Multi-stage progressive risk mini game

A method of rewarding players for performing actions with respect to computer-implemented games is disclosed. An action by a user with respect to a computer game is detected. It is identified that the performing of the action by the user qualifies the user to participate in a mini game, the mini game having a plurality of stages. A reward to associate with a winning by the user of a stage of the plurality of stages is determined. The winning by the user of the stage of the plurality of stages is detected. Under certain circumstances, the user is provided with an option to participate in the additional stage of the plurality of stages in exchange for the user not receiving the reward, the additional stage of the plurality of stages being associated with an additional reward, the additional reward being greater than the reward.

TECHNICAL FIELD

This application relates generally to the technical field of incentivizing users to participate in computer games, and, in one specific example, to providing a player of a computer game with an option to play a progress-risk mini game in response to the player purchasing virtual currency associated with the computer game.

BACKGROUND

In many games, there is a virtual world or some other imagined playing space where a player/user of the game controls one or more player characters (herein “character,” “player character,” or “PC”). Player characters can be considered in-game representations of the controlling player. As used herein, the terms “player,” “user,” “entity,” and “friend” may refer to the in-game player character controlled by that player, user, entity, or friend, unless context suggests otherwise. The game display can display a representation of the player character. A game engine accepts inputs from the player, determines player character actions, decides outcomes of events, and presents the player with a game display illuminating what happened. In some games, there are multiple players, wherein each player controls one or more player characters.

In many computer games, there are various types of in-game assets (aka “rewards” or “loot”) that a player character can obtain within the game. For example, a player character may acquire game points, gold coins, experience points, character levels, character attributes, virtual cash, game keys, or other in-game items of value. In many computer games, there are also various types of in-game obstacles that a player must overcome to advance within the game. In-game obstacles can include tasks, puzzles, opponents, levels, gates, actions, and so forth. In some games, a goal of the game may be to acquire certain in-game assets, which can then be used to complete in-game tasks or to overcome certain in-game obstacles. For example, a player may be able to acquire a virtual key (i.e., the in-game asset) that can then be used to open a virtual door (i.e., the in-game obstacle).

An electronic social networking system typically operates with one or more social networking servers providing interaction between users such that a user can specify other users of the social networking system as “friends.” A collection of users and the “friend” connections between users can form a social graph, which can be traversed to find second, third, and more remote connections between users, much like a graph of nodes connected by edges can be traversed.

Many online computer games are operated on an online social network. Such a network allows both users and other parties to interact with the computer games directly, whether to play the games or to retrieve game- or user-related information. Internet users may maintain one or more accounts with various service providers, including, for example, online game networking systems and online social networking systems. Online systems can typically be accessed using browser clients (e.g., Firefox, Chrome, Internet Explorer).

In many computer games, there are various types of in-game actions that a player character can take within the game. For example, a player character in an online role-playing game may be able to interact with other player characters, build a virtual house, attack enemies, go on a quest, go to a virtual store to buy/sell virtual items, and the like. A player character in an online poker game may be able to play at specific tables, place bets of virtual currency for certain amounts, play or fold certain hands, play in an online poker tournament, and so forth.

DETAILED DESCRIPTION

In the following description, for purposes of explanation, numerous specific details are set forth in order to provide an understanding of various embodiments of the present subject matter. It will be evident, however, to those skilled in the art that various embodiments may be practiced without these specific details.

In various embodiments, methods and systems of rewarding players for performing actions with respect to computer-implemented games is disclosed. An action by a user with respect to a computer game is detected. It is identified that the performing of the action by the user qualifies the user to participate in a mini game, the mini game having a plurality of stages. A reward to associate with a winning by the user of a stage of the plurality of stages is determined. The winning by the user of the stage of the plurality of stages is detected. Based on the detecting of the winning of the stage of the plurality of stages by the user, the user is provided with an option to participate in the additional stage of the plurality of stages in exchange for the user not receiving the reward, the additional stage of the plurality of stages being associated with an additional reward, the additional reward being greater than the reward.

FIG. 1is a block diagram illustrating an example of a system100for implementing various disclosed embodiments. In particular embodiments, system100comprises user(s)101, game networking system120, client system130, and network160. The one or more users(s)101may also be referred to as one or more player(s); and the player(s) may also be referred to as the user(s)101. The components of system100can be connected to each other in any suitable configuration, using any suitable type of connection. The components may be connected directly or over a network160, which may be any suitable network. For example, one or more portions of network160may be an ad hoc network, an intranet, an extranet, a virtual private network (VPN), a local area network (LAN), a wireless LAN (WLAN), a wide area network (WAN), a wireless WAN (WWAN), a metropolitan area network (MAN), a portion of the Internet, a portion of the Public Switched Telephone Network (PSTN), a cellular telephone network, another type of network, or a combination of two or more such networks.

Game networking system120is a network-addressable computing system that can host one or more online games. Game networking system120can generate, store, receive, and transmit game-related data, such as, for example, game account data, game input, game state data, and game displays. Game networking system120can be accessed by the other components of system100either directly or via network160. Player101may use client system130to access, send data to, and receive data from game networking system120. Client system130can access game networking system120directly, via network160, or via a third-party system. Client system130can be any suitable computing device, such as a personal computer, laptop, cellular phone, smart phone, computing tablet, and the like.

AlthoughFIG. 1illustrates a particular number of players101, game networking systems120, client systems130, and networks160, this disclosure contemplates any suitable number of players101, game networking systems120, client systems130, and networks160. AlthoughFIG. 1illustrates a particular arrangement of player101, game networking system120, client system130, and network160, this disclosure contemplates any suitable arrangement of player101, game networking system120, client system130, and network160.

The components of system100may be connected to each other using any suitable connections110. For example, suitable connections110include wireline (such as, for example, Digital Subscriber Line (DSL) or Data Over Cable Service Interface Specification (DOCSIS)), wireless (such as, for example, Wi-Fi or Worldwide Interoperability for Microwave Access (WiMAX)) or optical (such as, for example, Synchronous Optical Network (SONET) or Synchronous Digital Hierarchy (SDH)) connections. In particular embodiments, one or more connections110each include one or more of an ad hoc network, an intranet, an extranet, a VPN, a LAN, a WLAN, a WAN, a WWAN, a MAN, a portion of the Internet, a portion of the PSTN, a cellular telephone network, or another type of connection, or a combination of two or more such connections. Connections110need not necessarily be the same throughout system100. One or more first connections110may differ in one or more respects from one or more second connections110. AlthoughFIG. 1illustrates particular connections between player101, game networking system120, client system130, and network160, this disclosure contemplates any suitable connections between player101, game networking system120, client system130, and network160. As an example and not by way of limitation, in particular embodiments, client system130may have a direct connection to game networking system120, thereby bypassing network160.

