Statistics-driven leagues
Through the online platform receiving and processing of game play attributes and statistics, the automatic ranking of online game alliances is realized, solving the problem of non-professional players creating alliances and ranking across game titles, and promoting the fairness and interest development of game competitions.
Patent Information
- Application Number
- CN201910110365.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2018-02-28
- Filing Date
- 2019-02-11
- Publication Date
- 2024-12-10
- Estimated Expiration
- 2039-11-22
AI Technical Summary
Non-professional players in online games have difficulty creating and managing alliances with similar skill levels, and lack a player ranking management platform across multiple game titles.
Design an online platform to receive game game attributes and statistics through the network interface, use the processor to automatically rank players, allow alliance organizers or players to specify game features and statistics, create customized competitions, and play players based on these metrics Ratings and rankings.
The ability of non-professional players to create and manage customized game alliances is realized, providing automatic ranking of players across multiple game titles, promoting fairness of competition and the continuous development of interests.
Smart Images

Figure CN110201402B_ABST
Abstract
Description
Technical Field
[0001] Aspects of the subject technology relate to the creation and management of online gaming leagues, and more particularly, to an online platform for automatically managing player rankings in asynchronous online gaming tournaments. Background Art
[0002] Like any popular competitive activity (such as football, card games, and board games), online gaming has a large number of enthusiasts who appreciate competitive games and highly skilled players. As with other games, such enthusiasts also enjoy organized competitions between players of similar skill levels. For example, fantasy sports leagues and tournaments have become a widespread activity by encouraging a competitive atmosphere between evenly matched opponents. Although fantasy leagues for multiple sports are now widely popular, similar online gaming leagues are not readily available to non-professional players. Summary of the invention
[0003] Embodiments of the claimed invention include methods and systems for managing an online gaming league, and in particular, for performing player rankings across multiple game titles and game play statistics. Such a system may include a network interface configured to receive a first set of game play attributes and a second set of game play attributes, the first set of game play attributes including two or more game play statistics for measuring a first player's performance with respect to a first game and a second game, and the second set of game play attributes including two or more game play statistics for measuring a second player's performance with respect to the first game and the second game. In some aspects, the disclosed system may also include a processor that executes instructions stored in a non-transitory memory to automatically rank the first player and the second player based on the first set of game attributes and the second set of game attributes. BRIEF DESCRIPTION OF THE DRAWINGS
[0004] Certain features of the subject technology are set forth in the appended claims. However, the accompanying drawings, which are intended to provide a further understanding, illustrate the disclosed aspects and, together with the description, serve to explain the principles of the subject technology. In the drawings:
[0005] Figure 1 An example of a network environment is shown in which some aspects of the present technology may be implemented.
[0006] Figure 2 Conceptually illustrates the ranking of players across multiple game titles in an asynchronous competitive gaming environment.
[0007] Figure 3Steps of an exemplary process for monitoring multiple players' online game play and ranking users based on multi-title game play performance are shown.
[0008] Figure 4 An example of an electronic system that can be used to implement some aspects of the subject technology is shown. DETAILED DESCRIPTION
[0009] The detailed description set forth below is intended as a description of various configurations of the subject technology and is not intended to represent the only configuration in which the subject technology can be practiced. The accompanying drawings are incorporated herein and constitute a part of the detailed description. The detailed description includes specific details to provide a more thorough understanding of the present technology. However, it is apparent that the present technology is not limited to the specific details set forth herein and can be implemented without these details. In some cases, structures and components are shown in block diagram form to avoid obscuring the concepts of the subject technology.
[0010] Competitive gaming, often referred to as eSports or "eSports," involves playing video games in a competitive environment. Video game competitions have been around almost as long as video games themselves. Early competitions were league-style matches between players focused on one specific game, often tied to new product launches. Eventually, competitive leagues and a steady stream of tournaments evolved to provide the structure for the eSports community. Now, players can choose to participate in a multitude of professional and amateur competitions held in physical locations or in virtual tournaments held online. Leagues and content providers such as the League of Competitive Gaming (MLG) and Leagues) provide opportunities to play competitions and find information about competitive gaming. Until recently, participation in competitive gaming has shown a gradual and steady rate of growth. However, competitive gaming is currently expanding rapidly in both participation and interest.
