing new virtual content to be distributed to users in an online game. 
     
    
    
     DETAILED DESCRIPTION 
       FIG. 1  illustrates a system  10  for valuing new virtual content which is to be distributed in a virtual space. A virtual space may include, for example, an online game. Virtual space content may include, for example, game content. The virtual space may include a virtual shop and/or shop interface configured to facilitate the distribution of virtual content to users of the virtual space. Virtual content distribution may include offers for sale at an associated sale price. The sale price of the virtual content may be based on the value of the virtual content. New virtual content may be content which has yet to be associated with a value and/or sale price due to, for example, the unknown demand for the new content. 
     Virtual content may include one or more of a virtual item, a virtual good, a character, an offer, a notification, an aspect of the virtual space (e.g., topography, topographical elements, upgrades, display skins, etc.), and/or other content. Virtual items and/or goods may include one or more of a virtual weapon, a tool, a food, a currency, a reward, a bonus, health, a potion, an enhancement, a mount, a power-up, a speed-up, clothing, a vehicle, an anatomical feature of a character or game entity, a troop or troop type, a pet, a virtual resource, and/or other virtual items and/or goods. Virtual items and/or virtual goods may be usable within the virtual space and/or an online game that takes place in the virtual space. New virtual content may refer to virtual content which has previously not been offered for individual sale within the virtual space. 
     The value of virtual content may be considered in a variety of ways. Value may be a monetary value associated with denominations of a real and/or a virtual currency, and/or other value. The value of virtual content may fluctuate depending on the demand for the content in the virtual space. For example, user demand may depend on one or more of the effectiveness of the content in the virtual space, the ease of use, the sale price of the item, the availability of the item, and/or other considerations. Demand for a particular virtual item may decrease as more users acquire the content for use in the virtual space and/or for other reasons. In some implementations, the value of virtual content may correspond to a price at which the content is offered for individual sale. As such, following the above example, if the demand for a particular virtual item decreases, the value may decrease, and the offered sale price for the item may similarly decrease. The opposite effect may be experienced when demand for virtual content increases. 
     In some implementations, the sales price of virtual content may be high or lower than the value of the content. For example, content may be sold at a price lower than its value if there were to be a discounted sale. Content may be sold at a price higher than its value, for example, if the content is to be “exclusive”. 
     However, as presented previously, a difficulty in valuing new content may arise at least due to the unknown demand of the new content. As such, the system  10  herein may be configured to value new virtual content based, at least in part, on comparative sales of the new content and existing content, wherein the existing content may have a known value and/or sale price. In some implementations, the new content and existing content are distributed (e.g., sold) to users in separate probability item bundles, described in more detail herein. A probability item bundle may be sold at a price or prices that reflect the different virtual content that may be distributed from the probability item bundle and/or distribution probabilities associated with the different virtual content. This may facilitate market research on the value of the new content with respect to the existing content without revealing a true sale price of the new content to users. For example, comparative sales may be analyzed such that the sales of the probability item bundles including the new content may be compared to the sales of the probability item bundles including the existing content. Such analysis may facilitate a determination of a relative value of the new content based on the relative sales demand for the probability item bundle containing the new content compared to the probability item bundle containing the existing content. 
     In  FIG. 1 , providing the virtual space may include hosting the virtual space over a network  32 , such as the Internet. A host server may include one or more processors configured to execute one or more computer modules for implementing an instance of an online game and to facilitate the participation of one or more users in the online game. The host server may be a game server  12 . The server  12  may include processor(s)  14 . 
     The computer program modules may include one or more of a game module  16 , a user module  18 , a virtual shop module  20 , a distribution probability module  22 , a bundle activation module  24 , a sale monitoring module  26 , a value determination module  28 , and/or other modules. The server  12  may be configured to communicate with one or more client computing platforms  34 , according to client/server architecture. The client computing platforms  34  can include, for example, a cellular telephone, a smartphone, a laptop, a tablet computer, a desktop computer, a television set-top box, smart TV, a gaming console, and/or other device as described herein and/or other considerations. The users  36  may access system  10  and/or the virtual space via client computing platforms  34 . 