Online Games and Game Systems

Game Networking Systems

In an online computer game, a game engine manages the game state of the game. Game state comprises all game play parameters, including player character state, non-player character (NPC) state, in-game object state, game world state (e.g., internal game clocks, game environment), and other game play parameters. Each player101controls one or more player characters (PCs). The game engine controls all other aspects of the game, including NPCs and in-game objects. The game engine also manages game state, including player character state for currently active (e.g., online) and inactive (e.g., offline) players.

An online game can be hosted by game networking system120, which can be accessed using any suitable connection with a suitable client system130. A player may have a game account on game networking system120, wherein the game account can contain a variety of information associated with the player (e.g., the player's personal information, financial information, purchase history, player character state, game state, etc.). In some embodiments, a player may play multiple games on game networking system120, which may maintain a single game account for the player with respect to all the games, or multiple individual game accounts for each game with respect to the player. In some embodiments, game networking system120can assign a unique identifier to each player101of an online game hosted on game networking system120. Game networking system120can determine that a player101is accessing the online game by reading the user's cookies, which may be appended to Hypertext Transfer Protocol (HTTP) requests transmitted by client system130, and/or by the player101logging onto the online game.

In particular embodiments, player101may access an online game and control the game's progress via client system130(e.g., by inputting commands to the game at the client device). Client system130can display the game interface, receive inputs from player101, transmit user inputs or other events to the game engine, and receive instructions from the game engine. The game engine can be executed on any suitable system (such as, for example, client system130, or game networking system120). As an example and not by way of limitation, client system130can download client components of an online game, which are executed locally, while a remote game server, such as game networking system120, provides backend support for the client components and may be responsible for maintaining application data of the game, processing the inputs from the player, updating and/or synchronizing the game state based on the game logic and each input from the player, and transmitting instructions to client system130. As another example and not by way of limitation, each time player101provides an input to the game through the client system130(such as, for example, by typing on the keyboard or clicking the mouse of client system130), the client components of the game may transmit the player's input to game networking system120.

In many computer games, there are various types of in-game assets (aka “rewards” or “loot”) that a player character can obtain within the game. For example, a player character may acquire game points, gold coins, experience points, character levels, character attributes, virtual cash, game keys, or other in-game items of value. In many computer games, there are also various types of in-game obstacles that a player must overcome to advance within the game. In-game obstacles can include tasks, puzzles, opponents, levels, gates, actions, and so forth. In some games, a goal of the game may be to acquire certain in-game assets, which can then be used to complete in-game tasks or to overcome certain in-game obstacles. For example, a player may be able to acquire a virtual key (i.e., the in-game asset) that can then be used to open a virtual door (i.e., the in-game obstacle).

Game Systems, Social Networks, and Social Graphs

In an online multiplayer game, players may control player characters (PCs) and a game engine controls non-player characters (NPCs) and game features. The game engine also manages player character state and game state and tracks the state for currently active (i.e., online) players and currently inactive (i.e., offline) players. A player character can have a set of attributes and a set of friends associated with the player character. As used herein, the term “player character state” can refer to any in-game characteristic of a player character, such as location, assets, levels, condition, health, status, inventory, skill set, name, orientation, affiliation, specialty, and so on. Player characters may be displayed as graphical avatars within a user interface of the game. In other implementations, no avatar or other graphical representation of the player character is displayed. Game state encompasses the notion of player character state and refers to any parameter value that characterizes the state of an in-game element, such as a non-player character, a virtual object (such as a wall or castle), and so forth. The game engine may use player character state to determine the outcome of game events, sometimes also considering set or random variables. Generally, a player character's probability of having a more favorable outcome is greater when the player character has a better state. For example, a healthier player character is less likely to die in a particular encounter relative to a weaker player character or non-player character. In some embodiments, the game engine can assign a unique client identifier to each player.

In particular embodiments, player101may access particular game instances of an online game. A game instance is a copy of a specific game play area that is created during runtime. In particular embodiments, a game instance is a discrete game play area where one or more players101can interact in synchronous or asynchronous play. A game instance may be, for example, a level, zone, area, region, location, virtual space, or other suitable play area. A game instance may be populated by one or more in-game objects. Each object may be defined within the game instance by one or more variables, such as, for example, position, height, width, depth, direction, time, duration, speed, color, and other suitable variables. A game instance may be exclusive (i.e., accessible by specific players) or non-exclusive (i.e., accessible by any player). In particular embodiments, a game instance is populated by one or more player characters controlled by one or more players101and one or more in-game objects controlled by the game engine. When accessing an online game, the game engine may allow player101to select a particular game instance to play from a plurality of game instances. Alternatively, the game engine may automatically select the game instance that player101will access. In particular embodiments, an online game comprises only one game instance that all players101of the online game can access.

In particular embodiments, a specific game instance may be associated with one or more specific players. A game instance is associated with a specific player when one or more game parameters of the game instance are associated with the specific player. As an example and not by way of limitation, a game instance associated with a first player may be named “First Player's Play Area.” This game instance may be populated with the first player's PC and one or more in-game objects associated with the first player. In particular embodiments, a game instance associated with a specific player may only be accessible by that specific player. As an example and not by way of limitation, a first player may access a first game instance when playing an online game, and this first game instance may be inaccessible to all other players. In other embodiments, a game instance associated with a specific player may be accessible by one or more other players, either synchronously or asynchronously with the specific player's game play. As an example and not by way of limitation, a first player may be associated with a first game instance, but the first game instance may be accessed by all first-degree friends in the first player's social network. In particular embodiments, the game engine may create a specific game instance for a specific player when that player accesses the game. As an example and not by way of limitation, the game engine may create a first game instance when a first player initially accesses an online game, and that same game instance may be loaded each time the first player accesses the game. As another example and not by way of limitation, the game engine may create a new game instance each time a first player accesses an online game, wherein each game instance may be created randomly or selected from a set of predetermined game instances. In particular embodiments, the set of in-game actions available to a specific player may be different in a game instance that is associated with that player compared to a game instance that is not associated with that player. The set of in-game actions available to a specific player in a game instance associated with that player may be a subset, superset, or independent of the set of in-game actions available to that player in a game instance that is not associated with him. As an example and not by way of limitation, a first player may be associated with Blackacre Farm in an online farming game. The first player may be able to plant crops on Blackacre Farm. If the first player accesses a game instance associated with another player, such as Whiteacre Farm, the game engine may not allow the first player to plant crops in that game instance. However, other in-game actions may be available to the first player, such as watering or fertilizing crops on Whiteacre Farm.