[0011] Unlike fantasy game leagues (such as fantasy football), non-professional players of online games have limited ability to create and manage their own leagues in which players of similar skill levels can compete. Additionally, online game players do not have access to a centralized platform that can be easily configured to perform player rankings based on player-determined metrics and / or attributes across multiple game titles. Therefore, it is desirable to provide a gaming platform that flexibly enables both professional and non-professional players to create leagues, as well as manage automatic scoring and ranking of players based on developer- and / or player-determined metrics (e.g., game play statistics) selected for multiple different game titles.
[0012] The subject technology solves the aforementioned limitations by providing a game alliance platform that is convenient for creating and managing customized game alliances. In some aspects, the game alliance platform can be configured to receive various game play attributes, for example, from a league organizer or a player, and the league organizer or the player specifies various game features and game play statistics that will be used to rank competitive users / players. The specified game characteristics may include game genres (e.g., fantasy) or game formats (e.g., first-person shooting), etc. Game play statistics may correspond to measurable statistical indicators related to game play, such as score points, reached levels, or unlocked difficulty modes. Game play attributes can be specified for a single game title or multiple titles, including game play statistics and / or characteristics. In this way, league organizers or other competitive players can create tailor-made competitions, in which player rankings are automatically performed based on the criteria selected by players across multiple game titles.
[0013] As also discussed in further detail below, game performance attributes may also be used to specify the conditions for a particular league in which to compete. For example, game performance attributes may be used to set the duration of competition for a league (i.e., the length of a "season"), the required skill level to be included in the league, and / or specific parameters, such as access control lists, for limiting the participation of certain players.
[0014] Figure 1 An example of a network environment 100 in which some aspects of the present technology may be implemented is shown. The environment 100 includes a public network 102, which may include one or more private networks such as a local area network (LAN), a wide area network (WAN), or a network of public / private networks such as the Internet. The public network 102 is communicatively coupled to a gaming network 104, which represents a network of computing resources configured for a gaming alliance management system 112 that implements the subject technology.
[0015] The public network 102 and the gaming network 104 allow players and developers to access the alliance management system 112. As shown, players 108, 109, and 110 are permitted to access the alliance management system 112 using respective client devices (e.g., 108A, 109A, and 110A). Although the client devices 108A, 109A, and 110A are depicted as personal computing devices, it should be understood that the client devices may include various types of processor-based systems, including, but not limited to, game consoles, smart phones, tablet computer systems, etc. Figure 4 Examples of hardware systems that may be used to implement client devices are discussed in greater detail.Similarly, developers (eg, 105, 106, and 107) are permitted access to the alliance management system through their respective computing systems (eg, 105A, 106A, and 107A).
[0016] It should be appreciated that a greater (or lesser) number of players and / or developers may participate in the environment 100 without departing from the scope of the present technology.
[0017] In practice, the league management system 112 is configured to create and support tournament-style competitions between various players and for multiple different game titles, for example, to promote competition among players across game genres such as real-time strategy (RTS) games, adventure games, puzzle games, etc.
[0018] Because the metrics used to evaluate player performance for a particular game can vary widely between game titles and genres, in some aspects, game developers are encouraged to provide indications of specific game performance attributes that should be used to evaluate player performance for the developer's game.
[0019] For example, developers 105, 106, and / or 107 may be developers of different game titles, each associated with a different genre. To facilitate competition in a league for their game, each developer may submit game performance attributes to the league, for example using respective computing systems 105A, 106A, and 107A. In a similar manner, the creation of game leagues and corresponding league parameters may be managed at the player level, for example by one or more of players 108, 109, and / or 110. That is, individual players or groups of players may provide specific game performance attributes that they want to achieve to build their own personalized league play.
[0020] While game performance attributes may include virtually any type of information that may be used in connection with the creation, execution, management, and / or promotion of a gaming league, in some aspects, game performance attribute information may include game characteristics, including, but not limited to, one or more of the following: "match type," "event information," and / or player access lists, etc. Game attribute information may also include game statistics, including, but not limited to, "high-level" player statistics, such as: win / loss records, game duration, levels achieved, scores, and / or ELO ratings, etc. In some aspects, game statistics include "low-level" player statistics, including, but not limited to: map location information, map path information, number of shots, time with rifle, kneeling time, running time, first fix time, time to acquire a target (e.g., a "quick draw" metric), and / or a measure of player / avatar health, etc.
[0021] Game performance attributes, including game characteristics and game play statistics, may be received and recorded by the league management system 112, for example, using an application programming interface (API) such as the API 114. The game performance attributes may then be passed from the API 114 to the statistics module 116 for use in player analysis. In a similar manner, game play statistics may be collected by the API 114 and passed to the statistics module 116. Depending on the implementation, the game play statistics may be collected through active monitoring of the online gaming environment, or received from one or more external systems, for example, as part of a game performance data set that includes information describing individual player performance for one or more game titles and / or genre categories.
