IP Library Granted Patent US 10,888,790
Granted Patent B2
US 10,888,790 · App. 16/147,875 · Granted Jan 12, 2021

Low-friction response in a social game

Inventors: John Osvald (Albany, CA); Michael Waite (Alamo, CA); Kyle Saugier (South San Francisco, CA); Lauren Duncan (Fairview, TX); Erik Nilsson (San Francisco, CA)
Assignee: Zynga Inc.
A63F13/795A63F13/655A63F2300/556A63F2300/5566
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Quick Facts
Patent No.
US 10,888,790
App. No.
16/147,875
Granted
Jan 12, 2021
Kind
B2
Abstract

A method for performing a social project in a video game is provided. A session of the video game for a primary user is initiated, and a social project is initiated within the session of the video game. One or more secondary users are determined from a social graph of the primary user. A message requesting help to complete the social project is sent to the one or more secondary users, the message including a low-friction response mechanism. Upon activation of the low-friction response mechanism of the request, a response is received indicating an intent to help complete the social project from a responsive secondary user. Upon receiving the response, automated animation of an avatar of the responsive secondary user is triggered within the primary user's session of the video game so as to collaborate on the social project.

Claims (45)

1. A method for performing a social project in a video game, comprising:

using a video game server computer to initiate a session of the video game for a primary user, the session of the video game being configured to process communication received over a network from a first client device that is associated with the primary user;

responsive to receiving a social project request over the network from the first client device, initiating a social project within the session of the video game;

determining one or more secondary users from a social graph of the primary user;

using the video game server computer to send a message over the network to one or more secondary client devices that are respectively associated with the one or more secondary users, the message requesting help from the one or more secondary users to complete the social project, the message including a low-friction response mechanism;

receiving over the network, upon activation of the low-friction response mechanism of the message, a response from one of the secondary client devices associated with a responsive secondary user indicating an intent to help perform a task to help complete the social project; and

wherein upon receiving the response, the response itself is configured to trigger automated animation of an avatar of the responsive secondary user within the primary user's session of the video game, the animation showing the avatar actively participating in performing the task to help complete at least one aspect of the social project, and wherein the automated animation of the avatar does not require the responsive secondary user to control the avatar.

2. The method of claim 1 , wherein the message is sent via an external communication mechanism that is independent of the video game, and wherein the low-friction response mechanism is activated from the message as received by the responsive secondary user via the external communication mechanism.

3. The method of claim 1 ,

wherein determining one or more secondary users includes searching the social graph of the primary user for users having accounts for the video game, presenting a portion of the users having accounts in the primary user's session, and receiving a selection of users from among the presented portion.

4. The method of claim 1 ,

wherein a speed of performance of the social project increases in response to receiving the response from the responsive secondary user.

5. The method of claim 1 , further comprising,

upon receiving the response, the response itself is configured to trigger crediting an account of the responsive secondary user.

6. The method of claim 1 ,

wherein the avatar of the responsive secondary user includes a profile picture of the responsive secondary user.

7. A computer program product comprising program instructions embodied on a non-transitory computer readable medium, the program instructions for performing a social project in a video game, the program instructions including:

program instructions for using a video game server computer to initiate a session of the video game for a primary user, the session of the video game being configured to process communication received over a network from a first client device that is associated with the primary user;

program instructions for, responsive to receiving a social project request over the network from the first client device, initiating a social project within the session of the video game;

program instructions for determining one or more secondary users from a social graph of the primary user;

program instructions for using the video game server computer to send a message over the network to one or more secondary client devices that are respectively associated with the one or more secondary users, the message requesting help from the one or more secondary users to complete the social project, the message including a low-friction response mechanism;

program instructions for receiving over the network, upon activation of the low-friction response mechanism of the message, a response from one of the secondary client devices associated with a responsive secondary user indicating an intent to help perform a task to help complete the social project; and

program instructions for, wherein upon receiving the response, the response itself is configured to trigger automated animation of an avatar of the responsive secondary user within the primary user's session of the video game, the animation showing the avatar actively participating in performing the task to help complete at least one aspect of the social project, and wherein the automated retrieval and animation of the avatar does not require the responsive secondary user to control the avatar.

