US20140004954A1 - Social Network Data Analysis to Provide News for Online Gaming - Google Patents

Social Network Data Analysis to Provide News for Online Gaming Download PDF

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Publication number
US20140004954A1
US20140004954A1 US13537899 US201213537899A US2014004954A1 US 20140004954 A1 US20140004954 A1 US 20140004954A1 US 13537899 US13537899 US 13537899 US 201213537899 A US201213537899 A US 201213537899A US 2014004954 A1 US2014004954 A1 US 2014004954A1
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Prior art keywords
game
user
data
group
news
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Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
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US13537899
Inventor
Sudhir Kumar Rama Rao
Ara Nicholas Yessayan, JR.
Paul David Bettner
David Bettner
Paolo Malabuyo
Benjamin F. Gregorski
Michael Chow
Yie Lyn Choo
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Zynga Inc
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Zynga Inc
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers

Abstract

Systems and methods for providing news regarding a first game are described. One of the methods includes obtaining group data associated with a first web account group. The group data is associated with the first game and a first user group playing the first game. The method further includes generating shared post data to provide the news. The operation of generating the shared post data is performed based on the group data. The method further includes associating the shared post data with a second web account of a second user. The group data includes data regarding use of the first game by the first user group. The method includes sending the shared post data to a client device that is operated to access the second web account. The news is provided during a display of the first game or a second game on the client device.

Description

    FIELD
  • The present disclosure relates to methods and systems for providing news related to online gaming.
  • BACKGROUND
  • With the advancement of the Internet, users have changed their way of living. One change in life is associated with social networking rather than face-to-face networking. For example, users post images of himself/herself and/or his/her family on a social network. The posts allow a user to maintain relationships with friends and/or family who live far away from the user without a need to visit the friends and/or family.
  • Also, another change in life is associated with playing online games. Some online games are played using a social network account.
  • Generally, users are interested in playing a variety of online games. However, not all Internet applications facilitate the interests of the users.
  • It is within this context that embodiments described in the present disclosure arise.
  • SUMMARY
  • Embodiments described in the present disclosure provide methods and systems for performing social data analysis to provide news regarding an online game.
  • In various embodiments, while a game is being played by a user, several network friends of the user may be playing another game. The other game may be more exciting and interesting to the user. A processor applies various criteria, such as, for example use of the other game by the social network friends, demographics of the social network friends and of the user, use of the other game by the user, etc., to determine whether the user will be interested in playing the other game. If the processor determines that the user will be interested in playing the other game based on the criteria, the processor provides news regarding the other game to the user while the user is playing the game. The user can view the news and decide whether to download the other game.
  • In a number of embodiments, a method for providing news regarding a first game is described. The method includes obtaining group data associated with a first web account group. The group data is associated with the first game and a first user group playing the first game. The first game is played using the first web account group. The method further includes generating shared post data to provide the news. The operation of generating the shared post data is performed based on the group data. The method further includes associating the shared post data with a second web account of a second user. The group data includes data regarding use of the first game by the first user group, which includes network friends of the second user. The method includes sending the shared post data to a client device that is operated to access the second web account. The news is provided during a display of the first game or a second game on the client device.
  • In several embodiments, a method for providing news regarding a first game is described. The method includes rendering game data to display the first game or a second game and receiving shared post data to display the news. The operation of rendering shared game data is performed during the reception of the shared post data. The shared post data is generated based on group data. The group data is associated with the first game and a first user group. The first game is played using a first web account group. The group data includes data regarding use of the first game by the first user group. The first user group includes network friends of a second user. The shared post data is associated with a second web account of the second user. The operation of receiving the shared post data is performed by a client device that is operated to access the second web account. The method includes rendering the shared post data to display the news with the display of the first game or the second game.
  • In various embodiments, a system for providing news regarding a first game is described. The system includes a memory device configured to store shared post data and a processor configured to access group data associated with a first web account group. The group data is associated with the first game and a first user group playing the first game. The first game is played using the first web account group. The processor is configured to generate shared post data to provide the news. The processor is further configured to generate the shared post data based on the group data. The processor is configured to associate the shared post data with a second web account of a second user. The group data includes data regarding use of the first game by the first user group, which includes network friends of the second user. The system includes a network interface controller configured to send the shared post data to a client device that is operated to access the second web account. The news is provided during a display of the first game or a second game on the client device.
  • Other aspects described in the present disclosure will become apparent from the following detailed description, taken in conjunction with the accompanying drawings, illustrating by way of example the principles of various embodiments described in the present disclosure.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • Various embodiments described in the present disclosure may best be understood by reference to the following description taken in conjunction with the accompanying drawings in which:
  • FIG. 1 is a diagram of an architecture for illustrating a manner of providing news of games that are played by one or more users, in accordance with one embodiment described in the present disclosure.
  • FIG. 2 is a flowchart of a method for determining a game based on group data to provide news regarding the game, in accordance with another embodiment described in the present disclosure.
  • FIG. 3A is a block diagram of a server system that is coupled with a network to illustrate providing of news, in accordance with one embodiment described in the present disclosure.
  • FIG. 3B is a block diagram of an architecture that is coupled with the server system via the network to illustrate provision of news, in accordance with one embodiment described in the present disclosure.
  • FIG. 4 is a diagram of a network architecture that illustrates use of different web accounts that are associated with different networks, in accordance with one embodiment described in the present disclosure.
  • FIG. 5 is a diagram of a compare logic module that compares data received from one or more databases to determine a game to generate news regarding the game, in accordance with one embodiment described in the present disclosure.
  • FIG. 6 is a flowchart of a method for displaying a message as news to a user during a play of a game, in accordance with one embodiment described in the present disclosure.
  • FIG. 7 is a diagram of a display screen that shows an example of a display of news with a display of a game, in accordance with one embodiment described in the present disclosure.
  • FIG. 8 is a diagram of the display screen that shows a display of news while the user is playing a game, in accordance with one embodiment described in the present disclosure.
  • FIG. 9 is a diagram of the display screen that shows a display of news while the user is playing a game, in accordance with one embodiment described in the present disclosure.
  • FIG. 10 is a diagram of the display screen that shows a display of a prompt when the user selects the news of FIG. 7, 8, or 9, in accordance with one embodiment described in the present disclosure.
  • FIG. 11 is a diagram of a display screen that displays real-time news, in accordance with one embodiment described in the present disclosure.
  • FIG. 12 is a diagram of the display screen, of FIG. 11, that displays real-time news, in accordance with one embodiment described in the present disclosure.
  • FIG. 13 is a diagram of the display screen, of FIG. 11, that displays real-time news, in accordance with one embodiment described in the present disclosure.
  • FIG. 14 is a diagram of the display screen, of FIG. 11, that displays a real-time prompt when the news of FIG. 11, 12, or 13 is selected, in accordance with one embodiment described in the present disclosure.
  • FIG. 15 is a diagram of multiple graphs used to illustrate a dynamic change in new with change in use of a game, in accordance with one embodiment described in the present disclosure.
  • FIG. 16 is a block diagram of a client device, in accordance with one embodiment described in the present disclosure.
  • DETAILED DESCRIPTION
  • It should be noted that various embodiments described in the present disclosure may be practiced without some or all of these specific details. In other instances, well known process operations have not been described in detail in order not to unnecessarily obscure various embodiments described in the present disclosure.
  • FIG. 1 is a diagram of an embodiment of an architecture 290 for illustrating a manner of providing news of games that are played by one or more users. The term “game”, as used herein, means a virtual game. For example, the term “game” excludes real world sports that are played on a real landscape, such as grass, field, etc. As another example, a “game” is played on virtual grass or in a virtual field. As another example, a “game” is played via the Internet or the World Wide Web.
  • A data services module 292 collects data regarding one or more games. For example, the data services module 292 collects first game data that is rendered at a client device to identify or play a first game, collects second game data that is rendered at a client device to identify or play a second game, and collects third game data that is rendered at a client device to identify or play a third game. In several embodiments, the data services module 292 collects game data for any number of games. Also, the first game is different than the second game and the third game, and the second game is different than the third game. For example, the first game has different rules than that of the second game, has different prizes than that in the second game, has different virtual characters than that in the second game, has different multimedia than that in the second game, or a combination thereof. Examples of multimedia include an image, an animation, an audio, a video, and a combination thereof.