[0022] In some aspects, rankings may be automatically performed for multiple players based on player-specified game attributes, including game characteristics and game play statistics. Figure 2 As discussed in further detail, the game attribute information provided by players may be used to compare and rank players across different game titles and genres, as well as different statistical measures of player performance for a given game title.
[0023] In some aspects, the ranking may be for a specified time period (e.g., the last 2 months of game play), a predetermined number of game plays (e.g., 100 game plays for a particular title), or a "best of" selection such as by selecting the 3 best games played or the 5 best games out of 10, etc.
[0024] In other aspects, the competition may continue for a predetermined period of time before ranking is performed. Once the league competition is over, the league management system 112 may use the game performance attributes and game play statistics to determine a ranking based on the skill level of each player in a particular league, for example, using the processing / ranking module 118. The determination of skill level may vary depending on the specified game performance attributes and may vary between game titles and / or game genres. For example, the skill level of a given player may be based on one or more of the following: points collected, number of wins / losses, total game time, difficulty level achieved, and / or number of "kills", etc.
[0025] At the end of a league competition, achievement designations may be provided based on the overall ranking of a player or group of players. For example, a digital trophy or medal may be provided to the top-ranked player (or team of players) and published on the associated player (or team) profile. By publishing player (or team) achievements, competition may be encouraged between users of an online gaming environment, on a game-by-game basis, a league-by-league basis, or across various gaming genres.
[0026] In some aspects, players in a given league may be divided into multiple categories or "tiers." For example, the top 2% of players may be assigned a "Platinum" tier, the next 20% may be assigned a "Gold" tier, the next 28% may be assigned a "Silver" tier, and the last 32% may be assigned a "Bronze" tier, etc. After a league session is completed, players may be promoted (to a higher tier), or demoted. For example, the top 10% of players in a tier may move up in the tier rankings, e.g., from Bronze to Silver, and the bottom 10% in the tier may move down, e.g., from Gold to Silver tiers.
[0027] The ranking of players in a given league also facilitates the ranking of the various leagues into league hierarchies. For example, players who are classified among the top players of their respective league at the end of a league competition may choose to join a higher-level league when competition restarts (i.e., in a subsequent "season"). Similarly, low-performing players may be demoted along the league hierarchy once competition restarts.
[0028] Figure 2 Conceptually illustrating rankings of players across multiple game titles in an asynchronous competitive game play environment 200. The environment 200 includes a ranking system 212 configured to receive game play attribute information generated by players participating in various game titles, such as over a network 202. Figure 2 In the example of 1-N ) can participate in different groups of game titles. For example, player 1 plays game titles A, B, and C, player 2 plays titles A, G, C, and player 3 plays titles A, F, C, etc.
[0029] In practice, player competition across one or more game titles may be asynchronous. That is, each player may play different games at different times. However, user performance information for each title (for each player) may be recorded (e.g., by the alliance management system 112 as discussed above) and used to determine relative player rankings, for example, using the ranking system 212.
[0030] In some aspects, player rankings may be determined across multiple common game titles. Figure 2 As shown, each of the players plays a slightly different combination of games, however, each player participates in both Titles A and C. As such, the scoreboard 215 may include relative player rankings for both Titles A and C.
[0031] Because rankings are determined based on game play attributes collected from asynchronous user game play, rankings for different user-selected criteria can be determined on a post hoc basis. For example, Player 1 can initiate competitive rankings with any number of other players by specifying any of one or more titles, one or more game characteristics, and / or one or more game play statistics for which to perform rankings. By providing the ability to collect asynchronous game play attributes for each player and player-specified metrics for ranking competitive play, new player-defined leagues can be created for any number of player participants and for any number of game titles.
[0032] However, it should be understood that the ranking process of the disclosed technology is not limited to comparisons between different players of the same game. In some implementations, player rankings can be determined for similar metrics across different titles. For example, a player may decide to view the competitive ranking of kill rates in different first-person shooters, or lap times in different racing games, etc.