8. The computer program product of claim 7 , wherein the message is sent via an external communication mechanism that is independent of the video game, and wherein the low-friction response mechanism is activated from the message as received by the responsive secondary user via the external communication mechanism.

9. The computer program product of claim 7 ,

wherein determining one or more secondary users includes searching the social graph of the primary user for users having accounts for the video game, presenting a portion of the users having accounts in the primary user's session, and receiving a selection of users from among the presented portion.

10. The computer program product of claim 7 ,

wherein a speed of performance of the social project increases in response to receiving the response from the responsive secondary user.

11. The computer program product of claim 7 , further comprising,

program instructions for, upon receiving the response, the response itself is configured to trigger crediting an account of the responsive secondary user.

12. The computer program product of claim 7 ,

wherein the avatar of the responsive secondary user includes a profile picture of the responsive secondary user.

13. A video game server computer for performing a social project in a video game, comprising:

a session manager for initiating a session of the video game for a primary user, the session of the video game being configured to process communication received over a network from a first client device that is associated with the primary user, the session including a social project;

a request generator for determining one or more secondary users from a social graph of the primary user, the request generator further configured for sending a message over the network to one or more secondary client devices that are respectively associated with the one or more secondary users, the message requesting help from the one or more secondary users to complete the social project, the message including a low-friction response mechanism, activation of the low-friction response mechanism sending a response over the network from one of the secondary client devices associated with a responsive secondary user indicating an intent to help perform a task to help complete the social project;

a collaboration module configured to, wherein upon receiving the response, the response itself is configured to trigger automated animation of an avatar of the responsive secondary user within the primary user's session of the video game, the animation showing the avatar actively participating in performing the task to help complete at least one aspect of the social project, and wherein the automated animation of the avatar does not require the responsive secondary user to control the avatar.

14. The video game server of claim 13 , wherein the message is sent via an external communication mechanism that is independent of the video game, and wherein the low-friction response mechanism is activated from the message as received by the responsive secondary user via the external communication mechanism.

15. The video game server of claim 13 ,

wherein the request generator determines the one or more secondary users by searching the social graph of the primary user for users having accounts for the video game, presenting a portion of the users having accounts in the primary user's session, and receiving a selection of users from among the presented portion.

16. The video game server of claim 13 ,

wherein a speed of performance of the social project increases in response to receiving the response from the responsive secondary user.

17. The video game server of claim 13 ,

wherein the collaboration module is configured to, upon receiving the response, the response itself is configured to trigger crediting an account of the responsive secondary user.

18. The video game server of claim 13 ,

wherein the collaboration module is configured to retrieve a profile picture of the responsive secondary user.

Assignments (5)
TERMINATION AND RELEASE OF SECURITY INTEREST IN PATENTS Recorded May 23, 2022
From: BANK OF AMERICA, N.A., AS ADMINISTRATIVE AGENT
To: ZYNGA INC.
Reel/Frame 060163/0437 →
NOTICE OF GRANT OF SECURITY INTEREST IN PATENTS Recorded Dec 14, 2020
From: ZYNGA INC.
To: BANK OF AMERICA, N.A., AS ADMINISTRATIVE AGENT
Reel/Frame 054719/0490 →
TERMINATION AND RELEASE OF SECURITY INTEREST IN PATENTS Recorded Dec 11, 2020
From: BANK OF AMERICA, N.A., AS LENDER
To: ZYNGA INC.
Reel/Frame 054701/0393 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Feb 5, 2019
From: OSVALD, JOHN; WAITE, MICHAEL; SAUGIER, KYLE; DUNCAN, LAUREN; NILSSON, ERIK
To: ZYNGA INC.
Reel/Frame 048244/0889 →
NOTICE OF GRANT OF SECURITY INTEREST IN PATENTS Recorded Dec 21, 2018
From: ZYNGA INC.
To: BANK OF AMERICA, N.A., AS LENDER
Reel/Frame 049147/0546 →