WO2008127705A1 - Suivi d'impressions - Google Patents
Suivi d'impressions Download PDFInfo
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- WO2008127705A1 WO2008127705A1 PCT/US2008/004799 US2008004799W WO2008127705A1 WO 2008127705 A1 WO2008127705 A1 WO 2008127705A1 US 2008004799 W US2008004799 W US 2008004799W WO 2008127705 A1 WO2008127705 A1 WO 2008127705A1
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- WO
- WIPO (PCT)
- Prior art keywords
- content data
- cell
- impression
- content
- satisfied
- Prior art date
Links
- 238000000034 method Methods 0.000 claims abstract description 42
- 238000012544 monitoring process Methods 0.000 claims abstract description 14
- 230000007246 mechanism Effects 0.000 claims description 9
- 238000012545 processing Methods 0.000 claims description 6
- 238000012935 Averaging Methods 0.000 claims 2
- 238000010586 diagram Methods 0.000 description 13
- 230000010354 integration Effects 0.000 description 9
- 238000001914 filtration Methods 0.000 description 8
- 238000004590 computer program Methods 0.000 description 6
- 238000013480 data collection Methods 0.000 description 4
- 239000000463 material Substances 0.000 description 3
- 230000008569 process Effects 0.000 description 3
- 208000017670 Juvenile Paget disease Diseases 0.000 description 2
- 230000003068 static effect Effects 0.000 description 2
- 230000001960 triggered effect Effects 0.000 description 2
- 230000009471 action Effects 0.000 description 1
- 230000008901 benefit Effects 0.000 description 1
- 230000005540 biological transmission Effects 0.000 description 1
- 230000008859 change Effects 0.000 description 1
- 238000004891 communication Methods 0.000 description 1
- 230000001419 dependent effect Effects 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 238000009429 electrical wiring Methods 0.000 description 1
- 230000005670 electromagnetic radiation Effects 0.000 description 1
- 239000000835 fiber Substances 0.000 description 1
- 238000007519 figuring Methods 0.000 description 1
- 230000006870 function Effects 0.000 description 1
- 239000003999 initiator Substances 0.000 description 1
- 230000003993 interaction Effects 0.000 description 1
- 238000005259 measurement Methods 0.000 description 1
- 238000012986 modification Methods 0.000 description 1
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- 230000003287 optical effect Effects 0.000 description 1
- 230000000737 periodic effect Effects 0.000 description 1
- 230000004044 response Effects 0.000 description 1
- 230000008685 targeting Effects 0.000 description 1
- 238000012549 training Methods 0.000 description 1
Classifications
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- A63F13/10—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5372—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
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- A63F13/12—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce
- G06Q30/02—Marketing; Price estimation or determination; Fundraising
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/535—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5506—Details of game data or player data management using advertisements
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
Definitions
- This disclosure relates generally to in-game advertising and more particularly to a method for tracking an impression responsive to an advertisement in a gaming environment.
- One way to increase the effectiveness of the advertisement on the gamer is to utilize real-time dynamic advertising techniques which allow for the targeting of advertisements to specific gamers or groups of gamers.
- These dynamic advertising techniques allow multiple advertisements from different advertisers to be rotated through the same site during game play.
- these dynamic advertising techniques allow for different content types, such as Billboard, Logo, Video, Audio and Beacons, to be used to display advertisements to the gamer.
- Each of these content types is capable of receiving and displaying multiple advertisements throughout the game for display to the gamer.
- a racing game may have a billboard display advertising one product as the racing car goes around the curve and passes the billboard. However, subsequent times the race car goes around the curve and passes the billboard, entirely different advertisements may be displayed.
- dynamic advertising not only enhances the reality of the game's content, it maximizes the revenue generating capability of the software product by generating multiple revenue streams, as opposed to one revenue stream generated using static advertising techniques.
- a method for tracking impressions in a gaming environment includes identifying content data within a content data cell in the gaming environment to be tracked, generating at least one impression responsive to the identified content data, monitoring at least one of the content data and the content cell to determine if at least one predetermined parameter is satisfied and if the at least one predetermined parameter is satisfied, then storing the at least one impression.
- a system configured to implement a method for tracking impressions in a gaming environment, wherein the method includes identifying content data within a content cell in the gaming environment to be tracked, generating at least one impression responsive to the identified content data, monitoring at least one of the content data and the content cell to determine if predetermined parameters are satisfied and storing the at least one impression if the predetermined parameters are satisfied.