     The game module  16  may be configured to implement an instance of the virtual space executed by the computer modules to determine state of the virtual space. The state may then be communicated (e.g., via streaming visual data, via object/position data, and/or other state information) from server  12  to client computing platforms  34  for presentation to users  36 . The state determined and transmitted to a given client computing platform  34  may correspond to a view for a user character being controlled by a user  36  via input devices (e.g., a controller) at the given client computing platform  34 . The state determined and presented to a given client computing platform  34  may correspond to a location in the virtual space (e.g., location in the game). The view described by the state for the given client computing platform  34  may correspond, for example, to the location from which the view is taken, the location the view depicts, and/or other locations, a zoom ratio, a dimensionality of objects, a point-of-view, and/or view parameters of the view. One or more of the view parameters may be selectable by the users  36 . 
     An instance of the virtual space may comprise a simulated space that is accessible by users  36  via clients (e.g., client computing platforms  34 ) that present the views of the virtual space to a user. The simulated space may have a topography, express ongoing real-time interaction by one or more users, and/or include one or more objects positioned within the topography that are capable of locomotion within the topography. In some instances, the topography may be a 2-dimensional topography. In other instances, the topography may be a 3-dimensional topography. The topography may include dimensions of the space, and/or surface features of a surface or objects that are “native” to the space. In some instances, the topography may describe a surface (e.g., a ground surface) that runs through at least a substantial portion of the space. In some instances, the topography may describe a volume with one or more bodies positioned therein (e.g., a simulation of gravity-deprived space with one or more celestial bodies positioned therein). An instance executed by the computer modules may be synchronous, asynchronous, and/or semi-synchronous. 
     The above description of the manner in which state of the virtual space is determined by game module  16  is not intended to be limiting. The game module  16  may be configured to express the virtual space in a more limited, or richer, manner. For example, views determined for the virtual space representing the state of the instance of the virtual space may be selected from a limited set of graphics depicting an event in a given place within the virtual space. The views may include additional content (e.g., text, audio, pre-stored video content, and/or other content) that describes particulars of the current state of the place, beyond the relatively generic graphics. For example, a view may include a generic battle graphic with a textual description of the opponents to be confronted. Other expressions of individual places within the virtual space are contemplated. 
     Within the instance(s) of the virtual space executed by game module  16 , users  36  may control characters, objects, simulated physical phenomena (e.g., wind, rain, earthquakes, and/or other phenomena), and/or other elements within the virtual space to interact with the virtual space and/or each other. The user characters may include avatars. As used herein, the term “user character” may refer to an object (or group of objects) present in the virtual space that represents an individual user. The user character may be controlled by the user  36  with which it is associated. The user controlled element(s) may move through and interact with the virtual space (e.g., non-user characters in the virtual space, other objects in the virtual space). The user controlled elements controlled by and/or associated with a given user  36  may be created and/or customized by the given user. The user may have an “inventory” of virtual items and/or currency that the user can use (e.g., by manipulation of a user character or other user controlled element, and/or other items) within the virtual space. 
     The users may participate in the instance of the virtual space by controlling one or more of the available user controlled elements in the virtual space. Control may be exercised through control inputs and/or commands input by the users through client computing platforms  34 . The users may interact with each other through communications exchanged within the virtual space. Such communications may include one or more of textual chat, instant messages, private messages, voice communications, and/or other communications. Communications may be received and entered by the users  36  via their respective client computing platforms  34 . Communications may be routed to and from the appropriate users through server  12  (e.g., through game module  16 ) and/or through communications which are external to the system  10  (e.g., text messaging services associated with the client computing platforms  34 ). 
     The user module  18  may be configured to access and/or manage one or more user profiles and/or user information associated with users of the system  10 . The one or more user profiles and/or user information may include information stored by server  12 , one or more of the client computing platforms  34 , and/or other storage locations. The user profiles may include, for example, information identifying users (e.g., a username or handle, a number, an identifier, and/or other identifying information) within the virtual space, security login information (e.g., a login code or password), virtual space account information, subscription information, virtual (or real) currency account information (e.g., related to currency held in credit for a user), relationship information (e.g., information related to relationships between users in the virtual space), virtual space usage information (e.g., a log-in history indicating the frequency and/or amount of times the user logs-in to the user accounts), demographic information associated with users, interaction history among users in the virtual space, information stated by users, browsing history of users, a client computing platform identification associated with a user, a phone number associated with a user, and/or other information related to users. 
     The virtual shop module  20  may be configured to present offers to sell instances of virtual content usable in the virtual space to users in a shop interface. In some implementations, virtual shop module  20  may be configured such that virtual items are not offered for individual sale until an individual value for the virtual item is determined such that an appropriate price can be set. 
