BACKGROUND

Many users may consume content through user interfaces, such as a video accessible through a video interface. For example, the video may comprise a movie, a television show, a live stream of a sporting event, a webcast, prerecorded video, etc. Users that are watching the video may be provided with a chat room interface through which the users may interact while watching the video. For example, the users may discuss the video with other users within the chat room by writing and reading messages through the chat room interface.

The chat room may grow to a significant number of users as more users watch the video (e.g., thousands of users may be within a chat room for discussing an e-sporting event video stream). Unfortunately, the chat room may become overwhelming to the point that users are unable to have meaningful interactions. Users may be unable to single out and/or participate in a certain conversation because text of the chat room may scroll too fast. Thus, users may become overwhelmed, and the chat room may become useless. Also, the chat room interface may experience performance issues such as lag due to resource strain, such as bandwidth consumption and client device resource consumption, from attempting to keep the chat room interface up-to-date with all the messages being generated by the thousands of users.

SUMMARY

In accordance with the present disclosure, one or more computing devices and/or methods for hosting virtual chat rooms for a chat room are provided. In an example, users that are accessing video interfaces, hosting a video, and chat room interfaces associated with a chat room for the video may be identified (e.g., 3,000 users may be watching a live stream of a sporting event through a webpage comprising a video interface for the live stream and a chat interface for a chat room through which the users may communicate about the sporting event). Signals, associated with the users, may be evaluated to identify user properties of the users. For example, user account data (e.g., a user may log into a service through which the video is provided), social network profile data (e.g., a user age, a user home location, a user demographic, an interest of the user such as in soccer, a career of the user such as a soccer coach, a social network post with an image about a restaurant, etc.), a current location of a user device, how a user previously interact with chat rooms (e.g., a user tends to write 0.06 messages per minute and thus is a passive participant; a user tends to write 2 messages per minute and thus is an active participant; a user tends to get into arguments with other users; etc.), keywords or grammar used by a user (e.g., the user uses a lot of exclamation points, the user tends to use profanity, the user tends to write incomplete sentences or phrases, etc.), a contact list of a user (e.g., the user may desire to be within a virtual chat room with other friends or contacts), and/or a variety of other signals may be used to identify user properties indicative of how the user may interact with other users within a virtual chat room (e.g., the user may be a passive participant that uses proper grammar and tends to interact well with adults).

The chat room may be sharded (e.g., partitioned) into a set of virtual chat rooms. For example, the chat room may be sharded and/or users may be assigned to virtual chat rooms based upon a virtual chat room occupancy metric (e.g., a maximum number of occupants for a virtual chat room may be set to 100 users or any other number of users so that users can have meaningful conversations without being overwhelmed) and/or based upon percentages of active participants and passive participants (e.g., a virtual chat room may be defined to have a composition of about 10% or any other percentage of active participants and about 90% or any other percentage of passive participants so that the virtual chat room is not overwhelmed with messages from too many active participants and is not too quiet from too many passive participants).

Users may be assigned to virtual chat rooms of the set of virtual chat rooms based upon the user properties. For example, users may be assigned to a virtual chat room so that the virtual chat room has no more than 100 users and has a composition of about 10% or any other percentage of active participants and about 90% or any other percentage of passive participants. In an example, if a first user and a second user previously interacted with one another in a chat room, then the first user and the second user may be assigned to the same virtual chat room. In another example, if a first user and a second user are similar in age or location, then the first user and the second user may be assigned to the same virtual chat room. In another example, users with similar grammar usage (e.g., the user of complete sentences or incomplete sentences, the use of certain keywords, the use of proper grammar or not, the user of statements that invoke a lot or a little reaction, the use of long or short statements, the user of emoticons or exclamation marks, etc.) may be assigned to the same virtual chat room. In this way, users may be assigned to virtual chat rooms to provide a chat room composition that facilitates meaningful and interactive conversations between users. Users may be provided with access to their assigned virtual chat rooms through the chat room interfaces (e.g., messages displayed through a chat room interface may be filtered to message of other users assigned to the same virtual chat room).