- a computer readable storage medium having computer executable instructions for implementing a method for tracking impressions in a gaming environment includes identifying content data within a content cell in the gaming environment to be tracked, generating at least one impression responsive to the identified content data, monitoring at least one of the content data and the content cell to determine if predetermined parameters are satisfied and if the predetermined parameters are satisfied, then storing the at least one impression.
- Figure 1 is a high level schematic block diagram illustrating one embodiment of a gaming system, in accordance with the present invention.
- Figure 2 is a lower level schematic block diagram illustrating the integration server of the embodiment of the gaming system of Figure 1, in accordance with the present invention.
- Figure 3 is a schematic block diagram illustrating one embodiment of data collection, in accordance with the present invention.
- Figure 4 is a schematic block diagram illustrating one embodiment of reporting impressions, in accordance with the present invention.
- Figure 5 is a block diagram illustrating multiple examples of impression filtering parameters, in accordance with the present invention.
- Figure 6 is a block diagram illustrating one embodiment of duration of an advertisement on-screen, in accordance with the present invention.
- Figure 7 is a block diagram illustrating one embodiment of percent of size of an advertisement on-screen, in accordance with the present invention.
- Figure 8 is a block diagram illustrating one embodiment of deflection angle of an advertisement on-screen, in accordance with the present invention.
- Figure 9 is a block diagram illustrating one embodiment of a method for tracking an impression in a game, in accordance with the present invention.
- impression tracking may allow advertisers to measure desired parameters of the audience and the advertisements, such as the size of the audience for an advertisement, the number of advertisements that an audience viewed, the advertisements that were viewed, how many people actually viewed the advertisement, the length of time the advertisements were viewed, the angle at which the advertisements were viewed and the size at which the advertisements were viewed.
- SDK Software Development Kit
- any type and/or configuration of application software may be used to practice the present invention.
- the application software may be implemented via any type or configuration of software suitable to the desired end purpose, such as a generic SDK and/or an application specific SDK.
- the software application may be embedded, in whole or in part.
- a gaming system 10 for implementing the method of the invention showing the connectivity between the elements is shown and includes a user gaming device 20 having gaming software 30 and application software (SDK) 40, a gaming server 50 (optional) and an integration server 60 which includes advertiser information 70.
- SDK application software
- a gaming server is optional and the game may be wholly or partially implemented via one or more computer(s) and/or gaming device(s) as desired.
- FIG. 2 a lower level block diagram illustrating the elements of the integration server 60. As shown, the interaction within the integration server 60 is illustrated by a first set of arrows 75 which represents the flow of impressions through the integration server 60, a second set of arrows 80 which represents the flow of advertising content through the integration server 60 and a third set of arrows 85 which represents the flow of control messages (i.e. figuring out a user location, start session message, etc.) through the integration server 60.
- any type of advertising content may be implemented with the invention, including but not limited to 3- Dimensional and/or holographic content.
- SDK Software Development Kit
- the server uses the IP address of the connected peer(s) (i.e. the initiator of the gaming session) to lookup a unique location ID associated with the geographical location of the IP address.
- the latitude/longitude position(s) of the geographical location of the IP address can be mapped to unique location IDs to allow an advertiser to target media to a specific market(s).
- this dynamic market assignment may be based on one or a plurality of parameters/properties as desired, such as (but not limited to) location ID (based on latitude/longitude of client's IP address), user ID (a unique number associated with each player), application ID (a unique number associated with each game title), business rules logic, predetermined business rules, dynamic market assignment executed by business rules and business rules that may be defined in the application and executed by the location server at each request.
- location ID based on latitude/longitude of client's IP address
- user ID a unique number associated with each player
- application ID a unique number associated with each game title
- business rules logic predetermined business rules
- dynamic market assignment executed by business rules and business rules that may be defined in the application and executed by the location server at each request.
- a request in this context may be a software call for an assignment to a content server.
- the mechanism used for impression tracking may be comprised of one or more parts and is discussed immediately hereinafter with regards to an example having two parts: 1) data collection and 2) impression filtering.
- dynamic advertising cells are typically surfaces within the gaming environment that are configured to receive dynamic advertising content, wherein each cell may have a list of content that it can display.