[0033] Figure 3 Steps of an exemplary process 300 for monitoring online game play of multiple players and ranking users based on multi-title game play performance are shown. Process 300 begins with step 302, where a first set of game play attributes is received, for example, by a ranking system (such as ranking system 212) discussed above. The game play attributes may include two or more game play statistics for measuring the performance of a first player with respect to a first game and a second game. That is, the first set of game play attributes may include game characteristic information and / or game play statistics for multiple titles played by the first player. As discussed above, the received game play attributes may describe information including descriptions of the player's interaction with virtually any number of game titles and any game genre. Subsequently, in step 304, a second set of game play attributes is received, which includes two or more game play statistics for measuring the performance of a second player with respect to the first game and the second game.
[0034] In steps 302 and 304, as a result of the monitoring process, game play attributes of the first and second players may be received, for example, involving recording / storing game play statistics based on the players' performance while playing a video game of a particular game title. As discussed above, the game play statistics for a particular player may include information about any aspect of the player's performance or participation in the online gaming environment. For example, the game play statistics may include an indication of the number of wins / losses generated by the player, the difficulty level achieved by the player, the total time spent playing the game or participating in the gaming environment, the number of points accumulated for various achievement accumulations / actions within the gaming environment, and / or an associated ELO score.
[0035] In step 306, automatic ranking of the first player and the second player is performed based on the first set of game play attributes and the second set of game play attributes. The ranking may be based on a comparison of at least one of the game play statistics corresponding to the first player's performance with respect to the first game with at least one of the game play statistics corresponding to the second player's performance with respect to the first game, and a comparison of at least one of the game play statistics corresponding to the first player's performance with respect to the second game with at least one of the game play statistics corresponding to the second player's performance with respect to the second game.
[0036] As discussed above, the metrics used to perform rankings may be determined by players, league organizers, or virtually any party interested in creating a league for competitive online game play. For example, league organizers may include individual players (e.g., players 108, 109, and 110) or game developers (e.g., developers 105, 106, and 107), as discussed above. However, it should be understood that other entities may also provide the game play attributes necessary to organize league competitions without departing from the scope of the present technology.
[0037] As discussed above, rankings may also be performed between various gaming leagues and / or across entire gaming genres. For example, player ranking statistics may be automatically determined for an entire collection of game titles belonging to similar genres such as "first person shooter" games or "real time strategy" games.
[0038] Figure 4 is an exemplary user device 400. User device 400 (eg, a desktop computer, laptop computer, tablet computer, mobile device, console gaming system) is a device that a user may use to facilitate performance of features of the present invention related to viewing third party content.
[0039] The user device 400 may include Figure 4 Various elements are shown. It should be noted that the elements are exemplary and other embodiments may incorporate more or fewer elements than shown. Figure 4, the user device 400 includes a main memory 402, a central processing unit (CPU) 404, at least one vector unit 406, an image processing unit 408, an input / output (I / O) processor 410, an I / O processor memory 412, a controller interface 414, a memory card 416, a universal serial bus (USB) interface 418, and an IEEE 1394 interface 420, an auxiliary (AUX) interface 422 for connecting a tracking device 424, but other bus standards and interfaces may be used. The user device 400 also includes an operating system read-only memory (OS ROM) 426, a sound processing unit 428, an optical disk control unit 430, and a hard disk drive 432 connected to the I / O processor 410 via a bus 434. The user device 400 also includes at least one tracking device 424.
[0040] Tracking device 424 can be a camera that includes eye tracking capabilities. The camera can be integrated into user device 400 or attached to user device 400 as a peripheral device. In a typical eye tracking device, infrared non-collimated light is reflected from the eye and sensed by a camera or optical sensor. The information is then analyzed to extract eye rotation from the reflection changes. Camera-based trackers focus on one or both eyes and record their movements as the viewer observes a certain type of stimulus. Camera-based eye trackers use the center of the pupil and light to create a corneal reflection (CR). The vector between the center of the pupil and the CR can be used to calculate the gaze point on the surface or gaze direction. Before using an eye tracker, a simple calibration process by the observer is usually required.
[0041] Instead, more sensitive trackers use reflections from the front of the cornea and reflections from the back of the eye lens as features to track over time. Even more sensitive trackers image features from inside the eye, including retinal blood vessels, and follow these features as the eye rotates.
[0042] Most eye tracking devices use a sampling rate of at least 30Hz, but 50 / 60Hz is the most common. Some trackers run at up to 1250Hz, which is required to capture the details of extremely rapid eye movements.
[0043] A wide angle camera may alternatively be used with the present invention to capture gestures made by the user and enable facial recognition. Wide angle cameras are often used to capture and interpret specific gestures, which allow for hands-free control of the entertainment system. The present technology may use infrared projectors, cameras, depth sensors, and microchips to track the movement of objects and individuals in three dimensions. This user device may also employ a variation of image-based three-dimensional reconstruction.