In particular embodiments, a game engine can interface with a social graph. Social graphs are models of connections between entities (e.g., individuals, users, contacts, friends, players, player characters, non-player characters, businesses, groups, associations, concepts, etc.). These entities are considered “users” of the social graph; as such, the terms “entity” and “user” may be used interchangeably when referring to social graphs herein. A social graph can have a node for each entity and edges to represent relationships between entities. A node in a social graph can represent any entity. In particular embodiments, a unique client identifier can be assigned to each user in the social graph. This disclosure assumes that at least one entity of a social graph is a player or player character in an online multiplayer game, though this disclosure contemplates any suitable social graph users.

The minimum number of edges required to connect a player (or player character) to another user is considered the degree of separation between them. For example, where the player and the user are directly connected (one edge), they are deemed to be separated by one degree of separation. The user would be a so-called “first-degree friend” of the player. Where the player and the user are connected through one other user (two edges), they are deemed to be separated by two degrees of separation. This user would be a so-called “second-degree friend” of the player. Where the player and the user are connected through N edges (or N−1 other users), they are deemed to be separated by N degrees of separation. This user would be a so-called “Nth-degree friend.” As used herein, the term “friend” means only first-degree friends, unless context suggests otherwise.

Within the social graph, each player (or player character) has a social network. A player's social network includes all users in the social graph within Nmax degrees of the player, where Nmax is the maximum degree of separation allowed by the system managing the social graph (such as, for example, game networking system120). In one embodiment, Nmax equals 1, such that the player's social network includes only first-degree friends. In another embodiment, Nmax is unlimited and the player's social network is coextensive with the social graph.

In particular embodiments, the social graph is managed by game networking system120, which is managed by the game operator. In other embodiments, the social graph is part of a social networking system managed by a third-party (e.g., Facebook, Friendster, Myspace). In yet other embodiments, player101has a social network on both game networking system120and social networking system, wherein player101can have a social network on the game networking system120that is a subset, superset, or independent of the player's social network on social networking system. In such combined systems, game network system120can maintain social graph information with edge type attributes that indicate whether a given friend is an “in-game friend,” an “out-of-game friend,” or both. The various embodiments disclosed herein are operable when the social graph is managed by the social networking system, game networking system120, or both.

FIG. 2is a block diagram illustrating an example mini-game module201of the game networking system120that is configured to present a player with an option to play a mini game. A mini game is a game of the game networking system that is presented as a secondary game to a player who uses the game networking system primarily to play a primary game. For example, a mini game may be a high-low style card game that is presented as a secondary game to a player who is currently playing (or usually plays) a Texas Hold'Em poker game as a primary game. In various embodiments, a mini game may have a shorter duration than a primary game. Or the mini game may be overlaid temporarily over the primary game. Or the mini game may be a simplified version of a primary game. The mini game may be optional; for example, a player may be presented with an option to participate in the mini game. The mini game may then be presented to the player based on whether the player accepts or declines the option.

As depicted, the mini-game module201includes an initiation module202that is configured to initiate the mini game. The initiation module202may determine whether to initiate the mini game based on various factors. In various embodiments, the determination to initiate the mini-game may be based on a detection that the player of a game (e.g., a primary game) of the game networking system has performed an action with respect to the game or the game networking system120. Such actions may include purchasing a product that is associated with the game networking system (e.g., game cards, apparel, and so on), purchasing virtual currency, spending virtual currency, playing a game on the game networking system, accessing a feature of a game, performing an action within a primary game, and so on. For example, the determination may be based on a detection that the player has purchased an in-game asset (e.g., gold coins).

As depicted, the mini-game module201includes a presentation module204that is configured to present one or more user interfaces pertaining to a mini game to a player of the game networking system. Examples of such user interfaces are described below with respect toFIGS. 7-16.

As depicted, the mini-game module201includes a termination module206that is configured to determine when to terminate a mini game. The termination module206may make a determination to terminate a mini game based on various factors. Such factors may include receiving a notification that the player wishes to terminate the mini game or a determination that the player has lost a stage of the mini game.

As depicted, the mini-game module201includes a reward module208that is configured to determine a reward to the player based on the player's actions with respect to the mini game. For example, the reward module208may make a determination to provide a player with a reward based on the player completing one or more stages of the mini game. Or the reward module208may make a determination to provide no rewards to the player based on the player failing to win a stage of the mini game. The reward module208may also determine a magnitude of a reward to provide to the user based on various factors. For example, the reward module208may determine a magnitude of an award based on a magnitude of a purchase by the player (e.g., of virtual currency associated with the game networking system120b).

FIG. 3is a flow chart of an example embodiment of a method300of providing a reward to a player based on the player winning a portion of a mini game. In various embodiments, the method300is performed by the mini-game module201or one or more of its sub-modules. At operation302, the initiation module202receives a notification that a player of a game (e.g., a primary game) has performed an action pertaining to a mini game. For example, the initiation module202may determine that the player has purchased virtual currency (e.g., gold coins). Additionally, the initiation module202may determine that the purchase by the player of virtual currency pertains to a mini game (e.g., a high-low mini game). For example, the initiation module202may determine that the high-low mini game is to be presented to a player based on a purchase by the player having an amount that exceeds a threshold.

At operation304, the presentation module204presents the mini game to the player. For example, the presentation module204presents a user interface to the player that enables the player to play the mini game. The user interface may include various user interface controls, such as the controls depicted with respect toFIGS. 8-14. The presentation module204may communicate with a logic module associated with the mini game. The logic module may be integrated into the game networking system120b. The logic module may implement the rules and flow of the game and communicate with the presentation module204to present or collect information from the user that is necessary for playing the game.