  • A game is identified using a name the game, a logo of the game, a brand of the game, or a combination thereof. For example, a poker game that is developed by Zynga™ Corporation of San Francisco, Calif. is named Zyngapoker™. As another example, a crossword puzzle game that is developed by Zynga Corporation is named “WORDS with Friends™”.
  • Examples of a client device include a mobile device and a desktop computer. Examples of a mobile device include a laptop, a smart phone, a cell phone, a personal digital assistant, and a tablet.
  • Examples of a game include a game that is used to collect virtual coins, a game that is used to collect items, a game that is played with virtual friends, a game that is played with social network friends, a game that is played to fight with virtual enemies, a Poker game, a game that is played to build a virtual city, a game that is played to build a virtual farm, a game that is played to follow virtual clues to solve a virtual puzzle and to achieve a virtual goal, and a game in which players take turns building words crossword puzzle style with an opponent.
  • The data services module 292 further obtains a portion of group data 154, which includes information about a first user group, which is described below. For example, the data services module 292 accesses, such as, for example, reads, the group attribute data 306 from one or more memory devices. In several embodiments, the group attribute data 306 includes a social graph, which includes relationships between various users of a social network. For example, a social graph indicates whether a user is a social network friend of another user. A user group includes one or more users, such as, for example, players of games.
  • The group data 154 includes group attribute data 306, such as, for example demographic data. The group attribute data 306 is associated with one or more users of a group. Examples of group attribute data 306 include an age of a user, a gender of a user, a relationship status of a user, interests of a user, hobbies of a user, likes of a user, dislikes of a user, or a combination thereof. It should be noted that each of age, gender, relationship status, interest, hobby, like, and dislike is a parameter.
  • In several embodiments, the group attribute data 306 is unrelated to a game that users of a group play. For example, the group attribute data 306 includes movies that are liked or disliked by a user, geographical locations that are liked or disliked by the user, real world sports that are liked or disliked by the user, etc.
  • The group data 154 also includes group behavior data 308, which is associated with a game that is played by a group. Examples of the group behavior data 308 include a number of game sessions during a time period, an amount of time a game is played during a game session, a number of times a preview of a game is watched during the time period, a number of indications of a like of a game, a number of indications of a dislike of a game, a number of times a game is downloaded from a server to a client device, or a combination thereof.
  • The group data 154 is stored in one or more memory devices. For example, the group attribute data 306 is stored in a memory device and the group behavior data 308 is stored in a memory device.
  • In several embodiments, a game session starts when a user starts playing, such as, for example, interacting with, a game after logging into a service, such as, for example, a game service, an email service, or a social network service. As an example, a user starts playing a game when the user starts to interact with the game. Also, the game session ends when a user stops playing a game or when the user logs out of a service. A user stops playing a game when the user stops interacting with the game.
  • In several embodiments, a game service is displayed at a client device when one or more servers execute a game application. A server may be a physical server or a virtual machine. An application includes a computer program. One or more servers execute a game application to generate game data. In various embodiments, a social network service is displayed at a client device when one or more servers execute a social network application. Users use a social network service to chat online with other users, to share posts with web accounts of other users, to post multimedia to one or more web accounts, or a combination thereof. In some embodiments, an email service is displayed at a client device that is operated by a user to send and receive emails from other users.
  • A logic engine 294 receives the group data 154 and game data, such as, for example, the first game data, the second game data, and the third game data, and processes the group data 154 and the game data to generate shared post data 163, which is suggestion metrics. For example, the logic engine 294 selects an identity of the first game from identities of the first, second, and third games based on the group data 154. As another example, the logic engine 294 determines that the first game is played more frequently by the first user group than each of the second and third games, the first game is played for a longer time than each of the second and third games during each gaming session for a pre-determined number of gaming sessions, a preview of the first game is watched more often than previews of each of the second and third games, the first game is liked by a higher number of users of the first user group than a number of users of the first user group that like each of the second and third games, the first game is disliked by a lesser number of users of the first user group than a number of users of the first user group that dislike each of the second and third games, the first game is downloaded for a higher number of times by the users of the first user group than a number of times each of the second and third games are downloaded by the users, or a combination thereof. In this example, the logic engine 294 determines to obtain an identity of the first game from the first game data and avoids obtaining identities of the second and third games from the second game data and third game data.
  • As another example, the logic engine 294 determines that the first game is played by a group of users that are of a same or similar age, same or similar relationship status, same or similar interests, same or similar hobbies, same or similar likes, same or similar dislikes, or a combination thereof, as that of a user to whom the first game is suggested for play. In this example, the logic engine 294 determines that each of the second and third games is played by a group of users that are of a different age, different relationship status, different interests, different hobbies, different likes, different dislikes, or a combination thereof, compared to that of a user to whom the first game is recommended for play. In this example, the logic engine 294 selects an identity of the first game from among identities of the first, second, and third games.
  • As yet another example, the logic engine 294 determines that the first game is played by a group of users that are of a same or similar age, same or similar relationship status, same or similar interests, same or similar hobbies, same or similar likes, same or similar dislikes, or a combination thereof, as that of a user to whom the first game is suggested for play. In this example, the logic engine 294 further determines that the each of the second and third game is played less frequently, previewed for a lesser number of times, downloaded for a lower number of times, played for a lesser amount of time during each gaming session, indicated as liked for a lower number of times, indicated as disliked for a higher number of times, or a combination thereof, by the group of users compared to the first game. In this example, the logic engine 294 selects the first game to identify to a user from among the first, second, and third games.
  • As an example, two users have a similar parameter when values of the parameter are within a threshold. To illustrate, two users have a similar age when a first of the two users has an age between 12 and 24 and a second of the two users has an age between 12 and 24. As another example, two users have a similar parameter when sub-categories of the parameter are different and the sub-categories fall within one category. To illustrate, two users have a similar hobby when a first of the two users lists golf as a hobby and a second of the two users lists cricket as a sport in their web accounts that are used to access a social network service. Both cricket and golf are outdoor real world sports. As another illustration, two users have a similar like when a first of the two users lists Jackie Chan as his/her favorite actor and a second of the two users lists Jet Li as his/her favorite actor. Both Jackie Chan and Jet Li act in martial arts movies.
  • The shared post data 163 is sent via a network 198 to a client device 171 that is operated by a user 160 2. Examples of the network 198 include a wide area network (WAN), a local area network (LAN), or a combination thereof. To illustrate, the network 198 is the Internet, an Intranet, or a combination thereof. A WAN includes a wireless WAN, a wired WAN, or a combination thereof. Similarly, a LAN includes a wireless LAN, a wired LAN, or a combination thereof.
  • A processor of the client device 171 processes the shared post data 163 to display an identity of the game 158 on a display screen of the client device 171. A processor, as used herein, includes a central processing unit (CPU), a microprocessor, an application specific integrated circuit (ASIC), or a programmable logic device (PLD). Examples of a display screen include a liquid crystal display (LCD) display screen, a light emitting diode (LED) display screen, a cathode ray tube (CRT) display screen, and a plasma display screen.
  • In several embodiments, an identity of the game 158 is displayed besides a display of another game, such as, for example, the second game, the third game, or a fourth game. For example, when the game 158 is an example of the first game that is described above, the processor of the client device 171 provides the shared post data 163 to a graphical processing unit (GPU) of the client device 171. In this example, the GPU renders the shared post data 163 on the display screen of the client device 171 to display an identity of the game 158 while the user 160 2 is playing the other game. In several embodiments, in addition to the identity of the game 158, the shared post data 163 is rendered to display a message indicating that the user 160 2 has won a free play of the game 158, a message indicating that the user 160 2 will receive a discount to play the game 158, a message indicating that the user 160 2 will receive items for free during the play of the game 158, or a combination thereof. In this example, the messages are news to the user 160 2 regarding the game 158 and provide incentives to the user 160 2 to download and play the game 158.
  • In several embodiments, each message that is displayed by rendering the shared post data 163 that is stored in the form of a Flash file or a Short Messaging Service (SMS) file. For example, the Flash file is executed by a GPU of the client device 171 for displaying a message as a rich internet application. As another example, the Flash file is played by the GPU of the client device 171 via a plugin within a web page, which includes the other game. In some embodiments, a message includes multimedia.
  • It should be noted that each of a module and an engine, as used herein, includes a hardware, a software, or a combination thereof. For example, a module or an engine includes a computer program that is executed by one or more processors. As another example, a module or an engine includes an ASIC or a PLD that performs the operations described herein as performed by the module. As yet another example, a module or an engine includes one or more processors and one or more memory devices that store a computer program that is executed by the one or more processors.