     The virtual shop may be a simulated environment within the virtual space which is accessible by users and presents the views of the virtual shop to the users. Users may access the virtual shop through one of a variety of ways. Users may access the virtual shop through the manipulation of one or more user characters associated with the user within the virtual space using control inputs and/or commands input by the users through client computing platforms, and/or other way of access. 
     Manipulation of a character may include moving the one or more user characters through the virtual space using control inputs and/or commands input by the users through client computing platforms, to move the one or more characters to the simulated environment designating the location of the virtual shop within the virtual space. 
     Users may use control inputs and/or commands not associated with the one or more user characters to access the virtual shop. Control inputs and/or commands may automatically present the instance of the virtual shop on the clients computing platforms (e.g., user selects a virtual shop button to automatically be taken to the virtual shop). 
     The instance of the virtual shop may be presented to users through a shop interface. The shop interface may be configured to present the offers to sell virtual content to users. The shop interface may be configured to receive entry and/or selection of individual offers by the users to effectuate acceptance and/or purchase of the offers at a virtual (or real) currency purchase price. 
     The simulated environment of the virtual shop may have topography. The virtual shop may express ongoing real-time interaction by one or more users (e.g., may have limited stock of virtual items for sale which can be purchased by one or more users within the virtual space which can be depleted), and/or include one or more objects (e.g., one or more virtual items, a virtual teller, and/or other objects) positioned within the topography that may be capable of locomotion within the topography. The virtual shop may display the content, and/or the one or more sets of virtual content available for purchase by the users. Users may view the virtual content (e.g., one or more virtual items and/or one or more sets of virtual items) available for purchase. Users may purchase the virtual content using virtual (or real) currency. Transactions may take place with the virtual teller, through various other actions of the user within the instance of the virtual shop, and/or other offer/transaction mechanisms. 
     The offers may include offers to sell instances of probability item bundles. Instances of probability item bundles may be associated with sets of potential items and/or instances of potential items that are usable in the virtual space. The sets of potential items may include at least one primary item and a set of secondary items (e.g., one or more secondary items). Primary items may be virtual items which are associated with a generally higher value and/or sale price than the items included in the set of secondary items. Instances of a probability item bundles may include the new content as the primary item. The probability item bundles may be associated with distribution probabilities for the individual potential items in the sets of potential items. The distribution probabilities may be determined, generated, and/or otherwise obtained by the distribution probability module  22  described herein. 
     The items included in the set of potential virtual items may be individually associated with a probability of being distributed once the probability item bundle is acquired (e.g., purchased) and/or activated by a user. The instance of a probability item bundle may be offered for sale such that a user who buys the instance of the probability item bundle has a chance to win one or more of the virtual items included in the set of potential items. In some implementations, the primary items may be associated with a lower probability of being won than the items in the set of secondary items included in the potential set of items. The quantity and type of virtual items contained within a probability item bundle, as well as the individually associated probabilities, may or may not be known or displayed to the purchaser (e.g., displayed in the virtual shop). In some implementations, a probability item bundle may be represented in the virtual space as a mystery box, virtual container, chest, package, or other item(s) within the virtual space that at least “appears” to store or contain one or more virtual items or other content. 
     As an illustrative example, in  FIG. 2 , the offers presented by the virtual shop module  20  may include a first offer  40  and a second offer  48 . The first offer  40  may include the sale of instances of a first probability item bundle  42  for a price and the second offer  48  may include the sale of instances of a second probability item bundle  50  for the same or similar price. The first probability item bundle  42  may be associated with a first set of potential items that includes a first primary item  44  and a first set of secondary items  46 . The second probability item bundle  50  may be associated with a second set of potential items that includes a second primary item  52  and a second set of secondary items  54 . In some implementations, the first primary item  44  may have a known individual value (and sale price) and the second primary item  52  may have an unknown value (and sale price). For example, the first primary item  44  may be an existing item within the virtual space where the demand for the content is known such that a value can be determined and a sale price set. The second primary item  52  may be a new virtual item which is to be distributed within the virtual space and has an unknown value at least because be demand for the second primary item  52  is unknown. In some implementations, the first set of secondary items  46  and the second set of secondary items  54  include the same or similar virtual items having the same or similar known values (and sale prices). 