At operation306, the termination module206may detect that the player has won a portion of the mini game and has chosen to exit the mini game without playing an additional portion of the mini game. For example, the termination module206may detect that a player has won a first stage of multiple stages of the mini game. Or the termination module206may detect that the player wishes to exit the mini game regardless of whether the player won a portion of the mini game. The termination module206may then terminate the mini game based on the mini game being an optional mini game. In various embodiments, the terminating of the mini game may include the termination module206instructing the presentation module204to close user interface windows associated with the mini game such that the player may return to a user interface of a primary game.

At operation308, the reward module208provides a reward to the player based on the player winning a portion of the min game. For example, if the player elects to exit the mini game after winning a portion of the mini game (and before electing to play an additional portion of the mini game), the reward module208may provide a reward to the player that is associated with the portion of the mini game that the player completed.

FIG. 4is a flow chart of an example embodiment of a method400of terminating a mini game without providing a player with a reward. In various embodiments, the method400is performed by the mini-game module201or one or more of its sub-modules. At operation402, the presentation module204presents a stage of a mini game to a player of a game. The presenting of the stage may include presenting a user interface in communication with a logic module of the game networking system120bthat enables a player to play the stage of the mini game. Here, a winning of the stage may by the player may be associated with a reward, and the presentation module204may notify the player of a possibility of receiving the reward. Additionally, a stage may have multiple parts. For example, if the mini game is a card game, each part of a stage of the card game may be a hand of the card game. A stage may include a number of parts (e.g., four parts). In various embodiments, if the player elects not to play any stages of the mini game, the termination module206may terminate the mini game. However, in this case, the initiation module202may restart the mini game at a later time (e.g., the next time the player accesses a primary game), providing the player with another chance to play the mini game.

At operation404, the reward module208may detect that the player won the stage of the mini game. The detection that the player won the stage of the mini game may be based on a detection that the player won each of the plurality of parts of the stage of the mini game. For example, if the mini game is a card game, the reward module208may detect that the player won each of four hands of a card game that comprise a stage of the card game.

At operation406, the presentation module206may receive a notification that the player wishes to proceed with playing an additional stage of the mini game instead of exiting the mini game and collecting the reward associated with the winning of the stage of the mini game. For example, the presentation module206may present a user interface that notifies that user of an option to play the additional stage, the condition that the player risk losing the reward associated with winning the stage, or a notification of an award that is associated with the player completing an additional stage of the mini game. The player may then activate a user interface control of the user interface to accept or refuse the option.

At operation408, the presentation module206may present an additional stage of the mini game to the player of the game. The additional stage may include a plurality of additional parts. A winning of the additional stage of the player may be associated with an additional reward.

At operation410, the reward module208may determine that the player failed to win the additional stage of the mini game. In various embodiments, the reward module208may make the determination based on the failure of the player to win at least one of the plurality of additional parts of the mini game.

At operation412, the termination module206terminates the mini game. In various embodiments, the reward module208determines not to provide the player with reward and not to provide the player with the additional reward based on the determination that the player failed to win the additional stage of the mini game. Thus, the player may not receive a reward when the mini game is terminated.

FIG. 5is a flow chart of an example embodiment of a method500of determining a magnitude of a reward to associate with a stage of a mini game based on a magnitude of a purchase by a player of a game of a game networking system. In various embodiments, the method500is performed by the mini-game module201or one or more of its sub-modules. At operation502, the initiation module202receives a notification of a purchase of a player of a game networking system. For example, the initiation module202receives a notification that a player purchased an in-game asset (e.g., gold coins) associated with the game networking system.

At operation504, the presentation module204provides the players with an option to participate in a mini game. For example, the presentation module204presents a user interface that includes information about the mini game and user interface controls that enable the user to accept or refuse the option to play the mini game. Here, the mini game has a plurality of stages, and the user interface may include information about the stages.

At operation506, the reward module208determines a magnitude of a reward to be associated with a stage of the plurality of stages. The determining of the magnitude of the reward may be based on the magnitude of the purchase. For example, if a player makes $1 purchase of virtual currency, the reward module208may determine that a reward associated with a stage of the mini game may be 1,000 poker chips, whereas if the player makes a $100 purchase of virtual currency, the reward module208may determined that the reward associated with the stage of the mini game may be 1,000,000 poker chips.

At operation508, the reward module208provides the reward to the player based on a detection of a winning of the stage by the player.

FIG. 6is a flow chart of an example embodiment of a method600of providing rewards associated with multiple stages of a mini game based on a determination that a player has won the last stage of the mini game. At operation602, the presentation module204presents a player of a game of a game networking system with an option to play a stage of a mini game of the game networking system.

At operation604, the presentation module204presents the player with an option to play an additional stage of the mini game. In various embodiments, the presenting of the option to play in the additional stage of the mini game may be based on the player winning the stage of the mini game and choosing to risk losing a reward associated with the player winning the stage of the mini game.

At operation606, the reward module208provides the player with a reward associated with the player winning the stage of the mini game and a reward associated with the player winning the additional stage of the mini game. In various embodiments, the providing of the rewards associated with multiple stages of the mini game is based on detection that the additional stage of the mini game is the last stage of the mini game.

FIG. 7is an example embodiment of a user interface700for confirming a purchase made by a player. In various embodiments, the presentation module206presents the user interface. The user interface may include information about the purchase, including a payment amount (e.g., $5.00), a description of the purchased item (e.g., 1,687,500 poker chips), a transaction identifier, and so on. The user interface may include a user interface control or element (e.g., a “Play Poker” button) that enables the player to start a game (e.g., a primary game). The game may pertain to the purchased item. For example, if the user purchases poker chips, the user interface may include a user interface element to enable the user to start a poker game in which he can use the poker chips.

FIG. 8is an example embodiment of a user interface800of a mini game. In various embodiments, the initiation module202determines that the mini game should be presented to the user and presentation module204presents the user interface. For example, the initiation module202may determine that the mini game should be presented to the user based on the user making the purchase confirmed in the user interface700and activating the user interface element for starting a primary game associated with the purchase. In this case, the initiation module202may instruct the presentation module204to present the mini game to the user (e.g., overlaid over the primary game). In various embodiments, the mini game is a “Hi-Lo” game. The user may choose to play the Hi-Low game by clicking user interface elements (e.g., an up arrow or a down arrow) to indicate whether he thinks a hidden card is higher or lower than a shown card (e.g., an Ace). In various embodiments, an Ace is the highest card. In various embodiments, a tie is considered to be a loss. The user may choose to exit the Hi-Low game by clicking on a user interface element (e.g., an X icon in the upper-right corner of the main game window).