  • FIG. 2 is a flowchart of an embodiment of a method 150 for determining a game based on group data 154 (FIG. 1) to provide news regarding the game. The method 150 is executed by one or more processors of one or more servers of a server system 298 of FIG. 3A. For example, the method 150 is executed by a server 304 1 of FIG. 3A. FIG. 3A is a block diagram of an embodiment of the server system 298 that is coupled with the network 198. FIG. 3B is a block diagram of an embodiment of an architecture 300 that is coupled with the server system 298 of FIG. 3A via the network 198.
  • With reference to FIGS. 2, 3A, and 3B, in an operation 152, the group data 154 associated with a first web account group is obtained. For example, a network interface controller (NIC) 202 1 of the server 304 1 requests the group attribute data 306 from a server 304 2 of the server system 298. The servers 304 1 and 304 2 are parts of the World Wide Web. For example, the server 304 1 stores web pages that are requested by a client device to play a game and the server 304 2 stores web pages that are requested by a client device to use a social network service. Examples of a NIC include a network interface card and a network adapter.
  • A NIC 202 2 of the server 304 2 accesses the group attribute data 306 from a memory system 204 2 of the server 304 2 and sends the group attribute data 306 via the network 198 to the NIC 202 1. As another example, in several embodiments in which the web accounts 1 thru N and the group attribute data 306 are stored within a memory system 204 1 of the server 304 1 instead of the memory system 204 2, a processor 170 1 of the server 304 1 accesses the group attribute data 306 from the memory system 204 1 instead of requesting the group attribute data from the server 304 2. The processor 170 1, the NIC 202 1, and the memory system 204 1 are coupled with each other via a bus 171 1. Similarly, a processor 170 2 of the server 304 2, the NIC 202 2, and the memory system 204 2 are coupled with each other via a bus 171 2.
  • As used herein, a memory system includes one or more memory devices. Examples of a memory device include a read-only memory (ROM), a random access memory (RAM), or a combination thereof. To illustrate, examples of a memory device include a flash memory, a disk array, and a hard disk.
  • As shown in FIG. 3A, the first web account group includes web accounts 1 thru N, where N is an integer greater than zero. Each web account is a web account that a user logs into to access a game. As an example, a web account is an email account, a social network service account, a game service account, or a combination thereof. A user logs into an email account to access emails and/or to play a game. Moreover, a user logs into a social network service account to chat with other users of a social network, to share posts with the other users, to post multimedia, to access multimedia posted by the other users, to play a game, or a combination thereof. Also, a user logs into a game service account to play a game.
  • To log into a web account, a user provides user information, such as, for example a user name, a password, a telephone number, an answer to a security question, user identifying information, or a combination thereof, to a client device that is operated by the user and a NIC of the client device sends the user information to the server system 298 via the network 198. An authentication server 302 of the server system 298 authenticates the user information based on information that is pre-stored within the authentication server 302. For example, the authentication server 302 determines that the user information is authentic when there is a match between the user information and the pre-stored information. Otherwise, the authentication server 302 determines that the user information is unauthentic. When the authentication server 302 determines that the user information is authentic, a user who provided the user information logs into a web account that is assigned to the user.
  • In several embodiments, a web account is assigned to a user when the pre-stored information is received from the user with an indication that the user is not a bot.
  • The group data 154 is associated with the first web account group. For example, the processor 170 2 of the server 304 2 receives the group attribute data 306 from a user and stores the group attribute data 306 within a web account that is assigned to the user. To illustrate, a user provides his/her attributes, e.g., relationship status, age, likes, dislikes, hobbies, interests, or a combination thereof, to a web account that is used to access a social network service and the processor 170 2 stores the attribute data within a web account of the user. In this illustration, the web account is logged into by the user to access a service. As another illustration, a user provides his/her attributes to a web account that is used to access a game service and the processor 170 2 stores the attribute data within a web account of the user. In this example, the web account is logged into to access the game service without a need to access the social network service.
  • As another example of the association of the group data 154 with the first web account group, the processor 170 1 determines the group behavior data 308 from usage of game data by users U1 thru UN of a first user group 160 2 (shown in FIG. 3B). The users U1 thru UN use game data after logging into the web accounts 1 thru N. To illustrate, the processor 170 1 determines a number of gaming sessions the game 158 is played by each user U1 thru UN during a time period, an amount of time during each gaming session the first game is played by each user of the first user group 160 1 for a number of gaming sessions during the time period, a number of downloads of the first game by each user of the first user group 160 1 during the time period after the user logs into a corresponding one of the web accounts 1 thru N, a number of times a preview of the first game is viewed by each user of the first user group 160 1 during the time period after the user logs into the corresponding web account of the user, a number of times the first game is indicated as being liked by each user of the first user group 160 1 within the corresponding web account of the user during the time period, a number of times the first game is indicated as being disliked by each user of the first user group 160 1 within the corresponding web account of the user during the time period, a number of times a mention of the first game is posted within the corresponding web account, and/or whether each user of the first user group 160 1 paid to play the game 158 after the user logged into the corresponding web account of the user.
  • It should be noted that a mention of a game is a positive mention of the game. For example, a mention of a game includes a statement in which advantages of the game are stated. It should further be noted that a web account corresponds to a user when the web account is assigned to the user. In various embodiments, a user mentions a game within a post, during a chat, or a combination thereof. A chat, as used herein, refers to an online chat.
  • In several embodiments, the users U1 thru UN are social network friends of the user 160 2. For example, the user 160 2 uses the client device 171 to send a request via a web account 157 to add the users U1 thru UN as social network friends of the user 160 2. The web account 157 is a web account that is assigned to the user 160 2. When the users U1 thru UN accept the request, the users U1 thru UN become social network friends of the user 160 1. Similarly, the user 160 2 becomes a network friend of the users U1 thru UN when the user 160 1 accepts requests sent via the web accounts 1 thru N to become a social network friend of the users U1 thru UN. In several embodiments, when the users U1 thru UN become social network friends of the user 160 2, the users U1 thru UN can access via the web accounts 1 thru N, multimedia that is posted by the user 160 2 in his/her web account 171 and that is restricted from access by anyone other than social network friends of the user 160 2.
  • In various embodiments, the users U1 thru UN are acquaintances, friends, or family members of the user 160 2 for whom the user 160 2 has email addresses. In these embodiments, the users U1 thru UN may or may not be social network friends of the user 160 2. In some embodiments, the users U1 thru UN are acquaintances, friends, or family members of the user 160 2 for whom the user 160 2 has user information that allows the user 160 2 to use a game service to contact the users U1 thru UN. In these embodiments, the users U1 thru UN may or may not be social network friends of the user 160 2. In a variety of embodiments, the users U1 thru UN are not social network friends of the user 160 2.
  • In a number of embodiments, a user downloads a game at a client device via a network from a server, such as the server 304 1. A NIC of the client device requests game data from the server 304 1. The NIC 202 1 sends the game data to a NIC of the client device to allow the NIC to download the game. The GPU of the client device renders the game data to display a game. In some embodiments, a game is previewed when after downloading a portion the game at a client device, a GPU of the client device renders a portion of game data to display the portion of the game. In several embodiments, a user indicates a game as being liked or disliked by logging into a web account of the user and selecting an icon that is displayed within selecting an icon within a service, such as the social network service, the gaming service, or the email service.
  • In an operation 186, the shared post data 163 is generated to provide news regarding the game 158 based on the group data 154. The game 158 is identified based on the group data 154 (FIG. 1). For example, the game 158 is identified based on data regarding the users U1 thru UN, data regarding the user 160 2, data regarding use of the game 158 by the user 160 2, data regarding use of the game 158 by the users U1 thru UN, data regarding use of games other than game 158 by the users U1 thru UN, or a combination thereof. To illustrate, if the users U1 thru UN and the user 160 2 have the same or similar age, the same or similar gender, the same or similar relationship status, the same or similar interests, the same or similar hobbies, the same or similar likes, the same or similar dislikes, or a combination thereof, the game 158, which is played by the users U1 thru UN, is identified to the user 160 2 at the client device 171.