[0044] Tracking device 424 may include a microphone integrated into user device 400 that captures voice data, or attached as a peripheral device to user device 400. The microphone may perform sound source localization and / or ambient noise suppression.
[0045] Alternatively, the tracking device 424 can be a controller for the user device 400. When pointed at an LED in a nearby sensor, attached to, or integrated into the console of an entertainment system, the controller can sense its position in 3D space using a combination of built-in accelerometers and infrared detection. This design allows the user to control functions of the user device 400 through physical gestures as well as button presses. The controller connects to the user device 400 using wireless technology that allows data exchange over short distances (e.g., 30 feet). The controller may additionally include a "rumble" feature (i.e., shaking of the controller during certain points in the game) and / or an internal speaker.
[0046] The controller may additionally or alternatively be designed to capture biometric readings using sensors in the remote control to record data including, for example, skin moisture, heart rate, and muscle movement.
[0047] As described above, user equipment 400 may be an electronic game console. Alternatively, user device 400 may be implemented as a general purpose computer, a set-top box, or a handheld gaming device. In addition, similar user devices may include more or fewer operating components.
[0048] The CPU 404, the vector unit 406, the graphics processing unit 408, and the I / O processor 410 communicate via the system bus 436. In addition, the CPU 404 communicates with the main memory 402 via a dedicated bus 438, while the vector unit 406 and the graphics processing unit 408 can communicate via a dedicated bus 440. The CPU 404 executes programs stored in the OS ROM 426 and the main memory 402. The main memory 402 may contain pre-stored programs and programs transferred from a CD-ROM, DVD-ROM, or other optical disk (not shown) through the I / O processor 410 using the optical disk control unit 432. The I / O processor 410 mainly controls data exchange between various devices of the user device 400, including the CPU 404, the vector unit 406, the graphics processing unit 408, and the controller interface 414.
[0049] The graphics processing unit 408 executes graphics instructions received from the CPU 404 and the vector unit 406 to generate images for display on a display device (not shown). For example, the vector unit 406 may convert an object from three-dimensional coordinates to two-dimensional coordinates and send the two-dimensional coordinates to the graphics processing unit 408. In addition, the sound processing unit 430 executes instructions to generate sound signals that are output to an audio device (not shown) such as a speaker.
[0050] The user of the entertainment system 400 provides instructions to the CPU 404 through the controller interface 414. For example, the user may instruct the CPU 404 to store certain information on the memory card 416, or instruct the user device 400 to perform some specified action.
[0051] Other devices may be connected to the user device 400 through the USB interface 418, the IEEE 1394 interface 420, and the AUX interface 422. Specifically, a tracking device 424 including a camera or a sensor may be connected to the user device 400 through the AUX interface 422, and a controller may be connected through the USB interface 418.
[0052] It should be understood that any particular order or hierarchy of steps in the disclosed process is an illustration of an exemplary method. Based on design preferences, it should be understood that the particular order or hierarchy of steps in the process can be rearranged, or only a portion of the steps shown can be performed. Some of the steps can be performed simultaneously. For example, in some cases, multitasking and parallel processing can be advantageous. In addition, the separation of various system components in the above-described embodiments should not be understood as requiring such separation in all embodiments, but it should be understood that the program components and systems can be generally integrated together in a single software product or packaged into multiple software products.
[0053] The previous description is provided to enable any person skilled in the art to practice the various aspects described herein. Various modifications to these configurations will be apparent to those skilled in the art, and the general principles defined herein may be applied to other aspects. Therefore, the claims are not intended to be limited to the aspects shown herein, but are to be given the full scope consistent with the language claims, where reference to an element in the singular is not intended to mean "one and only one", unless specifically stated so, but rather to mean "one or more".
[0054] Phrases such as "aspects" do not mean that this aspect is essential to the subject technology or that this aspect applies to all configurations of the subject technology. Disclosures related to an aspect may apply to all configurations or one or more configurations. Phrases such as aspects may refer to one or more aspects and vice versa. Phrases such as "configurations" do not mean that this configuration is essential to the subject technology or that this configuration applies to all configurations of the subject technology. Disclosures related to a configuration may apply to all configurations or one or more configurations. Phrases such as configurations may refer to one or more configurations and vice versa.
[0055] The word “exemplary” is used herein to mean “serving as an example or illustration.” Any aspect or design described herein as “exemplary” is not necessarily to be construed as preferred or advantageous over other aspects or designs.