The user interface800includes a progress indicator. In various embodiments, the progress indicator shows possible stages of the mini game as well as rewards that are associated with the player winning each stage. Additionally, the progress indicator indicates parts of each stage of the mini game. For example, the progress indicator shows a first stage that includes four parts and a reward associated with the player winning the first stage of $4 million in virtual currency. The progress indicator is configured to indicate a progress of the player toward completing each stage of the mini game as well as a progress of the player toward completing the last stage of the mini game. Here, each part of a stage of a mini game may be a single hand of the Hi-Low game. If the player wins the first hand, the progress indicator shows that the player has won one-fourth of the first part of the mini game. In various embodiments, the player may not be offered a reward for completing a part of a stage of the mini game, but may be offered a reward for completing a stage of the mini game.

As depicted, the mini game is overlaid over a primary game (e.g., Zynga Poker), which is, in turn, embedded in a user interface of a social networking system (e.g., Facebook).

FIG. 9is an example embodiment of a user interface900of a mini game in which the player has won a stage of the mini game. Here, the progress indicator of the user interface900indicates that the user has completed all of the parts of the first stage of the mini game and that the user is entitled to receive the reward associated with winning the first stage of the mini game. The user interface900also includes user interface elements that enable the player to walk away (e.g., exit the mini game) with the reward or risk losing the reward by continuing to play the mini game (e.g., “Walk away with chips” or “Let it ride” buttons). In various embodiments, if the user chooses to continue playing the mini game, the user may not receive any rewards unless the user wins an additional stage of the mini game. Thus, if the user chooses to continue playing the mini game, but fails to win a part of the second stage of the mini game, the user may not receive the reward he previously earned for completing the first stage of the mini game.

FIG. 10is an example embodiment of a user interface1000of a mini game in which the user has chosen to cash out his winnings from the mini game. The user interface1000depicts a progress of the user toward completing the mini game (e.g., that the user has completed four out of four parts of a first of four stages of the mini game). Additionally, the user interface1000displays a message confirming that the user has received the reward associated with completing the first stage of the mini game.

FIG. 11is an example embodiment of a user interface1100of a “High/Low Casino Gold” mini game. The layout of the game includes card slots organized in a grid having five columns and four rows. Each row corresponds to a prize tier (or stage). In various embodiments, the user may only be able to access the High/Low Casino Gold mini game by spending virtual currency of a particular type (e.g., gold coins). In various embodiments, the mini game is surfaced (e.g., becomes available for playing by the user) when the player performs a particular action (e.g., making a purchase). In various embodiments, the reward or prize amount) increases significantly at each higher stages. For example, a first-tier prize may be $50K in poker chips, a second-tier prize may be $500K in poker chips, a third-tier prize may be $5 million in poker chips, and a fourth-tier prize may be $50 million in poker chips. Additionally, the prizes may vary based on a magnitude of a purchase (e.g., with casino gold or CG) made by the player.

FIG. 12is an example embodiment of a user interface1200of the High/Low Casino Gold game in which some of the cards of the tiers have been revealed. In various embodiments, the first card of each tier is revealed. The player must then correctly guess whether each remaining card in a tier is higher or lower than the first card of the tier. Or the player must correctly guess whether each remaining card is higher or lower than the preceding card.

In various embodiments, the player may not be able to collect a reward associated with a tier (other than the first tier) unless he clears the lower tier (e.g., guesses correctly for all of the cards in the lower tiers). In various embodiments, the cards of each tier of the High/Low Casino Gold game are dealt randomly from a standard 52-card deck.

In various embodiments, the player may be able to pay (e.g., with virtual currency, such as gold coins) to replace an incorrect guess. In various embodiments, the player may not have the option to replace an incorrect guess when playing on the last (highest) tier. In various embodiments, the player may not replace a guess more than once per tier. In various embodiments, the player may only be able to cash out winnings at the end of a tier. Furthermore, by choosing to continue to play an additional tier, the player may agree to put all previous winnings at risk. In various embodiments, the player may play tiers out of order, but may not be able to collect rewards for a particular tier unless he has completed (won) all of the parts of the lower tiers.

FIG. 13is an example embodiment of a user interface1300of the High/Low Casino Gold game in which the last card of the previous tier becomes the first card of the new tier. In various embodiments, the player may be required to pay virtual currency to continue playing the game even after successfully completing a tier.

FIG. 14is an example embodiment of a user interface1400in which the player has won all of the tiers of the High/Low Casino Gold game. In this example, the player may have been required to pay virtual currency to replace the duplicate9on tier2and the duplicate10on tier3. Note that the last card of each tier was moved up to the start of the next higher tier when the player continued to play the mini game. In various embodiments, upon completing the highest tier of the mini game, the player receives the maximum reward associated with the mini game. Furthermore, in various embodiments, the player may not access the mini game again until the user performs another qualifying action (e.g., purchasing additional virtual currency).

Data Flow

FIG. 15is a block diagram illustrating an example data flow between the components of system2810. In particular embodiments, system2810can include client system2830, social networking system2820a, and game networking system2820b. The components of system2810can be connected to each other in any suitable configuration, using any suitable type of connection. The components may be connected directly or over any suitable network. Client system2830, social networking system2820a, and game networking system2820bcan each have one or more corresponding data stores such as local data store2825, social data store2845, and game data store2865, respectively. Social networking system2820aand game networking system2820bcan also have one or more servers that can communicate with client system2830over an appropriate network. Social networking system2820aand game networking system2820bcan have, for example, one or more internet servers for communicating with client system2830via the Internet. Similarly, social networking system2820aand game networking system2820bcan have one or more mobile servers for communicating with client system2830via a mobile network (e.g., GSM, PCS, Wi-Fi, WPAN, etc.). In some embodiments, one server may be able to communicate with client system2830over both the Internet and a mobile network. In other embodiments, separate servers can be used.

