摘要:
Techniques for recommending and establishing connections between users within a gaming social network, designed for connecting users having common gaming interests or characteristics. Embodiments include methods for recommending 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; and presenting graphical user interface content and configurations to enable the suggestion, review, and accepting of recommended connections in the gaming social network.
摘要:
Techniques for recommending and establishing connections between users within a gaming social network, designed for connecting users having common gaming interests or characteristics. Embodiments include methods for recommending 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; and presenting graphical user interface content and configurations to enable the suggestion, review, and accepting of recommended connections in the gaming social network.
摘要:
A communication analysis system for an online game is described. A communication history among players of the online game is retrieved. Communication tracking metrics are generated based on the communication history of the players of the online game. A retention analysis is performed with the communication tracking metrics to determine retention of players of the online game. A retention recommendation is generated based on the retention analysis.
摘要:
A system and computer-implemented method for cross-promoting electronic games is provided. First and second electronic game databases are configured to store first and second game user attributes relating to first and second electronic game, respectively. An aggregator database is coupled to the first and second electronic game databases and is configured to store a first game user attribute, associated with the user and relating to a first electronic game, and user data of a user of the first electronic game. A processor is coupled to the aggregator database and configured to automatically associate a second game user attribute to the user according to a predetermined rule based on at least one of the first game user attribute stored in the aggregator database and the user data. The second game user attribute associated to the user by the processor is stored in the aggregator database.
摘要:
An optimized friend recommendation system is described. An active social network (ASN) of a player of an online game is determined based on a frequency of reciprocated communications between the player and friends of the player. The ASN of the player has friends of the player with a minimum number of closed-loop communications with the player within a predetermined duration. The social network of non-ASN friends outside the ASN of the player is identified. One or more non-ASN friends identified and suggested to socially engage with the player in an online game based on the social network of non-ASN friends of the player outside the ASN of the player are.
摘要:
Social network information of a player of a computer-implemented game is accessed to identify non-active players from the social network information. The non-active players each have a minimum number of unreciprocated communications with the player within a time duration. A recommendation of the recommended players is generated to the player based on the non-active players.
摘要:
Real time analytics via stream processing is described. A stream reader receives a stream of messages and batches the messages in a message queue. A stream writer accesses the messages from the message queue, aggregates the messages from a time window based on a hierarchy of an attribute to generate a set of event data for the time window, stores the set of event data in a memory cache cluster, and stores a key corresponding to the set of event data in a key buffer queue. A stream aggregator accesses the key from the key buffer queue, retrieves the set of data in the time window corresponding to the key from the memory cache cluster, and performs a process on the retrieved set of data.
摘要:
A communication analysis system for an online game is described. A communication history among players of the online game is retrieved. Communication tracking metrics are generated based on the communication history of the players of the online game. A retention analysis is performed with the communication tracking metrics to determine retention of players of the online game. A retention recommendation is generated based on the retention analysis.
摘要:
Social network information of a player of a computer-implemented game is accessed to analyze a social interaction of the player with other players from the social network information to recommend other players of the social network of the player to further communicate with. A recommendation of other players is generated to the player based on a frequency of the social interaction. A selection of players from the recommendation is received from the player. A communication message is generated to the selected players.
摘要:
Social network information of a player of a computer-implemented game is accessed to identify active players from the social network information. The active players each have a minimum number of reciprocated communications with the player within a time range. A recommendation of players is generated to the player based on the identified active players.