  • As another illustration, if each user U1 thru UN:
  • (a) plays the game 158 for a higher number of gaming sessions than a number of gaming sessions for which the other games, such as, for example, the second, third, and fourth games, are played by the user at a corresponding one of the client devices 168, or
    (b) plays the game 158 for a longer time than an amount of time for which the other games are played by the user during each gaming session for a pre-determined number of gaming sessions, or
    (c) watches previews of the game 158 more often than previews of the other games are watched by the user, or
    (d) has indicated the game 158 as being liked for a higher number of times than a number of times for which the other games are indicated as being liked by the user, or
    (e) has indicated the game 158 as being disliked for a lower number of times than a number of times for which the other games are indicated as being disliked by the user, or
    (f) has downloaded the game 158 to a corresponding one of the client devices 168 operated by the user for a higher number of times than a number of times the other games are downloaded to the client device, or
    (g) has mentioned the game 158 within a corresponding one of the web accounts 1 thru N of the user for a higher number of times than mentioning the other games within the web account, or
    (h) paid to play the game 158 after the user logs into the corresponding web account,
    (i) paid a higher amount to play the game 158 compared to the other games, or
    (j) a combination thereof,
    the game 158 is identified to the user 160 2 at the client device 171. It should be noted that a client device corresponds to a user when the user operates the client device to access a web account of the user.
  • As yet another illustration, if each user U1 thru UN:
  • (a) plays the game 158 for a higher number of gaming sessions than a number of gaming sessions for which the game 158 is played by the user 160 2 at the client device 171, or
    (b) plays the game 158 for a longer time than an amount of time for which the game 158 is played by the user 160 2 at the client device 171 during each gaming session for a pre-determined number of gaming sessions, or
    (c) watches previews of the game 158 more often than previews of the game 158 are watched by the user 160 2, or
    (d) has indicated the game 158 as being liked for a higher number of times than a number of times for which the game 158 is indicated as being liked by the user 160 2, or
    (e) has indicated the game 158 as being disliked for a lower number of times than a number of times for which the game 158 is indicated as being disliked by the user 160 2, or
    (f) has downloaded the game 158 to a corresponding one of the client devices 168 for a higher number of times than a number of times the game 158 is downloaded to the client device 171 by the user 160 2, or
    (g) has mentioned the game 158 within the web accounts 1 thru N for a higher number of times than a number of times for which the game 158 is mentioned within the web account 157 by the user 160 2, or
    (h) a combination thereof,
    the game 158 is identified to the user 160 2 at the client device 171.
  • As another illustration, if each user U1 thru UN:
  • (a) has the same or similar age as that of the user 160 2, or
    (b) the same or similar gender as that of the user 160 2, or
    (c) the same or similar relationship status as that of the user 160 2, or
    (d) the same or similar interests as that of the user 160 2, or
    (e) the same or similar hobbies as that of the user 160 2, or
    (f) the same or similar likes as that of the user 160 2, or
    (g) the same or similar dislikes as that of the user 160 2, or
    (h) plays the game 158 for a higher number of gaming sessions than a number of gaming sessions for which other games are played by the one of the users U1 thru UN at a corresponding one of the client devices 168, or
    (i) plays the game 158 for a longer time than an amount of time for which the other games are played by the one of the users U1 thru UN during each gaming session for a pre-determined number of gaming sessions, or
    (j) watches previews of the game 158 more often than previews of the other games are watched by the one of the users U1 thru UN, or
    (k) has indicated the game 158 as being liked for a higher number of times than a number of times for which the other games are indicated as being liked by the one of the users U1 thru UN, or
    (l) has indicated the game 158 as being disliked for a lower number of times than a number of times for which the other games are indicated as being disliked by the one of the users U1 thru UN, or
    (m) has downloaded the game 158 to a corresponding one of the client devices 168 for a higher number of times than a number of times the other games are downloaded to the corresponding one of the client devices 168, or
    (n) has mentioned the game 158 within a corresponding one of the web accounts 1 thru N for a higher number of times than mentioning the other games within the corresponding one of the web accounts 1 thru N, or
    (o) paid to play the game 158 after logging into the corresponding one of the web accounts 1 thru N, or
    (p) paid a higher amount to play the game 158 compared to the other games,
    (q) plays the game 158 for a higher number of gaming sessions than a number of gaming sessions for which the game 158 is played by the user 160 2 at the client device 171, or
    (r) plays the game 158 for a longer time than an amount of time for which the game 158 is played by the user 160 2 at the client device 171 during each gaming session for a pre-determined number of gaming sessions, or
    (s) watches previews of the game 158 more often than previews of the game 158 are watched by the user 160 2, or
    (t) has indicated the game 158 as being liked for a higher number of times than a number of times for which the game 158 is indicated as being liked by the user 160 2, or
    (u) has indicated the game 158 as being disliked for a lower number of times than a number of times for which the game 158 is indicated as being disliked by the user 160 2, or
    (v) has downloaded the game 158 to the corresponding one of the client devices 168 for a higher number of times than a number of times the game 158 is downloaded to the client device 171 by the user 160 2, or
    (w) has mentioned the game 158 within the corresponding one of the web accounts 1 thru N for a higher number of times than a number of times for which the game 158 is mentioned within the web account 157 by the user 160 2, or
    (x) a combination thereof,
    the game 158 is identified to the user 160 2 at the client device 171.
  • In various embodiments, in the preceding illustration, instead of a number of times, an average of a number of times is used. For example, instead of determining whether the game 158 is played for a longer time than an amount of time for which the other games are played by each user U1 thru UN during each gaming session for a pre-determined number of gaming sessions, it is determined whether an average amount of time for which each user U1 thru UN plays the game 158 is longer than an average amount of time for which the other games are played by the user during each gaming session for a pre-determined number of gaming sessions. As another example, instead of determining whether each user U1 thru UN has indicated the game 158 as being liked for a higher number of times than a number of times for which the other games are indicated as being liked by the user, the number of times for which each user U1 thru UN has indicated the game 158 as being liked is averaged to generate a first average and the number of times for which each user U1 thru UN has indicated the other games as being liked is averaged to generate a second average, and it is determined whether the first average is greater than the second average.
  • Also, in some embodiments, in the preceding illustration, instead of the combination, a weighted combination is used. For example, whether each user U1 thru UN paid to play the game 158 after the user U1 thru UN logged into a corresponding one of the web accounts 1 thru N of the user is assigned a higher weight than a weight assigned to whether each user U1 thru UN has mentioned the game 158 within the corresponding web account of the user for a higher number of times than mentioning the other games within the corresponding web account. As another example, a factor of whether each user U1 thru UN has indicated the game 158 as being disliked for a lower number of times than a number of times for which the other games are indicated as being disliked by the user is assigned a higher weight than a weight assigned to a factor of whether the user plays the game 158 for a longer time than an amount of time for which the game 158 is played by the user 160 2 at the client device 171 during each gaming session for a pre-determined number of gaming sessions.
  • In various embodiments, in the preceding illustration, instead of or in addition to the determination that each user U1 thru UN plays the game 158 for a longer time than an amount of time for which the other games are played by the user during each gaming session for a pre-determined number of gaming sessions, it is determined that an item within the game 158 has a higher magnitude than an item within each of the other games. For example, an energy level within a play of the game 158 is higher than an energy level within a play of each of the second and third games. As another example, a number of virtual coins or points accumulated within a play of the game 158 is greater than a number of virtual points or coins within a play of each of the second and third games. Other examples of an item include virtual wood, virtual stars, game level, virtual food, virtual crops, etc.
  • In various embodiments, items include collectibles and virtual currencies, such as, for example, virtual coins. An item that is not a virtual currency is a collectible. For example, virtual wood, virtual stars, game level, virtual food, and virtual crops are collectibles.
  • In several embodiments, a use of a game includes watching a preview of the game, playing the game, downloading the game, paying to play the game, indicating the game as liked, indicating the game as disliked, mentioning the game, or a combination thereof.
  • Referring to FIG. 3A, the game 158 is identified by the processor 170 1 when the processor 170 1 selects data that is rendered to display a name of the game and/or a logo of the game 158. Any data identifying of the game 158, such as, for example data that is rendered to display a name of the game 158 and/or logo of the game 158, is stored by the processor 170 1 in the web account 157 of the user 160 2.
  • In an operation 188, the shared post data 163 is associated with the web account 157 of the user 160 2. For example, the shared post data 163 is stored within the web account 157. As another example, the shared post data 163 is rendered to display one or more messages with a display of the web account 157. To illustrate, multimedia identifying the social network friends of the user 160 2 and/or multimedia identifying the user 160 2 is displayed to display the web account 157. The multimedia is displayed within a web page, which includes a display of one or more messages.