Client system2830can receive and transmit data2823to and from game networking system2820b. This data can include, for example, webpages, messages, game inputs, game displays, HTTP packets, data requests, transaction information, updates, and other suitable data. At some other time, or at the same time, game networking system2820bcan communicate data2843,2847(e.g., game state information, game system account information, page info, messages, data requests, updates, etc.) with other networking systems, such as social networking system2820a(e.g., Facebook, Myspace, etc.). Client system2830can also receive and transmit data527to and from social networking system2820a. This data can include, for example, webpages, messages, social graph information, social network displays, HTTP packets, data requests, transaction information, updates, and other suitable data.

Communication between client system2830, social networking system2820a, and game networking system2820bcan occur over any appropriate electronic communication medium or network using any suitable communications protocols. For example, client system2830, as well as various servers of the systems described herein, may include Transport Control Protocol/Internet Protocol (TCP/IP) networking stacks to provide for datagram and transport functions. Of course, any other suitable network and transport layer protocols can be utilized.

In addition, hosts or end-systems described herein may use a variety of higher layer communications protocols, including client-server (or request-response) protocols, such as the HyperText Transfer Protocol (HTTP and other communications protocols, such as HTTP-S, FTP, SNMP, TELNET, and a number of other protocols, may be used. In addition, a server in one interaction context may be a client in another interaction context. In particular embodiments, the information transmitted between hosts may be formatted as HTML documents. Other structured document languages or formats can be used, such as XML, and the like. Executable code objects, such as JavaScript and ActionScript, can also be embedded in the structured documents.

In some client-server protocols, such as the use of HTML over HTTP, a server generally transmits a response to a request from a client. The response may comprise one or more data objects. For example, the response may comprise a first data object, followed by subsequently transmitted data objects. In particular embodiments, a client request may cause a server to respond with a first data object, such as an HTML page, which itself refers to other data objects. A client application, such as a browser, will request these additional data objects as it parses or otherwise processes the first data object.

In particular embodiments, an instance of an online game can be stored as a set of game state parameters that characterize the state of various in-game objects, such as, for example, player character state parameters, non-player character parameters, and virtual item parameters. In particular embodiments, game state is maintained in a database as a serialized, unstructured string of text data as a so-called Binary Large Object (BLOB). When a player accesses an online game on game networking system2820b, the BLOB containing the game state for the instance corresponding to the player can be transmitted to client system2830for use by a client-side executed object to process. In particular embodiments, the client-side executable may be a Flash-based game, which can de-serialize the game state data in the BLOB. As a player plays the game, the game logic implemented at client system2830maintains and modifies the various game state parameters locally. The client-side game logic may also batch game events, such as mouse clicks, and transmit these events to game networking system2820b. Game networking system2820bmay itself operate by retrieving a copy of the BLOB from a database or an intermediate memory cache (memcache) layer. Game networking system2820bcan also de-serialize the BLOB to resolve the game state parameters and execute its own game logic based on the events in the batch file of events transmitted by the client to synchronize the game state on the server side. Game networking system2820bmay then re-serialize the game state, now modified, into a BLOB and pass this to a memory cache layer for lazy updates to a persistent database.

With a client-server environment in which the online games may run, one server system, such as game networking system2820b, may support multiple client systems2830. At any given time, there may be multiple players at multiple client systems2830all playing the same online game. In practice, the number of players playing the same game at the same time may be very large. As the game progresses with each player, multiple players may provide different inputs to the online game at their respective client systems2830, and multiple client systems2830may transmit multiple player inputs and/or game events to game networking system2820bfor further processing. In addition, multiple client systems2830may transmit other types of application data to game networking system2820b.

In particular embodiments, a computed-implemented game may be a text-based or turn-based game implemented as a series of web pages that are generated after a player selects one or more actions to perform. The web pages may be displayed in a browser client executed on client system2830. As an example and not by way of limitation, a client application downloaded to client system2830may operate to serve a set of webpages to a player. As another example and not by way of limitation, a computer-implemented game may be an animated or rendered game executable as a stand-alone application or within the context of a webpage or other structured document. In particular embodiments, the computer-implemented game may be implemented using Adobe Flash-based technologies. As an example and not by way of limitation, a game may be fully or partially implemented as a SWF object that is embedded in a web page and executable by a Flash media player plug-in. In particular embodiments, one or more described webpages may be associated with or accessed by social networking system2820a. This disclosure contemplates using any suitable application for the retrieval and rendering of structured documents hosted by any suitable network-addressable resource or website.

Application event data of a game is any data relevant to the game (e.g., player inputs). In particular embodiments, each application datum may have a name and a value, and the value of the application datum may change (i.e., be updated) at any time. When an update to an application datum occurs at client system2830, either caused by an action of a game player or by the game logic itself, client system2830may need to inform game networking system2820bof the update. For example, if the game is a farming game with a harvest mechanic (such as Zynga FarmVille), an event can correspond to a player clicking on a parcel of land to harvest a crop. In such an instance, the application event data may identify an event or action (e.g., harvest) and an object in the game to which the event or action applies. For illustration purposes and not by way of limitation, system2810is discussed in reference to updating a multi-player online game hosted on a network-addressable system (such as, for example, social networking system2820aor game networking system2820b), where an instance of the online game is executed remotely on a client system2830, which then transmits application event data to the hosting system such that the remote game server synchronizes the game state associated with the instance executed by the client system2830.

In a particular embodiment, one or more objects of a game may be represented as an Adobe Flash object. Flash may manipulate vector and raster graphics, and supports bidirectional streaming of audio and video. “Flash” may mean the authoring environment, the player, or the application files. In particular embodiments, client system2830may include a Flash client. The Flash client may be configured to receive and run Flash applications or game object codes from any suitable networking system (such as, for example, social networking system520aor game networking system2820b). In particular embodiments, the Flash client may be run in a browser client executed on client system2830. A player can interact with Flash objects using client system2830and the Flash client. The Flash objects can represent a variety of in-game objects. Thus, the player may perform various in-game actions on various in-game objects by making various changes and updates to the associated Flash objects. In particular embodiments, in-game actions can be initiated by clicking or similarly interacting with a Flash object that represents a particular in-game object. For example, a player can interact with a Flash object to use, move, rotate, delete, attack, shoot, or harvest an in-game object. This disclosure contemplates performing any suitable in-game action by interacting with any suitable Flash object. In particular embodiments, when the player makes a change to a Flash object representing an in-game object, the client-executed game logic may update one or more game state parameters associated with the in-game object. To ensure synchronization between the Flash object shown to the player at client system2830, the Flash client may send the events that caused the game state changes to the in-game object to game networking system2820b. However, to expedite the processing and hence the speed of the overall gaming experience, the Flash client may collect a batch of some number of events or updates into a batch file. The number of events or updates may be determined by the Flash client dynamically or determined by game networking system2820bbased on server loads or other factors. For example, client system2830may send a batch file to game networking system2820bwhenever50updates have been collected or after a threshold period of time, such as every minute.

