System and method for modifying a game state of a player of a social game
First Claim
1. A computer-implemented method comprising:
- obtaining, by a hardware-implemented communication module from a communicatively coupled social network server over a network, social network information for a player of an online social game, the social network server providing a social network external to the online social game;
identifying, by game logic for the player of the online social game, a first social contact of the player from the social network external to the online social game and a second social contact of the player from the social network external to the online social game, the identifying of the first and second social contact based on the social network information obtained for the player from the social network server of the social network, the first social contact and second social contact being different from the player;
in a virtual world of the online social game, identifying, by a hardware-implemented location module, a first location of a first virtual object that represents the first social contact of the player and a second location of a second virtual object that represents the second social contact of the player;
determining, by the hardware-implemented location module, a location adjacency metric for the first virtual object and the second virtual object within the online social game, the location adjacency metric being a function of a definable distance between the first location of the first virtual object that represents the first social contact and the second location of the second virtual object that represents the second social contact in the virtual world of the online social game;
determining, by a hardware-implemented social module, a social adjacency metric for the first virtual object and the second virtual object, the social adjacency metric being a function of a max value divided by a social distance value corresponding to a social degree of separation between the first social contact and the second social contact in the social network external to the online social game; and
modifying, by a processor of a machine, a game state of the player of the online social game based on a combination of whether the location adjacency metric indicates that the first location and the second location are within a first predetermined distance and whether the social adjacency metric indicates that the first social contact and the second social contact are within a second predetermined social distance, the game state corresponding to a numerical value.
5 Assignments
0 Petitions
Accused Products
Abstract
A system, computer-readable storage medium, and a method for modifying a game state of a player of a social game are presented. A first location of a first virtual object and a second location of a second virtual object in a virtual world of the social game are identified. The first virtual object is associated with a first social contact of the player of the social game and the second virtual object is associated with a second social contact of the player of the social game. A location adjacency metric for the first virtual object and the second virtual object is determined using the first location and the second location. A social adjacency metric for the first virtual object and the second virtual object is determined. A game state for the player is modified using the location adjacency metric and the social adjacency metric.
-
Citations
23 Claims
-
1. A computer-implemented method comprising:
-
obtaining, by a hardware-implemented communication module from a communicatively coupled social network server over a network, social network information for a player of an online social game, the social network server providing a social network external to the online social game; identifying, by game logic for the player of the online social game, a first social contact of the player from the social network external to the online social game and a second social contact of the player from the social network external to the online social game, the identifying of the first and second social contact based on the social network information obtained for the player from the social network server of the social network, the first social contact and second social contact being different from the player; in a virtual world of the online social game, identifying, by a hardware-implemented location module, a first location of a first virtual object that represents the first social contact of the player and a second location of a second virtual object that represents the second social contact of the player; determining, by the hardware-implemented location module, a location adjacency metric for the first virtual object and the second virtual object within the online social game, the location adjacency metric being a function of a definable distance between the first location of the first virtual object that represents the first social contact and the second location of the second virtual object that represents the second social contact in the virtual world of the online social game; determining, by a hardware-implemented social module, a social adjacency metric for the first virtual object and the second virtual object, the social adjacency metric being a function of a max value divided by a social distance value corresponding to a social degree of separation between the first social contact and the second social contact in the social network external to the online social game; and modifying, by a processor of a machine, a game state of the player of the online social game based on a combination of whether the location adjacency metric indicates that the first location and the second location are within a first predetermined distance and whether the social adjacency metric indicates that the first social contact and the second social contact are within a second predetermined social distance, the game state corresponding to a numerical value. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 21, 22, 23)
-
-
13. A system, comprising:
-
a processor of a machine; a communication module to obtain, from a communicatively coupled social network server, social network information for a player of an online social game, the social network server providing a social network external to the online social game; game logic to identify, for the player of the online social game, a first social contact of the player from the social network external to the online social game and a second social contact of the player from the social network external to the online social game, the identifying of the first and second social contact based on the social network information obtained for the player from the social network server of the social network, the first social contact and second social contact being different from the player; a location module configured to; in a virtual world of the online social game, identify a first location of a first virtual object that represents the first social contact of the player and a second location of a second virtual object that represents the second social contact of the player; determine a location adjacency metric for the first virtual object and the second virtual object within the online social game, the location adjacency metric being a function of a definable distance between the first location of the first virtual object that represents the first social contact and the second location of the second virtual object that represents the second social contact in the virtual world of the online social game; a social module configured to determine a social adjacency metric for the first virtual object and the second virtual object, the social adjacency metric being a function of a max value divided by a social distance value corresponding to a social degree of separation between the first social contact and the second social contact in the social network external to the online social game; and a game module configured to modify, using the processor, a game state of the player based on a combination of whether the location adjacency metric indicates that the first location and the second location are within a first predetermined distance and based on the social adjacency metric indicates that the first social contact and the second social contact are within a second predetermined social distance, the game state corresponding to a numerical value. - View Dependent Claims (14, 15, 16, 17, 18, 19)
-
-
20. A non-transitory machine readable medium storing instructions that, when executed by at least one processor of a machine, causes the machine to perform operations comprising:
-
obtaining, from a communicatively coupled social network server, social network information for a player of an online social game, the social network server providing a social network external to the online social game; identifying, for the player of the online social game, a first social contact of the player from the social network external to the online social game and a second social contact of the player from the social network external to the online social game, the identifying of the first and second social contact based on the social network information for the player from the social network server of the social network, the first social contact and second social contact being different from the player; in a virtual world of the online social game, identifying a first location of a first virtual object that represents the first social contact of the player and a second location of a second virtual object that represents the second social contact of the player; determining a location adjacency metric for the first virtual object and the second virtual object within the online social game, the location adjacency metric being a function of a definable distance between the first location of the first virtual object that represents the first social contact and the second location of the second virtual object that represents the second social contact in the virtual world of the online social game; determining a social adjacency metric for the first virtual object and the second virtual object, the social adjacency metric being a function of a max value divided by a social distance value corresponding to a social degree of separation between the first social contact and the second social contact in the social network external to the online social game; and modifying a game state of the player of the online social game based on a combination of whether the location adjacency metric indicates that the first location and the second location are within a first predetermined distance and whether the social adjacency metric indicates that the first social contact and the second social contact are within a second predetermined social distance, the game state corresponding to a numerical value.
-
Specification