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What is an e-Wallet?

e-Wallet functionality - functional elements that are either directly related to an e-Wallet, or required as part of the supporting structure to fulfill the business need ;

1.       Account Management Capability

a.       At the individual user level

b.      Includes self service portal for users

c.       Includes a summary of purchases by game type

d.      Ability to add/subtract value by the user or as a result of User generated actions

2.       Purchase VC (virtual currency)

a.       Through game play (XP – experience points)

b.      Gather virtual items for re-sale, trade or to retain as a result of  generated actions

c.       Desire to deposit VC into accounts in the event of service failures such as patch failures etc

d.      Desire to GIFT VC or virtual items

e.      Desire to create unique promotions that will expire after a period of time

f.        Desire to create virtual assets that will expire over time

                                                               i.      As a result of marketing initiatives that include PIN, Offers and Promotions to spur activity in-game

                                                             ii.      Ability to create unique marketing programs based on user behavior

Example:  x% of 14 years old girls purchased Y virtual item; thus the desire to either partner with a specific retail brand to create more virtual items of this genre or offer unique promotions that highlight this desirable attribute in conjunction with another offer.

3.       Ability for user generated actions to trigger;

a.       Provisioning calls

b.      User moves from FREE to PAID model, triggering unique attributes of a PAID account

c.       De-provisioning calls in the event of a payment failure or change of status from paid, the ability to notify  to either limit or change the access privileges of the user via de-provisioning calls

d.      Multiple games being played – user wishes to disengage from playing one game, and adopts a new game under the ’s portfolio, de-provisioning call for the game no longer played

e.      Provisioning call for the new game (whether FREE or PAID)

                                                               i.      If FREE initially, then a provisioning call when it transitions to PAID

f.        Event notifications - for unique or standard actions that goes to the parent so that if an unauthorized individual attempts to access the account details, the parent is notified to prevent fraud.

                                                               i.      Credit card or form of payment failure

                                                             ii.      Change of address

                                                            iii.      Change of billing method etc

g.       UNIQUE notifications that are identified as specific to the  business

                                                               i.      How many times a user logs in – provided in near real time or via batch

                                                             ii.      When a unique virtual item is purchased, trigger an alert for another virtual item that is being offered in conjunction with the one purchased OR that marketing wishes to highlight (recommendation logic)

1.       Example – purchase of a Tiara may trigger an email highlighting a partner offering (like Disney Princess merchant offers) that is tied to a revenue share agreement.

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