As used herein, the term “application event data” may refer to any data relevant to a computer-implemented game application that may affect one or more game state parameters, including, for example and without limitation, changes to player data or metadata, changes to player social connections or contacts, player inputs to the game, and events generated by the game logic. In particular embodiments, each application datum may have a name and a value. The value of an application datum may change at any time in response to the game play of a player or in response to the game engine (e.g., based on the game logic). In particular embodiments, an application data update occurs when the value of a specific application datum is changed. In particular embodiments, each application event datum may include an action or event name and a value (such as an object identifier). Thus, each application datum may be represented as a name-value pair in the batch file. The batch file may include a collection of name-value pairs representing the application data that have been updated at client system2830. In particular embodiments, the batch file may be a text file and the name-value pairs may be in string format.

In particular embodiments, when a player plays an online game on client system2830, game networking system2820bmay serialize all the game-related data, including, for example and without limitation, game states, game events, and user inputs, for this particular user and this particular game into a BLOB and stores the BLOB in a database. The BLOB may be associated with an identifier that indicates that the BLOB contains the serialized game-related data for a particular player and a particular online game. In particular embodiments, while a player is not playing the online game, the corresponding BLOB may be stored in the database. This enables a player to stop playing the game at any time without losing the current state of the game the player is in. When a player resumes playing the game next time, game networking system2820bmay retrieve the corresponding BLOB from the database to determine the most-recent values of the game-related data. In particular embodiments, while a player is playing the online game, game networking system2820bmay also load the corresponding BLOB into a memory cache so that the game system may have faster access to the BLOB and the game-related data contained therein.

Systems and Methods

In particular embodiments, one or more described webpages may be associated with a networking system or networking service. However, alternate embodiments may have application to the retrieval and rendering of structured documents hosted by any type of network addressable resource or web site. Additionally, as used herein, a user may be an individual, a group, or an entity (such as a business or third party application).

Particular embodiments may operate in a wide area network environment, such as the Internet, including multiple network addressable systems.FIG. 16is a block diagram illustrating an example network environment2910, in which various example embodiments may operate. Network cloud2960generally represents one or more interconnected networks, over which the systems and hosts described herein can communicate. Network cloud2960may include packet-based WANs (such as the Internet), private networks, wireless networks, satellite networks, cellular networks, paging networks, and the like. AsFIG. 29illustrates, particular embodiments may operate in a network environment comprising one or more networking systems, such as social networking system2920a, game networking system2920b, and one or more client systems2930. The components of social networking system2920aand game networking system2920boperate analogously; as such, hereinafter they may be referred to simply as networking system2920. Client systems2930are operably connected to the network environment via a network service provider, a wireless carrier, or any other suitable means.

Networking system2920is a network addressable system that, in various example embodiments, comprises one or more physical servers2922and data stores2924. The one or more physical servers2922are operably connected to computer network2960via, by way of example, a set of routers and/or networking switches2926. In an example embodiment, the functionality hosted by the one or more physical servers2922may include web or HTTP servers, FTP servers, application servers, as well as, without limitation, webpages and applications implemented using Common Gateway Interface (CGI) script, PHP Hyper-text Preprocessor (PHP), Active Server Pages (ASP), HTML, XML, Java, JavaScript, Asynchronous JavaScript and XML (AJAX), Flash, ActionScript, and the like.

Physical servers2922may host functionality directed to the operations of networking system2920. Hereinafter servers2922may be referred to as server2922, although server2922may include numerous servers hosting, for example, networking system2920, as well as other content distribution servers, data stores, and databases. Data store2924may store content and data relating to, and enabling, operation of networking system2920as digital data objects. A data object, in particular embodiments, is an item of digital information typically stored or embodied in a data file, database, or record. Content objects may take many forms, including: text (e.g., ASCII, SGML, HTML), images (e.g., jpeg, tif and gif), graphics (vector-based or bitmap), audio, video (e.g., mpeg), or other multimedia, and combinations thereof. Content object data may also include executable code objects (e.g., games executable within a browser window or frame), podcasts, etc. Logically, data store2924corresponds to one or more of a variety of separate and integrated databases, such as relational databases and object-oriented databases, that maintain information as an integrated collection of logically related records or files stored on one or more physical systems. Structurally, data store2924may generally include one or more of a large class of data storage and management systems. In particular embodiments, data store2924may be implemented by any suitable physical system(s) including components, such as one or more database servers, mass storage media, media library systems, storage area networks, data storage clouds, and the like. In one example embodiment, data store2924includes one or more servers, databases (e.g., MySQL), and/or data warehouses. Data store2924may include data associated with different networking system2920users and/or client systems2930.

Client system2930is generally a computer or computing device including functionality for communicating (e.g., remotely) over a computer network. Client system2930may be a desktop computer, laptop computer, personal digital assistant (PDA), in- or out-of-car navigation system, smart phone or other cellular or mobile phone, or mobile gaming device, among other suitable computing devices. Client system2930may execute one or more client applications, such as a web browser (e.g., Microsoft Internet Explorer, Mozilla Firefox, Apple Safari, Google Chrome, and Opera), to access and view content over a computer network. In particular embodiments, the client applications allow a user of client system2930to enter addresses of specific network resources to be retrieved, such as resources hosted by networking system2920. These addresses can be Uniform Resource Locators (URLs) and the like. In addition, once a page or other resource has been retrieved, the client applications may provide access to other pages or records when the user “clicks” on hyperlinks to other resources. By way of example, such hyperlinks may be located within the webpages and provide an automated way for the user to enter the URL of another page and to retrieve that page.