  • In an operation 190, the shared post data 163 is sent via the network 198 to the NIC of the client device 171. For example, when the user 160 2 operates the client device 171 to access the web account 157, the NIC 202 1 sends the shared post data 163 to the client device 171. The method 150 ends after the operation 190.
  • FIG. 4 is a diagram of an embodiment of a network architecture that illustrates use of different web accounts that are associated with different networks 182 1 thru 182 N and 183. For example, each web account 1 thru N and 157 is generated within a different network. In this example, the web account 157 is generated within the network 183, the web account 1 is generated within the network 182 1, the web account 2 is generated within the network 182 2, and so on until the web account N is generated within the network 182 N.
  • In several embodiments, each network 182 1 thru 182 N and 183 is of a different type. For example, the network 182 1 is a social network, the network 182 2 is a game network, and the network 183 is an email network.
  • In various embodiments, two or more of the networks 182 and 183 are of the same type and are networks that are controlled by different entities. For example, the network 182 1 is a social network that is controlled by a first entity and the network 183 is a social network that is controlled by a second entity, which is other than the first entity.
  • In some embodiments, two or more of the networks 182 and 183 are of different types and are networks that are controlled by different entities. For example, the network 182 1 is a social network that is controlled by an entity that develops the social network and the network 183 is a game network that is controlled by an entity that develops games.
  • In several embodiments, two or more of the networks 182 and 183 are of different types and are networks that are controlled by the same entity. For example, the network 182 1 is a social network and the network 183 is a game network and both the networks are controlled by the same entity.
  • A game network is formed when one or more processors of one or more servers execute a game application to provide a game service at one or more client devices. The game service is accessed by a user via an account, such as a game service account, to play a game.
  • FIG. 5 is a diagram of an embodiment of a compare logic module 205 that compares data received from one or more databases to determine a game to generate news regarding the game. In several embodiments, the compare logic module 205 is executed by the processor 170 1 (FIG. 3A).
  • The compare logic module 205 receives data 172 regarding the first user group 160 1 (FIG. 3B), data 174 regarding the user 160 2 (FIG. 3B), data 176 regarding use of the game 158 by the first user group 160 1, data 178 regarding use of the game 158 by the user 160 2, and/or data 180 regarding use of the other games by the first user group 160 1. In some embodiments, the compare logic module 205 compares the data 172 regarding the users U1 thru UN of the first user group 160 1 with data 174 regarding the user 160 2 to determine whether a value of parameter of the user 160 2 and one or more values of the parameter of the first user group 1601 are the same or similar. For example, the compare logic module 205 determines whether an age of the user 160 2 is the same or similar to that of ages of the users U1 thru UN. As another example, the compare logic module 205 determines whether likes of the user 160 2 are the same or similar to likes of the users U1 thru UN.
  • Moreover, in various embodiments, the compare logic module 205 compares the data 176 regarding use of the game 158 by the first user group 160 1 with data 178 regarding use of the game 158 by the user 160 2. For example, a number of gaming sessions for which the game 158 is played by the first user group 160 1 is compared with a number of gaming sessions for which the game 158 is played by the user 160 2. As another example, a number of times for which the game 158 is indicated as being liked by the users U1 thru UN is compared with a number of times for which the game 158 is indicated as being liked by the user 160 2.
  • In some embodiments, the compare logic 205 compares the data 176 regarding use of the game 158 by the first user group 160 1 with data 180 regarding use of the other games by the first user group 160 1. For example, a number of gaming sessions for which the game 158 is played by the first user group 160 1 is compared with a number of gaming sessions for which each of the other games are played by the first user group 160 1. As another example, an amount of time for which the game 158 is played by the first user group 160 1 for a pre-determined number of gaming sessions is compared with an amount of time for which each of the other games is played by the first user group 160 1 for the pre-determined number of gaming sessions.
  • The data 176 includes data 181 regarding receipt of payment from the first user group 160 1 to play the game 158 and the data 180 includes data 183 regarding receipt of payment from the first user group 160 1 to play the other games. For example, the processor 170 1 (FIG. 3A) determines whether the users U1 thru UN have paid to play the game 158 and have not paid to play the other games. In various embodiments, a payment to play a game is received in the form of fiat money, credit, virtual currency, or a combination thereof. In response to determining that the users U1 thru UN have not paid to play the other games and have paid to play the game 158, the processor 170 1 determines to rank the game 158 higher than the other games. On the other hand, in response to determining that the users U1 thru UN have paid to play the other games and have not paid to play the game 158, the processors 170 1 determines to rank the game 158 lower than the other games.
  • FIG. 6 is a flowchart of an embodiment of a method 191 for displaying a message as news to the user 160 2 during a play of a game, such as the game 158 (FIG. 1) or one of the other games. The method 191 is executed by one or more processors of the client device 171 (FIG. 1).
  • In an operation 192, the NIC of the client device 171 receives shared post data 163 (FIG. 1) via the network 198 from the NIC 202 1 (FIG. 3A). For example, the NIC of the client device 172 receives the shared post data 163 within a communications protocol, such as, for example a Transmission Control Protocol/Internet Protocol (TCP/IP) packet, a Fibre Channel protocol (FCP) packet, and a User Datagram Protocol (UDP) packet. The NIC of the client device 171 extracts the shared post data 163 from a packet and provides the shared post data 163 to the GPU of the client device 171.
  • While the operation 192 is performed, the GPU of the client device 171 is displaying the game 158 or one of the other games on the display screen 193. For example, the GPU of the client device 171 renders the first game data to display the first game or renders the second game data to display the second game. In this example, the game 158 or one of the other games is played after the user 160 2 uses the client device 171 to log into the web account 157 and while the user 160 2 is logged into the web account 157.
  • In an operation 194, the shared post data 163 is rendered to display news regarding the game 158 (FIG. 1) on the display screen 193 (FIG. 3A). For example, the GPU of the client device 171 renders the shared post data 163 to display on the display screen 193 that the users U1 thru UN (FIG. 3B) are playing the game 158, that there is a discount offer for playing the game 158, that the user 1602 will obtain in his/her web account 157 items for free for playing the game 158, that the game 158 provides more rewards than the other games, or a combination thereof. Examples of rewards include items, a reward to play one of the other games, and a reward to play one of the other games for free. The method 191 ends after the operation 194.
  • In several embodiments, news is displayed with a display of the first game or one of the other games that the user 160 2 is playing during the reception of the shared post data 163 by the client device 171. For example, the GPU of the client device 171 renders news regarding the game 158 adjacent to a display of the first game or one of the other games. As another example, the GPU of the client device 171 renders news regarding the game 158 within a stream of multimedia that is displayed adjacent to the first game or one of the other games. As yet another example, the GPU of the client device 171 renders news regarding the first game before a transmission of a file that includes the shared post data 163 is completed by the NIC 202 1 (FIG. 3A). To illustrate, if the shared post data 163 includes a first data portion indicating that the users U1 thru UN (FIG. 3B) are playing the game 158 and a second portion indicating that there is a discount offer for playing the game 158, before the second data portion is transmitted by the NIC 202 1, the GPU of the client device 171 renders the first data portion to display that the users U1 thru UN are playing the game 158 on the display screen 193. In this example, the first portion is received by the NIC of the client device 171 before the second data portion is transmitted by the NIC 202 1. To provide another illustration, if the shared post data 163 includes a first data portion indicating that the users U1 thru UN (FIG. 3B) are playing the game 158, a second data portion indicating that there is a discount offer for playing the game 158, and a third data portion indicating that the user 160 2 will obtain in his/her web account 157 items for free for playing the game 158, before the second and third data portions are transmitted by the NIC 202 1, the GPU of the client device 171 renders the first data portion to display that the users U1 thru UN are playing the game 158 on the display screen 193. Also, in this example, the first portion is received by the NIC of the client device 171 before the second and third portions are transmitted by the NIC 202 1.
  • FIG. 7 is a diagram of an embodiment of a display screen 197 that shows an example of a display of news with a display of the second game. The display screen 197 is an example of the display screen 193 (FIG. 3B). The user 160 2 logs into the web account 157 (FIG. 3A) to play the second game. For example, the user 160 2 accesses a web page of a game developer from the server 304 1 (FIG. 3A). In this example, when the user 160 2 selects an identification of the second game on the web page via an input device of the client device 171, the GPU of the client device 171 displays a prompt on the display screen 197 to prompt the user 160 2 to provide the user information. When the user 160 2 provides the user information via the input device of the client device 171, the authentication server 302 determines whether the user information is authentic. Upon receiving a determination from the authentication server 302 that the user information is authentic, the server 304 1 provides access to the second game to the user 106 2.