- the advertising content may be any type of dynamic media that can be displayed or operated (such as audio content) within the cell, either in whole or in part. It should be appreciated that for each cell, each piece of advertising content and/or the relationship between the cell and the advertising content the cell can display may be uniquely defined and uniquely identified.
- data collection may be performed as desired, such as by invoking the tracking mechanism of the present invention on a continuous and/or intermittent basis during a game, for example such as during each frame of the game, for a group of cells, a specific cell and/or content combination.
- impression filtering may be used to decide if impressions are valid based on average values for angle, size, and/or duration, which may be generated (i.e. measured) and/or provided as desired, such as while tracking a piece of advertising content.
- FIG. 3 a block diagram illustrating one embodiment of an overall data collection method 300 is illustrated and includes a user, while playing a game, viewing advertisement content in a gaming environment, as shown in operational block 302.
- the software application obtains impression data responsive to the content and/or the cell, as shown in operational block 304, where the software application temporarily stores the impression data on the users gaming machine in a cache file, as shown in operational block 306.
- the impression data (i.e. contents of the cache file) is then communicated to an application server for storage and future processing, as shown in operational block 308. It is contemplated that the impression data may also be immediately communicated to the application server in addition to or in place of temporarily being stored on the users gaming machine.
- the impression data is then communicated to the impression server (either the impression server retrieves the impression data or the application server send the impression data), as shown in operational block 310. It should be appreciated that impression data from a single or multiple application servers may be retrieved.
- the impression data is then stored in the data warehouse for future analysis and/or processing, as shown in operational block 312.
- FIG 4 a block diagram illustrating one embodiment of an overall impression reporting method 400 is illustrated and includes communicating impression data stored in a data warehouse to an analytical server (for example, an OLAP server), as shown in operational block 402, wherein the OLAP server processes the impression data to obtain desired performance characteristics of the impression, as shown in operational block 404.
- a report responsive to the desired performance characteristics of the impression is then generated, as shown in operational block 406, and stored in an operations database for future analysis and/or action (such as determining the validity of an impression), as shown in operational block 408.
- Figure 5 illustrates four examples (of an unlimited number of examples) of impression filtering parameters that may be used (it should be appreciated that other impression filtering parameters (including more or less) may be used).
- One way of determining whether an impression is valid may be by using the impression parameters. It should be appreciated that the impressions may be processed via any method suitable to the desired end purpose, such as deleting the impression, storing the impression, etc. Figure 5 illustrates several example scenarios where an invalid impressions could be separated from valid impression by being deleted based upon not satisfying predetermined parameters.
- the game may pass the following data values to the software application (SDK) when an advertisement comes into view of the gamer.
- SDK software application
- the impression may be considered "open” until predetermined parametric values (such as O's) are passed for the parameters and/or values below, and then the impression may be considered “closed.”
- O's the parameters and/or values may be any parameters and/or values as desired suitable to the desired end purpose.
- the parameters and/or values used may include content display duration (See Figure 6), content display size (See Figure 7), content display deflection angle (See Figure 8), and/or ID of the content cell being displayed on-screen, wherein the duration may be the time the advertisement spends on the screen, the size may be the size of the advertisement on the screen and/or the deflection angle may be the average angle at which the content was viewed from a predetermined perspective (such as the player's perspective).
- the deflection angle, a may be the relative difference in angle between the camera (i.e. the player in front of the screen) and the normal vector of the face of the cell. In other words the relative angle between the viewer of the game and the face of the cell.
- impression filtering parameters may be: Billboard Viewing Parameters
- content cells, advertising content and/or the relationships between the content cells and the advertising content may be defined as desired.
- the title may be entered into the system and the content cells may be attached to the title (in this case cells that may be used in the title may be entered and associated with the title).
- the system generates unique cell IDs for each content cell (or group of content cells) and/or the advertising campaign may be entered into the system, where the advertising campaign is associated with a title (or titles).
- the advertisement campaign is typically all about the advertisements, when they will run, how long they will be, how long they will run, where they will run, which ads will run, what cells will run, etc.
- the advertising content may be uploaded to the system and the system may generate unique content IDs for each piece of content.
- Each piece of content may have an associated content cell (typically a piece of content should have a place for it to go - for example, an 8x1 billboard JPG may target an 8x1 billboard cell), wherein each cell may have single and/or multiple pieces of content (even various types of content).
