1. A computer-implemented method for modifying a game state of a player of a social game, comprising: receiving, from a device of the player by a hardware-implemented communication module, a selection of a first location for a first virtual object and a second location for a second virtual object in a virtual world of a social game, the first virtual object representing a first social contact of the player of the social game and the second virtual object representing a second social contact of the player of the social game; positioning, on a user interface of the social game, the first virtual object representing the first social contact at the first location and the second virtual object representing the second social contact at the second location; determining, by a hardware-implemented location module, a location adjacency metric for the first virtual object and the second virtual object using the first location and the second location, the location adjacency metric being a function of a distance between the first location and the second location in the virtual world; determining, by a hardware-implemented social module, a social adjacency metric for the first virtual object and the second virtual object, the social adjacency metric being a function of a social distance of a social connection in a social network external to the social game between the first social contact and the second social contact of the player; determining whether the first social contact and the second social contact of the player have an explicitly identified social connection within the social game in addition to the social connection in the social network external to the social game, the explicitly identified social connection within the social game having been previously identified by one of the first social contact or the second social contact; based on the first social contact and the second social contact having the explicitly identified social connection within the social game and the social connection in the social network external to the social game, weighting the social adjacency metric to reflect existence of both the explicitly identified social connection within the social game and the social connection in the social network external to the social game; and modifying, by a processor of a machine, the game state of the player of the social game, the modifying comprising updating the user interface to reflect adjusting of a game score of the player based on the location adjacency metric and the social adjacency metric.