METHOD AND SYSTEM FOR MATCHMAKING CONNECTIONS WITHIN A GAMING SOCIAL NETWORK
    1.
    发明申请
    METHOD AND SYSTEM FOR MATCHMAKING CONNECTIONS WITHIN A GAMING SOCIAL NETWORK 有权
    用于在游戏社交网络中匹配连接的方法和系统

    公开(公告)号:US20130165234A1

    公开(公告)日:2013-06-27

    申请号:US13560838

    申请日:2012-07-27

    IPC分类号: A63F13/12

    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.

    摘要翻译: 用于建议和建立游戏社交网络内的用户之间的连接的技术,其设计用于连接具有共同游戏兴趣或特征的用户。 实施例包括用于推荐来自游戏外社交网络的成员,游戏社交网络和游戏活动参与者的连接的方法; 评估游戏社交网络中的用户简档信息和用户特征以及游戏网络系统中的游戏活动,以确定所选择的用户的适当的连接集合; 并呈现图形用户界面内容和配置,以便能够建议,审查和接受游戏社交网络中推荐的连接。

    SHARING AN APPLICATION CONFIGURATION AMONG SOCIAL NETWORKS
    3.
    发明申请
    SHARING AN APPLICATION CONFIGURATION AMONG SOCIAL NETWORKS 有权
    在社交网络中共享应用程序配置

    公开(公告)号:US20130232199A1

    公开(公告)日:2013-09-05

    申请号:US13780506

    申请日:2013-02-28

    IPC分类号: H04L29/08

    摘要: 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.

    摘要翻译: 机器可以生成并存储能够通过多个系统访问应用的用户的多个标识符之间的相关性。 例如,用户可以具有用于使用第一社交网络系统的第一标识符和用于使用第二社交网络系统的第二标识符,并且机器可以生成并存储第一标识符和第二标识符之间的相关性。 机器可以基于第一标识符识别用户,并访问存储相关性的数据库。 然后,机器可以基于相关性访问应用的配置,并根据配置配置应用。 机器可以生成所配置的应用的视觉表示,向另一用户的设备提供可视表示,在视觉表示上接收另外用户的意见的指示,并呈现指示。

    LEVERAGING SOCIAL GRAPHS WITH GAME PLAY AUTO-NEIGHBORING
    4.
    发明申请
    LEVERAGING SOCIAL GRAPHS WITH GAME PLAY AUTO-NEIGHBORING 审中-公开
    利用游戏机自动关联来吸引社会人物

    公开(公告)号:US20130231179A1

    公开(公告)日:2013-09-05

    申请号:US13782108

    申请日:2013-03-01

    IPC分类号: G06F17/30

    摘要: 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.

    摘要翻译: 用于在游戏社交网络内自动建立用户之间的连接的技术,其设计用于连接具有共同游戏兴趣的用户,社交连接或特征。 实施例包括用于自动建立来自游戏外社交网络的成员,游戏社交网络和游戏活动参与者的连接的方法; 评估游戏社交网络中的用户简档信息和用户特征以及游戏网络系统中的游戏活动,以确定所选择的用户的适当的连接集合。 实施例包括被配置为基于游戏网络系统中的游戏活动和从玩家有社交关系的一个或多个社交网络检索到的社交关系信息自动建立和维持游戏社交网络中的玩家之间的连接的系统。

    FEED SURFACING
    5.
    发明申请
    FEED SURFACING 有权
    进料表面

    公开(公告)号:US20130231181A1

    公开(公告)日:2013-09-05

    申请号:US13782015

    申请日:2013-03-01

    IPC分类号: A63F13/12

    摘要: 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.

    摘要翻译: 提供存储至少一个程序的系统,计算机可读存储介质和计算机实现的方法,用于在在线游戏中显示基于馈送的信息。 在游戏网络系统中接收到玩家饲料。 访问用于在游戏网络系统中显示来自播放器馈送信息的规范。 第一玩家简档被访问在线游戏中的第一玩家,第一玩家简档识别第一玩家的一个或多个特征。 第一玩家简档与规范一起使用以确定用于显示来自玩家馈送给第一播放器的信息的第一显示简档。 通过使用第一显示配置文件来访问播放器馈送,为第一播放器生成基于馈送的信息,然后通过在线游戏的用户界面将基于馈送的信息显示给第一玩家。