- the pieces of advertising content may rotate through the appropriate cell or group of cells as the game progresses. For example, suppose cell ID 1 includes a 2x1 logo cell, and content ID numbers 1021, 1023 and 1025 are 2x1 logo JPGs. In Title 102, content ID number 1021 may display in cell ID 1 on the first level, then content ID number 1023 may display in cell ID 1 on the next level, then content ID number 1025 may display in cell ID 1 on the next level, and so on.
- FIG. 9 a block diagram illustrating a method 600 for tracking an impression is shown, in accordance with the present invention.
- the method 600 includes selecting dynamic advertising content (content may be selected before or after the game has been started) and displaying the dynamic advertising content in a cell or group of cells in the gaming environment, as shown in operational block 602. It should be appreciated that although typically a cell(s) is tracked when a player is within a desired proximity of the cell(s), tracking may occur (i.e. triggered) regardless of the player location and may be dependent upon any desired invocation parameters.
- a tracking mechanism is invoked (for example during each frame or during selected frames) to track a desired cell(s), as shown in operational block 604, wherein during each invocation, game attributes may be obtained, such as deflection angle and/or display size attributes. These attributes may be obtained via any method suitable to the desired end purpose, such as the game passing the attributes to the application software or such as the application software retrieving the attributes. Additionally, some embodiments may include parameters that are being continually passed back to the application software, while other embodiments may not include continually passing parameters. Moreover, parameters may be passed at predetermined times and/or events, such as when a cell comes into view and/or until the values are null. Additionally, the deflection angle may be responsive to the relative angle between the player and the viewed advertising content (rather than the display screen) and the display size may be responsive to the relative size of the displayed content to the size of the entire screen.
- Method 600 further includes determining whether predefined thresholds are satisfied, as shown in operational block 606, wherein the predefined thresholds may be defined as desired and may include (but not be limited to) a minimum/maximum deflection angle, a minimum/maximum display size and a minimum/maximum duration for a piece of advertising content. If the predefined thresholds are satisfied, then the impressions are considered to be valid and may be recorded, as shown in operational block 608, otherwise the impressions may be discarded or separated from valid impressions for further analysis. For example, valid impressions may be written to a cache file on the client computer for temporary storage.
- the predefined thresholds may be defined as desired and may include (but not be limited to) a minimum/maximum deflection angle, a minimum/maximum display size and a minimum/maximum duration for a piece of advertising content. If the predefined thresholds are satisfied, then the impressions are considered to be valid and may be recorded, as shown in operational block 608, otherwise the impressions may be discarded or separated from valid impression
- the subsequent values for angle and size are averaged across all tracking invocations, as shown in operational block 610, and tracking continues until the parameters no longer meet the predefined thresholds, at which point impression data may be obtained, as shown in operational block 612.
- the parameters may be passed as desired (i.e. they may be passed on a continual basis or they may be passed on a piecewise, timed or periodic basis).
- the parameters are passed when the cell comes into view (i.e. on the screen) and/or until the parameters being passed are 0 values.
- the time elapsed since the start of tracking may be automatically counted and when a tracking event has reached a desired point or time for a given cell, the tracked data may be sent to a cache file for temporary storage, as shown in operational block 614.
- a tracking stop invocation is triggered (such as at a desired point in time or when the passed parameters are 0 values)
- the tracking is stopped and the caches flush the passed data (i.e. impression values) which are committed to the analytical server (e.g. OLAP), as shown in operational block 616.
- impression filtering i.e. data filtering
- the method of the present invention may be embodied, in whole or in part, via software, firmware and/or hardware. Accordingly, the invention may be implemented via any type or configuration of software suitable to the desired end purpose, such as a generic SDK and/or an application specific SDK. Additionally, it should also be appreciated that the method of the present invention may or may not be embodied, in whole or in part, via instruction using training manuals (i.e. text based materials), seminars, classes, and/or any other media suitable to the desired end purpose.
- training manuals i.e. text based materials
- seminars i.e. text based materials
- classes i.e. text based materials
- the method of the present invention may be implemented, in whole or in part, via software, hardware, firmware and/or any combination thereof, it is also contemplated that the method of the present invention may also be implemented, in whole or in part, without the use of software, hardware, firmware and/or any combination thereof.
- the method of the present invention may also be implemented, in whole or in part, without the use of software, hardware, firmware and/or any combination thereof.