     Returning to  FIG. 1 , the distribution probability module  22  may be configured to obtain distribution probabilities for the individual potential items in the sets of potential items associated with the sold instances of the probability item bundles. In some implementations, the probabilities are distributed such that at least one potential item will be activated (e.g., the probabilities added together equal %100). As mentioned previously, the primary items included in the sets of potential items may be associated with a relative low probability of being won compared to the probability distribution for the sets of secondary items. In some implementations, the distribution probability may be known to the users (e.g., displayed in the virtual shop). In some implementations, the distribution probability may be unknown to the users (e.g., not displayed in the virtual shop). 
     As an illustrative example in  FIG. 2 , the distribution probability module  22  may be configured such that for sold instances of the first probability item bundle  42  and sold instances of the second probability item bundle  50 , the first primary item  44  and the second the second primary item  52  have the same distribution probability, e.g., P 1 . In some implementations, the distribution probability module  22  may be configured such that for sold instances of the first probability item bundle  42  and sold instances of the second probability item bundle  50 , the first set of secondary items  46  and the second set of secondary items  54  have the same distribution probability for the items included in the sets, e.g., P 2 , P 3 , and P 4 , respectively. In some implementations, the probabilities are distributed such that at least one potential item will be won (e.g., P 1 +P 2 +P 3 +P 4 =%100). It is to be understood that although the first and second sets of secondary items are currently described as including three items, sets of secondary items including in the set of potential items of a probability item bundle may include more or less items. 
     Returning to  FIG. 1 , the bundle activation module  24  may be configured to distribute potential items to the users that activate instances of the probability item bundles in accordance with the distribution probabilities. Activation may be considered the time the purchase transaction is complete (e.g., the funds are successfully withdrawn from the purchasers account). Activation may be considered the time the user actually uses (e.g., opens) the probability item bundle (e.g., the probability item bundle may be purchased and then stored in a user&#39;s inventory and used at a later time). Activation may be considered in other ways. 
     The sale monitoring module  26  may be configured to monitor sales of the probability item bundles. Monitoring sale may include monitoring total sale volumes of the probability item bundles. Monitoring sales may include monitoring total revenue generated from the sales of the probability item bundles. Monitoring sales may include monitoring the number of repeat purchases of the probability item bundle by users. Monitoring sales may include the monitoring one or more other sales measures. 
     Monitoring may be performed over a given time period and/or threshold sales measure amount. For example, the sale monitoring module  26  may be configured to monitor sales for 10 minutes, 20 minutes, 30 minutes, 1 hour, 6 hours, 12 hours, 1 day, 3 days, 1 week, 1 month, and/or other time period. The sale monitoring module  26  may be configured to monitor sales until the sales of one or more of the instances of probability item bundles offered for sale reach a particular sales volume, total revenue generated, and/or other threshold measure related to the sales. 
     As an illustrative example, in  FIG. 2 , the sale monitoring module  26  may be configured to monitor the sales of the first probability item bundle  42  and sales of the second probability item bundle  50  over a given time period. In some implementations, the sale monitoring module  26  may be configured to monitor sales volumes (or other sales measure) of the first probability item bundle  42  over a given time period such that a total sales volume, e.g., V 1 , may be determined. In some implementations, the sale monitoring module  26  may be configured to monitor sales volume of the second probability item bundle  50  over a given time period such that a total sales volume, e.g., V 2 , may be determined. Monitoring of the first probability item bundle  42  and second probability item bundle  50  may be considered in other ways. 
     Returning to  FIG. 1 , the value determination module  28  may be configured to determine a value for the new content based on comparative sales of the probability item bundle including the new content and probability item bundle including existing content when sold at the same price. Comparative sales may consider one or more of total sales volume over a given time, total revenue generated over a given time, total repeat customers over a given time, and/or other considerations. Such comparison analysis may facilitate the determination of a relative value of new content based on the relative sales of the respective probability item bundles, and the known sale price of the existing item of known value. The determined relative value for the new content may then be used to set a sale price for the new content. In some implementations, the determined relative value may be set as the sale price. In some implementations, the sale price of the new content may be set higher or lower than the determined value. 
     As an illustrative example, in  FIG. 2 , the value determination module  28  may be configured to determine a value of the second primary virtual item  52  (e.g., the new content) based on comparative sales of the first probability item bundle  42  and the second probability item bundle  50 . The value determination module  28  may be configured to set a sale price for purchasing the second primary item  52  directly through the shop interface based on the determined value for the second primary item  52 . 