A webpage or resource embedded within a webpage, which may itself include multiple embedded resources, may include data records, such as plain textual information, or more complex digitally encoded multimedia content, such as software programs or other code objects, graphics, images, audio signals, videos, and so forth. One prevalent markup language for creating webpages is HTML. Other common web browser-supported languages and technologies include XML, Extensible Hypertext Markup Language (XHTML), JavaScript, Flash, ActionScript, Cascading Style Sheet (CSS), and, frequently, Java. By way of example, HTML enables a page developer to create a structured document by denoting structural semantics for text and links, as well as images, web applications, and other objects that can be embedded within the page. Generally, a webpage may be delivered to a client as a static document; however, through the use of web elements embedded in the page, an interactive experience may be achieved with the page or a sequence of pages. During a user session at the client, the web browser interprets and displays the pages and associated resources received or retrieved from the website hosting the page, as well as, potentially, resources from other websites.

When a user at a client system2930desires to view a particular webpage (hereinafter also referred to as a target structured document) hosted by networking system2920, the user's web browser, or other document rendering engine or suitable client application, formulates and transmits a request to networking system2920. The request generally includes a URL or other document identifier as well as metadata or other information. By way of example, the request may include information identifying the user, such as a user identifier (ID), as well as information identifying or characterizing the web browser or operating system running on the user's client computing device2930. The request may also include location information identifying a geographic location of the user's client system or a logical network location of the user's client system. The request may also include a timestamp identifying when the request was transmitted.

Although the example network environment2910described above and illustrated inFIG. 16described with respect to social networking system2920aand game networking system2920b, this disclosure encompasses any suitable network environment using any suitable systems. As an example and not by way of limitation, the network environment may include online media systems, online reviewing systems, online search engines, online advertising systems, or any combination of two or more such systems.

FIG. 17is a block diagram illustrating an example computing system architecture, which may be used to implement a server2922or a client system2930. In one embodiment, hardware system3010comprises a processor3002, a cache memory3004, and one or more executable modules and drivers, stored on a tangible computer readable medium, directed to the functions described herein. Additionally, hardware system3010may include a high performance input/output (I/O) bus3006and a standard I/O bus3008. A host bridge3011may couple processor3002to high performance I/O bus706, whereas I/O bus bridge3012couples the two buses3006and3008to each other. A system memory3014and one or more network/communication interfaces3016may couple to bus3006. Hardware system3010may further include video memory (not shown) and a display device coupled to the video memory. Mass storage3018and I/O ports3020may couple to bus3008. Hardware system3010may optionally include a keyboard, a pointing device, and a display device (not shown) coupled to bus3008. Collectively, these elements are intended to represent a broad category of computer hardware systems, including but not limited to general purpose computer systems based on the x86-compatible processors manufactured by Intel Corporation of Santa Clara, Calif., and the x86-compatible processors manufactured by Advanced Micro Devices (AMD), Inc., of Sunnyvale, Calif., as well as any other suitable processor.

The elements of hardware system3010are described in greater detail below. In particular, network interface3016provides communication between hardware system3010and any of a wide range of networks, such as an Ethernet (e.g., IEEE 802.3) network, a backplane, and so forth. Mass storage3018provides permanent storage for the data and programming instructions to perform the above-described functions implemented in servers2922, whereas system memory3014(e.g., DRAM) provides temporary storage for the data and programming instructions when executed by processor3002. I/O ports3020are one or more serial and/or parallel communication ports that provide communication between additional peripheral devices, which may be coupled to hardware system3010.

Hardware system3010may include a variety of system architectures and various components of hardware system3010may be rearranged. For example, cache3004may be on-chip with processor3002. Alternatively, cache3004and processor3002may be packed together as a “processor module,” with processor3002being referred to as the “processor core.” Furthermore, certain embodiments of the present disclosure may not require nor include all of the above components. For example, the peripheral devices shown coupled to standard I/O bus3008may couple to high performance I/O bus3006. In addition, in some embodiments, only a single bus may exist, with the components of hardware system3010being coupled to the single bus. Furthermore, hardware system3010may include additional components, such as additional processors, storage devices, or memories.

An operating system manages and controls the operation of hardware system3010, including the input and output of data to and from software applications (not shown). The operating system provides an interface between the software applications being executed on the system and the hardware components of the system. Any suitable operating system may be used, such as the LINUX Operating System, the Apple Macintosh Operating System, available from Apple Computer Inc. of Cupertino, Calif., UNIX operating systems, Microsoft® Windows® operating systems, BSD operating systems, and the like. Of course, other embodiments are possible. For example, the functions described herein may be implemented in firmware or on an application-specific integrated circuit. Furthermore, the above-described elements and operations can be comprised of instructions that are stored on non-transitory storage media. The instructions can be retrieved and executed by a processing system. Some examples of instructions are software, program code, and firmware. Some examples of non-transitory storage media are memory devices, tape, disks, integrated circuits, and servers. The instructions are operational when executed by the processing system to direct the processing system to operate in accord with the disclosure. The term “processing system” refers to a single processing device or a group of inter-operational processing devices. Some examples of processing devices are integrated circuits and logic circuitry. Those skilled in the art are familiar with instructions, computers, and storage media.

Miscellaneous

A recitation of “a”, “an,” or “the” is intended to mean “one or more” unless specifically indicated to the contrary. In addition, it is to be understood that functional operations, such as “awarding,” “locating,” “permitting” and the like, are executed by game application logic that accesses, and/or causes changes to, various data attribute values maintained in a database or other memory.

For example, the methods, game features and game mechanics described herein may be implemented using hardware components, software components, and/or any combination thereof. By way of example, while embodiments of the present disclosure have been described as operating in connection with a networking website, various embodiments of the present disclosure can be used in connection with any communications facility that supports web applications. Furthermore, in some embodiments the term “web service” and “website” may be used interchangeably and additionally may refer to a custom or generalized API on a device, such as a mobile device (e.g., cellular phone, smart phone, personal GPS, PDA, personal gaming device, etc.), that makes API calls directly to a server. Still further, while the embodiments described above operate with respect to a poker game, the embodiments can be applied to any game that includes multiple players. The specification and drawings are, accordingly, to be regarded in an illustrative rather than a restrictive sense. It will, however, be evident that various modifications and changes may be made thereunto without departing from the broader spirit and scope of the disclosure as set forth in the claims and that the disclosure is intended to cover all modifications and equivalents within the scope of the following claims.