Patent application number | Description | Published |
20130225287 | SYNCHRONOUS AND ASYNCHRONOUS GAME MODES - A system, machine-readable storage medium storing at least one program, and a computer-implemented method for switching between synchronous and asynchronous game modes is provided. A first game instance of a computer-implemented game of a first player and a second player is generated. The first game instance is generated in a first mode associated with the availability of the second player to play the game. First display data is provided to a client device of the first player to display the first game instance of the game in the first mode. A change in the availability of the second player is identified. A second game instance of the game is generated in a second mode associated with the change in the availability of the second player. Second display data is provided to the client device to display the second game instance of the game in the second mode. | 08-29-2013 |
20130231179 | LEVERAGING SOCIAL GRAPHS WITH GAME PLAY AUTO-NEIGHBORING - 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. | 09-05-2013 |
20130231181 | FEED SURFACING - A system, computer-readable storage medium storing at least one program, and a computer-implemented method are provided for displaying feed-based information in an online game. Player feeds are received in a game networking system. A specification for displaying information from the player feeds in the game networking system is accessed. A first player profile is accessed for a first player in an online game, the first player profile identifying one or more characteristics of the first player. The first-player profile is used with the specification to determine a first display profile for displaying information from the player feeds to the first player. The feed-based information is generated for the first player by using the first display profile to access the player feeds, and the feed-based information is then displayed to the first player through a user interface of the online game. | 09-05-2013 |
20130231182 | SYSTEMS AND METHODS OF RECIPROCATION OF GAME ASSET GIFTING - A system, machine-readable storage medium storing at least one program, and a computer-implemented method for providing reciprocation of game asset gifts from a player is provided. A notification of a game asset of a first player that is available to a plurality of players is sent from a game server to the plurality of players. The notification is sent through a web feed in a game user interface of each player of the plurality of players. A first response requesting the game asset of the first player is received from a second web feed in a second game user interface of a second player in response to the notification. The game asset is provided to a second account of the second player in response to the first response. | 09-05-2013 |
20130232199 | SHARING AN APPLICATION CONFIGURATION AMONG SOCIAL NETWORKS - A machine may generate and store a correlation among multiple identifiers of the user that enable access to an application through multiple systems. For example, the user may have a first identifier for using a first social network system, and a second identifier for using a second social network system, and the machine may generate and store a correlation between the first identifier and the second identifier. The machine may identify the user based on the first identifier and access a database that stores the correlation. The machine may then access a configuration of the application based on the correlation and configure the application in accordance with the configuration. The machine may generate a visual representation of the configured application, provide the visual representation to a device of a further user, receive an indication of an opinion of the further user on the visual representation, and present the indication. | 09-05-2013 |
20130324240 | SYSTEMS AND METHODS OF ICON OPTIMIZATION IN GAME USER INTERFACE - A system, machine-readable storage medium storing at least one program, and a computer-implemented method for icon optimization in a game user interface is provided. A request from a client device to access a game user interface of a player may be received, where the game user interface is associated with one or more computer-implemented games hosted by a game networking system. A first manner of displaying one or more icons each representing a computer-implemented game of the one or more computer-implemented games is determined. The first manner of displaying the one or more icons within the game user interface is determined based on one or more game-related factors specific to the player. Display data to display the one or more icons in the first manner may be generated and provided to the client device. | 12-05-2013 |
20130344963 | MULTIPLAYER SYNCHRONOUS GAMING SYSTEMS AND METHODS - A system, computer-readable storage medium storing at least one program, and a computer-implemented method for providing synchronous multiplayer games are presented. To begin, an enabling request for multiplayer functionality in a multiplayer instance that includes a single player mode game is received. The single player mode game may involve a game board dedicated to a first player. Then, the single player mode game of the multiplayer instance is matched with additional multiplayer instances. Each additional multiplayer instance includes a corresponding single player mode game dedicated to a respective player. The single player mode games from the multiplayer instance and the additional multiplayer instances are then instructed to initiate gameplay at substantially the same time. Final scores from the single player mode games from the multiplayer instance and the additional multiplayer instances are collected. A game summary page is finally communicated to the first player and the respective players. | 12-26-2013 |
20140329606 | FEED SURFACING - A system, computer-readable storage medium storing at least one program, and a computer-implemented method are provided for displaying feed-based information in an online game. Player feeds are received in a game networking system. A specification for displaying information from the player feeds in the game networking system is accessed. A first player profile is accessed for a first player in an online game, the first player profile identifying one or more characteristics of the first player. The first-player profile is used with the specification to determine a first display profile for displaying information from the player feeds to the first player. The feed-based information is generated for the first player by using the first display profile to access the player feeds, and the feed-based information is then displayed to the first player through a user interface of the online game. | 11-06-2014 |