     In some implementations, comparative sales may include comparison of one or more of total sales volume for a given time period, total revenue generated over a given time period, total repeat purchases by individual users, and/or other sales measure related to the sales of the first probability item bundle  42  and/or the second probability item bundle  50 . For example, determining a value for the second primary item  52  based on comparative sales volume (over a given time) of the first probability item bundle  42  and the second probability item bundle  50  may comprise determining a ratio of the monitored total sales volume (e.g., via sale monitoring module  26 ) of the second probability item bundle  50  to the first probability item bundle  42  over a time period, e.g., V 2 /V 1 . A value of the second primary item  52  may be based on the determined ratio, e.g., V 2 /V 1 . A determination of a relative value based on the ratio may comprise multiplying the known value of the first primary item by the ratio. The determined relative value may be the value of the second primary item  52 . The value of the second primary item  52  may be used to set a price for purchasing the second primary item  52  directly through the shop interface. In some implementations, the price for the second primary item  52  may be the determined value of the second primary item  52 . In some implementations, the price for the second primary item  52  may be higher or lower than the determined value. 
     Returning to  FIG. 1 , the server  12 , client computing platforms  34 , and/or external resources  38  may be operatively linked via one or more electronic communication links. For example, such electronic communication links may be established, at least in part, via a network  32  such as the Internet and/or other networks. It will be appreciated that this is not intended to be limiting, and that the scope of this disclosure includes implementations in which servers  12 , client computing platforms  34 , and/or external resources  38  may be operatively linked via some other communication media. 
     The external resources  38  may include sources of information, hosts and/or providers of virtual spaces outside of system  10 , external entities participating with system  10 , external entities for player-to-player communications, and/or other resources. In some implementations, some or all of the functionality attributed herein to external resources  38  may be provided by resources included in system  10 . 
     The server  12  may include electronic storage  30 , one or more processors  14 , and/or other components. The server  12  may include communication lines, or ports to enable the exchange of information with a network and/or other computing platforms. Illustration of server  12  in  FIG. 1  is not intended to be limiting. The server  12  may include a plurality of hardware, software, and/or firmware components operating together to provide the functionality attributed herein to server  12 . For example, server  12  may be implemented by a cloud of computing platforms operating together as server  12 . 
     Electronic storage  30  may comprise electronic storage media that electronically stores information. The electronic storage media of electronic storage  30  may include one or both of system storage that is provided integrally (i.e., substantially non-removable) with server  12  and/or removable storage that is removably connectable to server  12  via, for example, a port or a drive. A port may include a USB port, a firewire port, and/or other port. A drive may include a disk drive and/or other drive. Electronic storage  30  may include one or more of optically readable storage media (e.g., optical disks, etc.), magnetically readable storage media (e.g., magnetic tape, magnetic hard drive, floppy drive, etc.), electrical charge-based storage media (e.g., EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.), and/or other electronically readable storage media. The electronic storage  30  may include one or more virtual storage resources (e.g., cloud storage, a virtual private network, and/or other virtual storage resources). Electronic storage  30  may store software algorithms, information determined by processor  14 , information received from server  12 , information received from client computing platforms  34 , and/or other information that enables server  12  to function as described herein. 
     Processor(s)  14  is configured to provide information processing capabilities in server  12 . As such, processor  14  may include one or more of a digital processor, an analog processor, a digital circuit designed to process information, an analog circuit designed to process information, a state machine, and/or other mechanisms for electronically processing information. Although processor  14  is shown in  FIG. 1  as a single entity, this is for illustrative purposes only. In some implementations, processor  14  may include one or more processing units. These processing units may be physically located within the same device, or processor  14  may represent processing functionality of a plurality of devices operating in coordination. The processor  14  may be configured to execute modules  16 ,  18 ,  20 ,  22 ,  24 ,  26 ,  28 . Processor  14  may be configured to execute modules  16 ,  18 ,  20 ,  22 ,  24 ,  26 ,  28  by software; hardware; firmware; some combination of software, hardware, and/or firmware; and/or other mechanisms for configuring processing capabilities on processor  14 . 