- any software, hardware and/or firmware and/or with any combination thereof but rather via instruction using PC based software and/or classroom instruction with text materials (i.e. books, pamphlets, handouts, tapes, optical media, etc.).
- each of the elements of the present invention may be implemented in part, or in whole, in any order suitable to the desired end purpose.
- the processing required to practice the method of the present invention may be implemented, wholly or partially, by a controller operating in response to a machine- readable computer program.
- a controller operating in response to a machine- readable computer program.
- the controller may include, but not be limited to, a processor(s), computer(s), memory, storage, register(s), timing, interrupt(s), communication interface(s), and input/output signal interface(s), as well as combination comprising at least one of the foregoing. It should also be appreciated that the embodiments disclosed herein are for illustrative purposes only and include only some of the possible embodiments contemplated by the present invention.
- the invention may be wholly or partially embodied in the form of a computer or controller implemented processes. It should be appreciated that any type of computer system (as is well known in the art) and/or gaming system may be used and that the invention may be implemented via any type of network setup, including but not limited to a LAN and/or a WAN (wired or wireless).
- the invention may also be embodied in the form of computer program code containing instructions embodied in tangible media, such as floppy diskettes, CD-ROMs, hard drives, and/or any other computer-readable medium, wherein when the computer program code is loaded into and executed by a computer or controller, the computer or controller becomes an apparatus for practicing the invention.
- the invention can also be embodied in the form of computer program code, for example, whether stored in a storage medium, loaded into and/or executed by a computer or controller, or transmitted over some transmission medium, such as over electrical wiring or cabling, through fiber optics, or via electromagnetic radiation, wherein when the computer program code is loaded into and executed by a computer or a controller, the computer or controller becomes an apparatus for practicing the invention.
- computer program code segments may configure the microprocessor to create specific logic circuits.
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Abstract
L'invention concerne un système et un procédé de suivi d'impressions dans un environnement de jeu consistant à identifier des données de contenu dans une cellule de données de contenu de l'environnement de jeu surveillé, à générer au moins une impression correspondant aux données de contenu identifiées, à surveiller au moins les données de contenu ou la cellule de contenu pour déterminer si au moins un paramètre prédéterminé est satisfait et, si ledit paramètre prédéterminé est satisfait, à stocker ladite impression.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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US92335207P | 2007-04-12 | 2007-04-12 | |
US60/923,352 | 2007-04-12 |
Publications (1)
Publication Number | Publication Date |
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WO2008127705A1 true WO2008127705A1 (fr) | 2008-10-23 |
Family
ID=39864273
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/US2008/004799 WO2008127705A1 (fr) | 2007-04-12 | 2008-04-11 | Suivi d'impressions |
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WO (1) | WO2008127705A1 (fr) |
Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP2230643A1 (fr) * | 2008-12-18 | 2010-09-22 | Sony Computer Entertainment Inc. | Processeur d'image et procédé de traitement d'image |
US20110184805A1 (en) * | 2008-09-25 | 2011-07-28 | Tictacti Ltd. | System and method for precision placement of in-game dynamic advertising in computer games |
Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2005086969A2 (fr) * | 2004-03-08 | 2005-09-22 | Massive Incorporated | Distribution de publicite dans des jeux video multiples |
US20070078706A1 (en) * | 2005-09-30 | 2007-04-05 | Datta Glen V | Targeted advertising |
-
2008
- 2008-04-11 WO PCT/US2008/004799 patent/WO2008127705A1/fr active Application Filing
Patent Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2005086969A2 (fr) * | 2004-03-08 | 2005-09-22 | Massive Incorporated | Distribution de publicite dans des jeux video multiples |
US20070078706A1 (en) * | 2005-09-30 | 2007-04-05 | Datta Glen V | Targeted advertising |
Cited By (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20110184805A1 (en) * | 2008-09-25 | 2011-07-28 | Tictacti Ltd. | System and method for precision placement of in-game dynamic advertising in computer games |
EP2230643A1 (fr) * | 2008-12-18 | 2010-09-22 | Sony Computer Entertainment Inc. | Processeur d'image et procédé de traitement d'image |
EP2230643A4 (fr) * | 2008-12-18 | 2013-11-06 | Sony Computer Entertainment Inc | Processeur d'image et procédé de traitement d'image |
US8624914B2 (en) | 2008-12-18 | 2014-01-07 | Sony Corporation | Image processing apparatus and image processing method |
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