  • Examples of a game developer include an entity that develops the game 158 and the other games and an entity that owns legal rights to the game 158 and the other games. Examples of an input device include a mouse, a keyboard, a stylus, and a touchscreen.
  • In several embodiments, instead of accessing a web page of the game developer first and then providing the use information, the user 160 2 first provides the user information and then accesses the web page of the game developer. For example, the user 160 2 requests a web page of a service provider, provides the user information to the authentication server 302 via the web page to log into the web account 157, requests another web page of the game developer, and then selects an identification of the second game. Upon receiving the indication of the identification of the second game, the server 304 1 provides access to the second game to the user 160 2.
  • Examples of a service provider include an entity that develops a game service, a social network service, and/or an email service. Other examples of a service provider include an entity that owns legal rights to a service.
  • As shown in FIG. 7, upon logging into the web account 157, the user 160 2 is playing the second game upon accessing a webpage having a uniform resource location (URL) “www.gamedeveloper.com/#/play/game2”. In several embodiments, the web page shown in FIG. 7 is one of many web pages of the game developer's website.
  • The second game has one or more objectives that the user 160 2 can achieve. For example, an objective of the second game is to build a happy virtual kingdom. As another example, an objective of the second game is to collect virtual coins, collect virtual crowns, collect other items, chop virtual trees, feed virtual chickens, gain virtual energy, progress through levels of the second game, or a combination thereof.
  • In several embodiments, when an objective of the second game is achieved, the user 160 2 is rewarded with one or more virtual items, virtual energy, a game level, or a combination thereof. Also, in some embodiments, when an objective of the second game is achieved, the user 160 2 is provided with another objective to pursue.
  • In various embodiments, during the play of the second game, the user 160 2 may invite social network friends of the user 106 2 to play the second game. For example, when the user 160 2 selects an image 252 within the second game via the input device of the client device 171, the GPU of the client device 171 displays a window that includes names of the social network friends of the user 160 2. The user 160 2 can select one or more of the names of the social network friends to invite the one or more friends to play the second game.
  • In various embodiments, during the play of the second game, the user 106 2 selects via the input device of the client device 171 an image 254 to access a virtual gaming environment that is owned by a virtual user. For example, when the user 106 2 selects the image 254 of a virtual user named “John”, the NIC 202 1 (FIG. 3A) sends virtual kingdom data via the network 198 to the NIC of the client device 171. The virtual user named “John” does not represent any real world user, such as, for example, a user named “Mary”. Upon receiving the virtual kingdom data, the GPU of the client device 171 displays a virtual kingdom that is owned by the virtual user “John”. The user 160 2 can achieve various objectives within the virtual kingdom of John.
  • In some embodiments, the user 160 2 is represented by a virtual user 256 during the play of the second game. For example, the user 160 2 can direct movement of the virtual user 256 to a location on the display screen 197 by selecting, via the input device of the client device 171, the location on the display screen 197.
  • In various embodiments, during the play of the second game, the GPU of the client device 171 receives the shared post data 163 via the network 198 (FIG. 3B) from the server 302 1 and executes a rendering program to apply the rendering program to the shared post data 264 to display news 203 on the display screen 197.
  • The news 203 includes that the social network friends of the user 160 2 play the first game. Also, the news 203 includes a social context of the social network friends of the user 160 2. For example, a network identifier (NI) portion 260 includes an identity of a first social context of the social network friends of the user 160 2. In this example, a y number of social network friends of the user 106 2 access a first social network to play the first game. The first social network is an example of the first social context. As another example, an NI portion 262 includes an identity of a second social context of the social network friends of the user 160 2. In this example, a z number of social network friends of the user 106 2 access a second social network to play the first game. The second social network is an example of the second social context. Examples of an identity of a social context include a name of an entity that provides a social network service and a logo of the entity.
  • In various embodiments, a multimedia 263 1 of a member of a social network service and a status of the member with respect to the second game and the user 160 2 are displayed. An example of a status includes that “James sent help 1 time”. The help is help to the user 160 2 in the second game. In these embodiments, the social network service is the same as that accessed by the user 160 2 by logging into the web account 157 and that is used to play the second game. Also, another multimedia 263 2 of another member of the social network service and a status of the member with respect to the second game and the user 160 2 are displayed. An example of a status includes that “Dana has desire for cooling salve”.
  • In several embodiments, any number of multimedia of any number of members of the social network service is displayed on a display screen. In various embodiments, the members 263 1 and 263 2 are examples of two of the users U1 thru UN. In several embodiments, the members 263 1 and 263 2 are social network friends of the user 160 2.
  • FIG. 8 is a diagram of an embodiment of the display screen 197 that shows a display of news 204 while the user 160 2 is playing the second game. While the user 160 2 is playing the second game, the GPU of the client device 171 applies the rendering computer program to the shared post data 163 (FIG. 1) to display the news 204. The news 204 includes an example of a discount offer to the user 160 2 for playing the first game. To illustrate, the news 204 includes that the user 160 2 will get x % off a price for playing the game 158 if the game 158 is played on the same day the news 204 is displayed. Also, the news 204 includes a social context of the social network friends of the user 160 2. For example, the news 204 includes the NI portion 260 that includes an identity of the first social context of the social network friends of the user 160 2.
  • FIG. 9 is a diagram of an embodiment of the display screen 197 that shows a display of news 206 while the user 160 2 is playing the second game. While the user 160 2 is playing the second game, the GPU of the client device 171 applies the rendering computer program to the shared post data 163 (FIG. 1) to display the news 206. The news 206 includes that the user 160 2 will receive free virtual coins when the user 160 2 downloads the game 158 from the server 302 1 (FIG. 3A). In several embodiments, instead of the virtual coins, the news 206 includes an offer of any other virtual item, energy level, game level, or a combination thereof. Also, the news 206 includes the first and second social contexts.
  • In various embodiments, news is displayed within a stream of multimedia. For example, the news 203 and 204 (FIGS. 7 and 8) are displayed within a stream of multimedia. To illustrate, a first portion of the shared post data 163 is applied to the rendering program to display the news 203 and a second portion of the shared post data 163 is applied to the rendering program to display the news 204. In these embodiments, the news 204 is displayed before or after displaying the news 203. Also, in these embodiments, when the news 204 is displayed before the news 203, the NIC 202 1 (FIG. 3A) transmits the first portion during the display of the news 204. In these embodiments, when the news 203 is displayed before the news 204, the NIC 202 1 transmits the second portion during the display of the news 203.
  • As another example, the news 203, 204, and 206 (FIGS. 7, 8, and 9) are displayed within a stream of multimedia. As an illustration, the first portion of the shared post data 163 is applied to the rendering program to display the news 203, the second portion of the shared post data 163 is applied to the rendering program to display the news 204, and a third portion of the shared post data 163 is applied to the rendering program to display the news 206. In these embodiments, the news 206 is displayed before or after displaying the news 203 and the news 204. When the news 206 is displayed before the news 203 and news 204, the GPU of the client device 171 applies the rendering program to the third portion of the shared post data 163 during a transmission of the first portion and/or the second portion via the network 198 to the client device 171. When the news 206 is displayed after the news 203 and news 204, the NIC 202 1 transmits the third portion during the display of the news 203 and/or news 204.
  • FIG. 10 is a diagram of an embodiment of the display screen 197 that shows a display of a prompt 208 when the user 160 2 selects one of the news 203, 204, and 206 (FIGS. 7-9). When the user 160 2 selects the news 203, 204, or 206 via the input device of the client device 171, the NIC of the client device 171 sends an indication of the selection via the network 198 (FIG. 1) to the NIC 202 1 (FIG. 3A). Upon receiving the indication of the selection of the news 203, 204, or 206 from the NIC 202 1, the processor 170 1 (FIG. 3A) generates prompt data that includes an identity of the game 158 and sends the prompt data via the network 198 to the NIC of the client device 171. Upon receiving the prompt data from the NIC of the client device 171, the GPU of the client device 171 displays the prompt 208 on the display screen 197. The prompt 208 indicates that the user 160 2 can select the prompt 208 to play the game 158 (FIG. 1). When the user 160 2 selects the prompt 208 via the input device of the client device 171, the NIC of the client device 171 downloads the first game data via the network 198 from the server 302 1 to allow the user 160 2 to play the game 158.