     It should be appreciated that although modules  16 ,  18 ,  20 ,  22 ,  24 ,  26 ,  28  are illustrated in  FIG. 1  as being co-located within a single processing unit, in implementations in which processor  14  includes multiple processing units, one or more of modules  16 ,  18 ,  20 ,  22 ,  24 ,  26 ,  28  may be located remotely from the other modules. The description of the functionality provided by the different modules  16 ,  18 ,  20 ,  22 ,  24 ,  26 ,  28  described above is for illustrative purposes, and is not intended to be limiting, as any of modules  16 ,  18 ,  20 ,  22 ,  24 ,  26 ,  28  may provide more or less functionality than is described. For example, one or more of modules  16 ,  18 ,  20 ,  22 ,  24 ,  26 ,  28  may be eliminated, and some or all of its functionality may be provided by other ones of modules  16 ,  18 ,  20 ,  22 ,  24 ,  26 , and/or  28  and/or other modules. As another example, processor  14  may be configured to execute one or more additional modules that may perform some or all of the functionality attributed below to one of modules  16 ,  18 ,  20 ,  22 ,  24 ,  26 ,  28 . 
       FIG. 3  illustrates a method  100  of pricing new content to be distributed into an online game using comparative sales analysis techniques as described herein. The operations of method  100  presented below are intended to be illustrative. In some embodiments, method  100  may be accomplished with one or more additional operations not described, and/or without one or more of the operations discussed. Additionally, the order in which the operations of method  100  are illustrated in  FIG. 3  and described below are not intended to be limiting. 
     In some embodiments, method  100  may be implemented in one or more processing devices (e.g., a digital processor, an analog processor, a digital circuit designed to process information, an analog circuit designed to process information, a state machine, and/or other mechanisms for electronically processing information). The one or more processing devices may include one or more devices executing some or all of the operations of method  100  in response to instructions stored electronically on an electronic storage medium. The one or more processing devices may include one or more devices configured through hardware, firmware, and/or software to be specifically designed for execution of one or more of the operations of method  100 . 
     Referring now to method  100  in  FIG. 3 , at an operation  102  offers to sell instances of virtual items usable in an online game may be presented to users in a shop interface. The offers may include offers to sell instances of probability item bundles. The probability item bundle may be associated with sets of potential items that are usable in the online game. The offers may include 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 may be associated with a first set of potential items that includes a first primary item and a first set of secondary items. The second probability item bundle may be associated with a second set of potential items that includes a second primary item and a second set of secondary items. The first primary item may have a known value and the second primary item having an unknown value (e.g., is a new item). In some implementations, operation  102  may be performed by a virtual shop module  20  the same as or similar to virtual shop module  20  (shown in  FIG. 1  and described herein). 
     At an operation  104 , distribution probabilities for the individual potential items in the sets of potential items associated with the sold instances of the probability item bundles may be obtained. The distribution probability module may be configured 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 the second primary item have the same distribution probability. In some implementations, operation  104  may be performed by a distribution probability module the same as or similar to the distribution probability module  22  (shown in  FIG. 1  and described herein). 
     At an operation  106 , the potential items may be distributed in accordance with the distribution probabilities to the users that activate instances of the probability item bundles. In some implementations, operation  106  may be performed by a bundle activation module the same as or similar to the bundle activation module  24  (shown in  FIG. 1  and described herein). 
     At an operation  108 , sales of the first probability item bundle and sales of the second probability item bundle may be monitored. Monitoring may include monitoring one or more of sales volumes, total revenue generated, and/or other measures. In some implementations, operation  108  may be performed by a sale monitoring module the same as or similar to the sale monitoring module  26  (shown in  FIG. 1  and described herein). 
     At an operation  110 , a value for the second primary virtual item may be determined based on comparative sales of the first probability item bundle and the second probability item bundle. The determined value may be used to set a sales price of the second primary item when sold directly through the shop interface. In some implementations, operation  110  may be performed by a value determination module the same or similar to the value determination module  28  (shown in  FIG. 1  and described herein). 
     Although the present technology has been described in detail for the purpose of illustration based on what is currently considered to be the most practical and preferred implementations, it is to be understood that such detail is solely for that purpose and that the technology is not limited to the disclosed implementations, but, on the contrary, is intended to cover modifications and equivalent arrangements that are within the spirit and scope of the appended claims. For example, it is to be understood that the present technology contemplates that, to the extent possible, one or more features of any implementation can be combined with one or more features of any other implementation.