LEVERAGING SOCIAL GRAPHS WITH GAME PLAY AUTO-NEIGHBORING
First Claim
1. A computer-implemented method, comprising:
- receiving game play information, at a server, from devices coupled to the server, wherein each device is associated with a user of a plurality of users;
receiving a selection of a game from a user;
in response to the selection of the game, obtaining user profile information including a social graph associated with the user;
selecting game play neighbors from the plurality of users for the user based on the social graph and the received game play information; and
automatically establishing a connection between the user and the neighbors playing the game within a gaming network.
5 Assignments
0 Petitions
Accused Products
Abstract
Techniques for automatically establishing connections between users within a gaming social network, designed for connecting users having common gaming interests, social connections, or characteristics. Embodiments include methods for automatically establishing connections from members of an out-of-game social network, the gaming social network, and gaming activity participants; evaluating user profile information and user characteristics in a gaming social network and gaming activity in a game networking system to determine an appropriate set of connections for a selected user. Embodiments include systems configured to automatically establish and maintain connections between players in a gaming social network based on gaming activity in a gaming networking system and social relationship information retrieved from one or more social networks where the players have a social relationship.
72 Citations
22 Claims
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1. A computer-implemented method, comprising:
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receiving game play information, at a server, from devices coupled to the server, wherein each device is associated with a user of a plurality of users; receiving a selection of a game from a user; in response to the selection of the game, obtaining user profile information including a social graph associated with the user; selecting game play neighbors from the plurality of users for the user based on the social graph and the received game play information; and automatically establishing a connection between the user and the neighbors playing the game within a gaming network. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A computing system, comprising:
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a storage module configured to store user profile information of a plurality of users in a gaming network, wherein the user profile information includes game play data and a social graph; a communication module configured to receive communications occurring within the gaming network and from one or more social networks; an update module configured to update the user profile information in response to the received communications; a connection matching module configured to automatically create connections between the plurality of users in the gaming network based on the user profile information, and communication within the gaming network; and an analysis module configured to extract data elements from the user profile information, and the gaming network interactions between the plurality of users for use by the connection matching module. - View Dependent Claims (11, 12, 13, 14, 15)
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16. A non-transitory machine readable storage medium comprising computer-readable instructions, the instructions operable with a computer to:
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receive game play information, at a server, from devices coupled to the server, wherein each device is associated with at least one user of a plurality of users; receive a game selection from a user; in response to the game selection, obtain user profile information from a social graph associated with the user; select game play neighbors from the plurality of users for the user based on the information obtained from the social graph and the received game play information; and automatically establish a connection between the user and the neighbors playing the game selection within a gaming network. - View Dependent Claims (17, 18, 19, 20, 21, 22)
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Specification