  • FIG. 11 is a diagram of an embodiment of a display screen 195 that displays real-time news 212. The display screen 195 is a display screen of a mobile device, such as, for example a cell phone, tablet, and a smart phone. The display screen 195 is an example of the display screen 193 (FIG. 3B). The display screen 195 displays the second game. A GPU of the mobile device renders the shared post data 163, which is stored within a real-time messaging file, to display news 212. Examples of a real-time messaging file include an SMS file, a Flash file, and a Flash SMS file. Other examples of a real-time messaging file include an instant message file. For example, when the user 160 2 is playing the second game, the shared post data 163 is received in the form of Flash file data, SMS data, or a combination thereof, by a NIC of the mobile device. The GPU of the mobile device renders the Flash file data, the SMS data, or the combination of Flash file data and SMS data to display the news 212. In various embodiments, instead of being displayed at the bottom of the display screen 195, the news 212 is displayed at the top of the screen 195. In a number of embodiments, the user 160 2 is not charged for receiving the news 212.
  • The news 212 has similar subject matter as that of news 203 (FIG. 7). For example, the news 212 includes social contexts that the social network friends of the user 160 2 used to play the game 158.
  • FIG. 12 is a diagram of an embodiment of the display screen 195 that displays news 216. The news 216 is displayed when the display screen 195 is displaying the second game and the user 160 2 is playing the second game. For example, when the user 160 2 is trying to accomplish an objective of the second game, the shared post data 163 is received by the NIC of the mobile device and the GPU of the mobile device renders the shared post data 163 to display the news 216. The GPU of the mobile device renders the shared post data 163, which is stored within a real-time messaging file, to display the news 216.
  • The news 212 has similar subject matter as that of news 204 (FIG. 8) except that the news 212 includes the NI 262 and a message indicating to the user 1602 that z number of the social network friends of the user 160 2 are using a social context having the NI 262 to play the game 158. In various embodiments, instead of being displayed at the bottom of the display screen 195, the news 216 is displayed at the top of the screen 195.
  • FIG. 13 is a diagram of an embodiment of the display screen 195 that displays news 218. The news 218 is displayed when the user 160 2 is playing the second game on the mobile device. The GPU of the mobile device renders the shared post data 163, which is stored within a real-time messaging file, to display the news 218.
  • The news 218 has similar subject matter as that of news 206 (FIG. 9) except that the news 218 indicates that the user 160 2 can get free items by playing the first game. In various embodiments, instead of being displayed at the bottom of the display screen 195, the news 218 is displayed at the top of the screen 195.
  • In various embodiments, each of the news 203, 204, 206, 212, 216, and 220 includes a number of social contexts of the social network friends of the user 160 2. In these embodiments, any number, other than that shown in FIGS. 7-9 and 10-13, of social contexts of the social network friends of the user 160 2 is included.
  • In a number of embodiments, the news 203, 204, and 206 are displayed periodically on the display screen 193. For example, the GPU of the client device 171 renders the first portion of the shared post data 163 to display the news 203 every m number of minutes, renders the second portion of the shared post data 163 to display the news 204 every n number of minutes, and renders the third portion of the shared post data 163 to display the news 206 every o number of minutes, where m, n, and o are integers greater than zero. In some embodiments, m is equal to n and o. In several embodiments, m is different from n, o, or a combination thereof. Similarly, in various embodiments, the news 212, 216, and 220 are display periodically.
  • FIG. 14 is a diagram of an embodiment of the display screen 195 that displays a real-time prompt 220. The prompt 220 is displayed when the user 160 2 selects the news 212, 216, or 220 via an input device of the mobile device. For example, upon receiving an indication of the selection of the prompt 220, the NIC of the mobile device sends the indication via the network 198 (FIG. 1) to the NIC 202 1 (FIG. 3A).
  • Upon receiving the indication from the NIC 202 1, the processor 170 1 (FIG. 3A) generates prompt data, which is stored within a real-time messaging file. The prompt data includes an identity of the game 158. The NIC 202 1 receives the prompt data from the processor 170 1 and sends the prompt data via the network 198 to the NIC of the mobile device. The prompt data is stored by the NIC of the mobile device in the form of a real-time messaging file within a memory device of the mobile device. The GPU of the mobile device renders the prompt data to display the prompt 220. Upon receiving a selection of the prompt 220 via the input device of the mobile device, the NIC of the mobile device downloads the first game data via the network 198 from the server 302 1 to allow the user 160 2 to play the game 158 on the mobile device.
  • It should be noted that although the above-described FIGS. 7-14 display the second game, in several embodiments, instead of the second game, the third game, the fourth game, or the game 158 is displayed.
  • FIG. 15 is a diagram of an embodiment of multiple graphs 302, 304, and 306 used to illustrate a dynamic change in use of the game 158. The graph 302 plots a use of the game 158 by the users U1 thru UN (FIG. 3B) versus time t. The use of the game 158 is dynamically changing over time. For example, the use of the game 158 at a time t1 is below a use limit and the use of the game 158 at a time t2 is above the use limit The processor 170 1 (FIG. 3A) determines at the time t1 that the use is below the use limit and avoids generating the shared post data 163 to provide news regarding the game 158 that is within a group that includes the game 158 and the other games. Moreover, the processor 170 1 determines at the time t2 that the use is above the use limit, generates the shared post data 163, and sends the shared post data 163 to the client device 171 (FIG. 3B).
  • As shown in the graph 304, the use of the game 158 by the users U1 thru UN increases linearly after a time t3. The processor 170 1 determines after the time t3 that the use increased linearly after the time t3 and increases, after the time t3, a frequency with which the shared post data 163 is sent by the NIC 202 1 to the client device 171. The GPU of the client device 171 renders the shared post data 163 to display news regarding the game 158 each time the shared post data 163 is received by the NIC of the client device 171. The frequency is increased compared to a frequency of sending the shared post data 163 before the time t3.
  • Also, as shown in the graph 306, the use of the game 158 decreases linearly after a time t4. The processor 170 1 determines after the time t4 that the use decreased linearly after the time t4 and decreases, after the time t4, a frequency with which the shared post data 163 is sent by the NIC 202 1 to the client device 171. The frequency is decreased compared to a frequency of sending the shared post data 163 before the time t4.
  • In several embodiments, instead of the linear change in the frequency shown in the graphs 304 and 306, there is an exponential or a step function change in the frequency.
  • In some embodiments, the change in use of the game 158 after the times t3 and t4 is a result of an application by the processor 170 1 of different factors to determine the use of the game 158 compared to before the times t3 and t4. For example, the processor 170 1 applies a first combination of factors to determine use of the game 158 before the time t3 or t4 and applies a second combination of factors to determine use of the game after the time t3 or t4. To illustrate, the second combination of factors includes whether the users U1 thru UN paid to play the game 158 and whether each of the users U1 thru UN played the game 158 for a higher number of gaming sessions during a time period than that used to play the other games during the time period. In this illustration, the first combination of factors includes whether each of the users U1 thru UN mentioned the game 158 for a higher number of times than mentioning the other games and whether each of the users U1 thru UN downloaded the game 158 for a higher number of times than downloading the other games.
  • It should be noted that in several embodiments, any comparison of portions of the group data 154 (FIG. 1) is a factor. For example, if the users U1 thru UN and the user 160 2 have the same or similar age is a factor. As another example, whether the users U1 thru UN paid to play the game 158 is another factor.
  • FIG. 16 is a block diagram of an embodiment of a client device 380, which is an example of the client device 171 or any of the client devices 168 (FIG. 3B). The client device 380 includes a display device 382 that is coupled with a bus 386 via an input/output interface (I/O) 388 1. Examples of the display device 382 include an LED display device, an LCD display device, a plasma display device, and a CRT display device. The display device 382 includes a display screen 384, which is an example of the display screen 193 or one of the display screens 169 (FIG. 3B).
  • An input device 390 of the client device 380 is coupled with the bus 386 via an I/O 388 2. An I/O interface that is coupled with two devices provides compatibility between the two devices. For example, the I/O interface 388 1 matches a rate of transfer of data to/from the display device 382 with a rate of transfer of data over the bus 386. As another example, the I/O device 388 2 converts analog signals received from the input device 390 into digital signals that are compatible with the bus 386. Moreover, a processor 392, a memory device 394, and a NIC 396 are coupled with the bus 386.
