Method and system for feeding advertisement for game client terminal
A game client and advertising technology, applied in the field of pushing advertisements to game clients, can solve the problems of increasing the burden on technical personnel and increasing costs, and achieve the effect of reducing the burden and reducing the cost.
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Embodiment 1
[0030] This embodiment involves pushing advertisement content to game clients of an online game system, wherein the online game system includes at least one game server and several game clients, and the advertisement content is stored in the advertisement server (equivalent to the above-mentioned advertisement unit). In this embodiment, the game screen includes static content and dynamic content. Static content refers to relatively fixed and infrequently changing content. Static content often appears on the edge or corner of the game client window, or appears in the background screen. Dynamic content refers to content that is easy to change. Dynamic content is often located inside the game client window and changes continuously with the interaction between the game user and the game server. When developing a game, static content is mainly integrated into the game client, and dynamic content is mainly stored on the game server. Correspondingly, the advertising space is set in ...
Embodiment 2
[0040] The main process of embodiment 2 is the same as that of embodiment 1, except that in embodiment 2, a "tag" is used to mark the advertising space, and the characteristic information of each advertising space is stored and transmitted together with the advertising space. Correspondingly, the record format of the advertisement slot feature information is:
[0041] feature item 1
feature item 2
……
Feature item n
[0042] Table 3: The storage format of the characteristic information of the advertising space
[0043] Similarly, the attribute information of advertisement content is also stored in a structured format, see Table 2 above.
[0044] In this embodiment, the game client judges whether to access the advertising space according to whether the read static content contains the advertising space label, and judges whether to access the advertising space according to whether the received dynamic content contains the advertising space label. Bec...
Embodiment 3
[0047] Embodiment 3 is an improvement of Embodiment 1 and Embodiment 2 above. In the above-mentioned Embodiment 1 and Embodiment 2, the game client is responsible for judging whether the read static content contains an advertisement space, and is also responsible for judging whether the received dynamic content contains an advertisement space. In Embodiment 3, the game client is only responsible for judging whether the static content read from the local contains an advertising space; the game server is responsible for judging whether the dynamic content sent to the game client contains an advertising space (for example, according to the advertising space ID, label), and notify the game client when it is determined that an ad slot is included.
[0048] It can be seen that in Embodiment 3, since the game client only needs to judge whether the static content read from the local contains an advertisement space, the burden on the game client is greatly reduced, and the game client ...
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