Claims
1. A system for hosting a league gaming alliance, the system include: one or more processors; a network interface coupled to the one or more processors; as well as a non-transitory memory coupled to the one or more processors, the memory including instructions stored therein that, when executed by the processor, cause the processor to perform operations including: actively monitoring a first set of game play statistics measuring different game play attributes of a first player within a first game title, the first set of game play statistics including at least one game play statistic selected by the first player; actively monitoring a second set of game play statistics measuring different game play attributes of a second player in a second game title, the second game title being different than the first game title; as well as generating a cross-title ranking for the first player and the second player based on the attribute measured by the at least one game play statistic selected by the first player when the league game league ends, wherein generating the cross-title ranking includes comparing the at least one selected game play statistic to a corresponding one of a second set of game play statistics measuring the same type of attribute, wherein the at least one selected game play statistic is associated with the first game title, and wherein generating the cross-title ranking for the first player and the second player further comprises comparing at least one of the first set of game play statistics corresponding to the first game title with at least one of the second set of game play statistics corresponding to the second game title.
2. The system according to claim 1, in, The processor further performs operations including: generating a display representing the cross-title ranking for the first player and for the second player; and The display is provided to a client device associated with the first player.
3. The system according to claim 1, in, The first game title and the second game title belong to a same genre, and wherein the first set of game play statistics and the second set of game play statistics are automatically retrieved based on the first game title and the second game title belonging to the same genre.
4. The system according to claim 1, in, The selection of the first player is based on one or more criteria specified by the first player, and further includes identifying the at least one game play statistic based on the at least one game play statistic satisfying the specified criteria.
5. The system according to claim 1, in, The selection of the first player is based on one or more conditions of a gaming tournament specified by the first player, and further includes identifying the at least one gaming play statistic based on the at least one gaming play statistic satisfying the conditions.
6. The system of claim 1, in, The first set of game play statistics and the second set of game play statistics are determined based on one or more metrics.
7. The system according to claim 6, in, The metrics are defined on a post hoc basis and asynchronously with respect to the collection of the first set of statistics and the second set of statistics.
8. The system of claim 1, in, The second player is selected by the first player.
9. The system of claim 1, in, The second set of game play statistics includes at least one game play statistic selected by the second player.
10. A method for managing an online gaming alliance, the method include: actively monitoring a first set of game play statistics measuring different game play attributes of a first player within a first game title, the first set of game play statistics including at least one game play statistic selected by the first player; actively monitoring a second set of game play statistics measuring different game play attributes of a second player in a second game title, the second game title being different than the first game title; as well as generating a cross-title ranking for the first player and the second player based on the attribute measured by the at least one game play statistic selected by the first player when the league game league ends, wherein generating the cross-title ranking includes comparing the at least one selected game play statistic to a corresponding one of a second set of game play statistics measuring the same type of attribute, wherein the at least one selected game play statistic is associated with the first game title, and wherein generating the cross-title ranking for the first player and the second player further comprises comparing at least one of the first set of game play statistics corresponding to the first game with at least one of the second set of game play statistics corresponding to the second game.
11. The method of claim 10, further comprising executing, via the processor, further instructions to perform operations comprising: generating a display representing the cross-title ranking for the first player and for the second player; and The display is provided to a client device associated with the first player.
12. The method according to claim 10, in, The first game title and the second game title belong to a same genre, and wherein the first set of game play statistics and the second set of game play statistics are automatically retrieved based on the first game title and the second game title belonging to the same genre.
13. A non-transitory computer-readable storage medium having embodied thereon a program executable by a processor to perform a method for managing an online gaming alliance, the method include: actively monitoring a first set of game play statistics measuring different game play attributes of a first player within a first game title, the first set of game play statistics including at least one game play statistic selected by the first player; actively monitoring a second set of game play statistics measuring different game play attributes of a second player in a second game title, the second game title being different than the first game title; as well as generating a cross-title ranking for the first player and the second player based on the attribute measured by the at least one game play statistic selected by the first player when the league game league ends, wherein generating the cross-title ranking includes comparing the at least one selected game play statistic to a corresponding one of a second set of game play statistics measuring the same type of attribute, wherein the at least one selected game play statistic is associated with the first game title, and wherein generating the cross-title ranking for the first player and the second player further comprises comparing at least one of the first set of game play statistics corresponding to the first game with at least one of the second set of game play statistics corresponding to the second game.