  • Embodiments described in the present disclosure may be practiced with various computer system configurations including hand-held devices, microprocessor systems, microprocessor-based or programmable consumer electronics, minicomputers, mainframe computers and the like. The embodiments can also be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a wire-based or wireless network.
  • With the above embodiments in mind, it should be understood that the embodiments can employ various computer-implemented operations involving data stored in computer systems. These operations are those requiring physical manipulation of physical quantities. Any of the operations described herein are useful machine operations. The present disclosure also relates to a device or an apparatus for performing these operations. The apparatus can be specially constructed for a specific purpose. The apparatus is selectively activated or configured by a computer program stored in the computer.
  • In one embodiment, a module or an engine or any operations, as used herein, is embodied as computer-readable code on a computer-readable medium. The computer-readable medium is any data storage device that can store data, which can be thereafter be read by a computer. Examples of the computer-readable medium include a memory device, hard drives, network attached storage (NAS), ROM, RAM, compact disc-ROMs (CD-ROMs), CD-recordables (CD-Rs), CD-rewritables (RWs), magnetic tapes and other optical and non-optical data storage devices. The computer-readable medium can include computer-readable tangible medium distributed over a network-coupled computer system so that the computer-readable code is stored and executed in a distributed fashion.
  • Although the method operations were described in a specific order in FIGS. 2 and 6, it should be understood that other housekeeping operations may be performed in between operations, or operations may be adjusted so that they occur at slightly different times, or may be distributed in a system which allows the occurrence of the processing operations at various intervals associated with the processing, as long as the processing of the overlay operations are performed in the desired way.
  • Although the foregoing disclosure has been described in some detail for purposes of clarity of understanding, it will be apparent that certain changes and modifications can be practiced within the scope of the appended claims. Accordingly, the present embodiments are to be considered as illustrative and not restrictive, and the disclosure is not to be limited to the details given herein, but may be modified within the scope and equivalents of the appended claims.

Claims (22)

    What is claimed is:
  1. 1. A method for providing news regarding a first game, the method comprising:
    obtaining group data associated with a first web account group, the group data associated with the first game and a first user group playing the first game, the first game played using the first web account group;
    generating shared post data to provide the news, wherein generating the shared post data is performed based on the group data;
    associating the shared post data with a second web account of a second user, wherein the group data includes data regarding use of the first game by the first user group, the first user group including network friends of the second user; and
    sending the shared post data to a client device that is operated to access the second web account, wherein the news is provided during a display of the first game or a second game on the client device,
    wherein the method is executed by one or more processors.
  2. 2. The method of claim 1, wherein obtaining the group data comprises obtaining data regarding the network friends, data regarding the second user, data regarding use of the first game by the second user, data regarding use of games other than the first game by the network friends, or a combination thereof.
  3. 3. The method of claim 2, wherein the data regarding the network friends comprises genders of the network friends, ages of the network friends, likes of the network friends, dislikes of the network friends, interests of the network friends, hobbies of the network friends, or a combination thereof.
  4. 4. The method of claim 2, wherein the data regarding the second user comprises an age of the second user, a gender of the second user, likes of the second user, dislikes of the second user, interests of the second user, hobbies of the second user, or a combination thereof.
  5. 5. The method of claim 2, wherein the data regarding the use of the first game by the second user includes a number of times the first game is played by the second user during a time period, an amount of time the first game is played by the second user during the time period, a number of downloads of the first game by the second user during the time period, a number of times preview of the first game is viewed by the second user during the time period, a number of times the first game is indicated as being liked by the second user during the time period, a number of times a mention of the first game is posted within the second web account, or a combination thereof.
  6. 6. The method of claim 2, wherein the data regarding use of the first game by the network friends includes a number of times the first game is played by each of the network friends during a time period, an amount of time the first game is played by each of the network friends during the time period, a number of downloads of the first game by each of the network friends during the time period, a number of times preview of the first game is viewed by each of the network friends during the time period, a number of times the first game is indicated as being liked by each of the network friends during that time period, a number of times a mention of the first game is posted within web accounts of each of the network friends, whether each of the network friends paid for the first game, or a combination thereof.
  7. 7. The method of claim 2, wherein the data regarding use of the other games by the network friends includes a number of times the other games are played by each of the network friends during a time period, an amount of time the other games are played by each of the network friends during the time period, a number of downloads of the other games by each of the network friends during the time period, a number of times previews of the other games are viewed by each of the network friends during the time period, a number of times the other games are indicated as being liked by each of the network friends during that time period, a number of times a mention of the other games are posted within web accounts of each of the network friends, whether each of the network friends paid for the other games, or a combination thereof.
  8. 8. The method of claim 1, wherein the first web account group and the second web account are maintained within a social network, wherein each of the first web account group and the second web account are maintained on the World Wide Web.
  9. 9. The method of claim 1, wherein the first web account group is maintained within a first social network and the second web account is maintained within a second social network, wherein the first social network is controlled by a first entity, wherein the second social network is controlled by a second entity.
  10. 10. The method of claim 1, wherein the first web account group is maintained within a social network and the second web account is maintained within a gaming network, wherein each of the first web account group and the second web account is maintained on the World Wide Web.
  11. 11. The method of claim 1, wherein generating shared post data to provide news comprises generating short messaging service (SMS) data or flash file data.
  12. 12. The method of claim 1, wherein generating shared post data comprises generating data to motivate the second user to play the first game or to download the first game.
  13. 13. The method of claim 1, wherein the shared post data includes item data, wherein the item data includes currency data, collectible data, or a combination thereof.
  14. 14. The method of claim 1, wherein associating the shared post data with the second web account comprises associating the shared post data to display the shared post data with a display of the second web account.
  15. 15. The method of claim 1, wherein sending the shared post data to the client device comprises sending the shared post data via a network to the client device.
  16. 16. The method of claim 15, wherein sending the shared post data comprises sending the shared post data to facilitate a display of the news with the display of the second game that is being played by the second user.
  17. 17. The method of claim 1, wherein sending the shared post data comprises sending the shared post data to facilitate a display of the news with a display of the second web account.
  18. 18. The method of claim 1, wherein the news includes an identification of social contexts of the network friends.
  19. 19. A method for providing news regarding a first game, the method comprising:
    rendering game data to display the first game or a second game;
    receiving shared post data to display the news, wherein the rendering shared game data is performed during the reception of the shared post data, the shared post data generated based on group data, the group data associated with the first game and a first user group, the first game played using a first web account group, wherein the group data includes data regarding use of the first game by the first user group, the first user group including network friends of a second user, the shared post data associated with a second web account of the second user, wherein the receiving shared post data is performed by a client device that is operated to access the second web account; and
    rendering the shared post data to display the news with the display of the first game or the second game.
  20. 20. The method of claim 19, wherein the news includes an identification of social contexts of the network friends.
  21. 21. A system for providing news regarding a first game, the system comprising
    a memory device configured to store shared post data;
    a processor configured to access group data associated with a first web account group, the group data associated with the first game and a first user group playing the first game, the first game played using the first web account group,
    the processor configured to generate shared post data to provide the news, wherein the processor is configured to generate the shared post data based on the group data,
    the processor configured to associate the shared post data with a second web account of a second user, wherein the group data includes data regarding use of the first game by the first user group, the first user group including network friends of the second user; and
    a network interface controller configured to send the shared post data to a client device that is operated to access the second web account, wherein the news is provided during a display of the first game or a second game on the client device.
  22. 22. The system of claim 21, wherein the network interface controller is configured to send the shared post data to facilitate a display of the news with the display of the second game that is being played by the second user.
US13537899 2012-06-29 2012-06-29 Social Network Data Analysis to Provide News for Online Gaming Abandoned US20140004954A1 (en)

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US13537899 US20140004954A1 (en) 2012-06-29 2012-06-29 Social Network Data Analysis to Provide News for Online Gaming
US13601975 US8832195B2 (en) 2012-06-29 2012-08-31 Social network data analysis to generate incentives for online gaming
US14477712 US9573065B2 (en) 2012-06-29 2014-09-04 Social network data analysis to generate incentives for online gaming
US15411566 US10052560B2 (en) 2012-06-29 2017-01-20 Social network data analysis to generate incentives for online gaming
US16039712 US20180318718A1 (en) 2012-06-29 2018-07-19 Social Network Data Analysis to Generate Incentives for Online Gaming

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